@GlowBear: Wow, I wasn't expecting such a fast response...but thank you. And while we're in Praise Mode, I've gotta say you're doing some good work too. You keep it up, and I'll be sure to keep dropping by.
Well you're one of the first and few that always gives me a warm fuzzy feeling in the comment section of my own work and also produces some great entertaining reads, sp the praise is legit.
In regards to the topic - I think there's so many times where a secondary character can really outshine a primary protagonist (not just in games) and that games should really implement character control switch ups more often. You do get games that will give you control of another character for a level or a job, but those are usually (off the top of my head) shooters and a lot of characters can all meld into one in that regard.
In regards to the topic - I think there's so many times where a secondary character can really outshine a primary protagonist (not just in games) and that games should really implement character control switch ups more often. You do get games that will give you control of another character for a level or a job, but those are usually (off the top of my head) shooters and a lot of characters can all meld into one in that regard.
The industry seems to be slowly eliminating main characters anyway. Some very popular games allow you to choose what kind of character you want to play. Games like Fallout, Elder Scrolls, Borderlands, Kingdoms of Amalur, Fable, Dragon Age, and even Mass Effect (to an extent) just to name a few. And those are only RPG's. What about all the FPS games that have a 4 hour campaign with very forgettable characters, and then a fully customizable multiplayer character? Or MOBAs that have several "main" characters.
I feel like "main characters" as pre-defined individuals have been put on the back burner in the current gen of games. The effort into their character development and backgrounds just doesn't seem to be there.
But it might be that way due to the developers trying to make the character more "blank" so that it's easier to immerse yourself into their position (which isn't always such a smooth process). And that, in turn, makes the supporting cast much more appealing, makes them seem more rich and vibrant in comparison to the bland, black and white Main banana.
Anyway, good read, made me think :D
I feel like "main characters" as pre-defined individuals have been put on the back burner in the current gen of games. The effort into their character development and backgrounds just doesn't seem to be there.
But it might be that way due to the developers trying to make the character more "blank" so that it's easier to immerse yourself into their position (which isn't always such a smooth process). And that, in turn, makes the supporting cast much more appealing, makes them seem more rich and vibrant in comparison to the bland, black and white Main banana.
Anyway, good read, made me think :D
I don't like making my own interpretations anymore, or making excuses to keep playing a game, JRPG or otherwise. Either the writing/VA's good or it's horrendous. Most of the time, that leaves me without a good Japanese game to play. But I'm pretty over Japan at this point, so no big loss.
You often hear the philosophy that developers want the main character to be devoid of real identifiable characteristics - a blank slate that the player can project themselves on to. I think this has an impact on the quality of leading characters overall.
Personally, I don't dispute that there are some advantages to that approach - but I also think it's a bit cowardly. Maybe it comes from having read so many books as a kid, but I always look forward to meeting a main character, and to learn what's interesting about them. I love being surprised by them. I love when a character I don't like does something so shocking or cool that I find myself paying more attention to them. It's a much more powerful connection to discover that you identify with a character IN SPITE OF the fact that they're not much like you, and imho it can result in much more memorable moments.
Great blog as always, Voltech!
Personally, I don't dispute that there are some advantages to that approach - but I also think it's a bit cowardly. Maybe it comes from having read so many books as a kid, but I always look forward to meeting a main character, and to learn what's interesting about them. I love being surprised by them. I love when a character I don't like does something so shocking or cool that I find myself paying more attention to them. It's a much more powerful connection to discover that you identify with a character IN SPITE OF the fact that they're not much like you, and imho it can result in much more memorable moments.
Great blog as always, Voltech!
@GlowBear: Character control switch-ups...yeah, I get what you mean. It's one thing to play as a protagonist, but something entirely different when you play as a side character. Mechanically speaking, it's the difference between playing as Ryu and playing as E.Honda -- you engage with them and their particulars on a different level, and learn something you wouldn't have without the switch.
@CapmTrevo: I agree that there's a lot of work put into characters (lead or otherwise) that developers aren't willing to do these days. Of course, I'd argue that whoever does crack the code -- i.e. puts in some effort -- can do wonders for the industry. And it's certainly possible, especially in light of games of the past and present.
@Nihil: Don't like making your own interpretations...? Hmmm, interesting. I'm not in opposition, but it's a point-of-view I wouldn't have expected. Maybe this is just the writer in me speaking, but I like trying to "figure out" things, games especially. They're not the most sophisticated medium (right now, at least), but I like mining for gold even if the game isn't necessarily deep.
That said, now that I think about it I see what you mean. It's okay for games to be deep and/or subtle, but they can (and should) have some kind of immediate payoff. Why should I have to wait for Luke fon Fabre to develop into a good and not-annoying character? Why should I have to wait thirty hours for Final Fantasy 13 to become a tenth of a degree closer to tolerable? Why should I try looking for something when that depth may have been entirely accidental or unintended on the developers' part? It's a thin line, indeed.
@fulldamage: Honestly? I don't buy that development philosophy. I can understand it, and rationalize it, and maybe even defend it, but I can't bring myself to accept it. If you'll let me throw a hissy fit, I don't want to "project myself." I'm not some fantasy knight, or studly intergalactic space marine. And I never will be. So let me follow someone else instead of pretending I'm in the game -- because in terms of positioning, that's exactly where I am. I may lead a character down a hallway, but I'm still just behind them -- an adviser of sorts -- offering suggestions with my controller. Let them be them, and let me be me. Is that so wrong?
/hissy fit. At any rate, thanks to all of you for your comments so far. My afro is beaming with joy.
@CapmTrevo: I agree that there's a lot of work put into characters (lead or otherwise) that developers aren't willing to do these days. Of course, I'd argue that whoever does crack the code -- i.e. puts in some effort -- can do wonders for the industry. And it's certainly possible, especially in light of games of the past and present.
@Nihil: Don't like making your own interpretations...? Hmmm, interesting. I'm not in opposition, but it's a point-of-view I wouldn't have expected. Maybe this is just the writer in me speaking, but I like trying to "figure out" things, games especially. They're not the most sophisticated medium (right now, at least), but I like mining for gold even if the game isn't necessarily deep.
That said, now that I think about it I see what you mean. It's okay for games to be deep and/or subtle, but they can (and should) have some kind of immediate payoff. Why should I have to wait for Luke fon Fabre to develop into a good and not-annoying character? Why should I have to wait thirty hours for Final Fantasy 13 to become a tenth of a degree closer to tolerable? Why should I try looking for something when that depth may have been entirely accidental or unintended on the developers' part? It's a thin line, indeed.
@fulldamage: Honestly? I don't buy that development philosophy. I can understand it, and rationalize it, and maybe even defend it, but I can't bring myself to accept it. If you'll let me throw a hissy fit, I don't want to "project myself." I'm not some fantasy knight, or studly intergalactic space marine. And I never will be. So let me follow someone else instead of pretending I'm in the game -- because in terms of positioning, that's exactly where I am. I may lead a character down a hallway, but I'm still just behind them -- an adviser of sorts -- offering suggestions with my controller. Let them be them, and let me be me. Is that so wrong?
/hissy fit. At any rate, thanks to all of you for your comments so far. My afro is beaming with joy.

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