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Nothing is sacred: Getting into character photo

[Editor's Note: We're not just a (rad) news site -- we also publish opinions/editorials from our community & employees like this one, though be aware it may not jive the opinions of Destructoid as a whole, or how our moms raised us. This article is part of our Monthly Musing series: this month's theme is "nothing is sacred." Want to post your own article in response? Publish it now on our community blogs.]

Like many of my fellow gamers, I’ve recently become addicted to the new RPG/FPS hybrid, Borderlands. My inner dungeon crawler has been out in full force. Along with my OCD; forcing me to searching every nook and cranny for loot, maxing out my skill tree and exploring every dungeon. But a little while ago, after I reached level forty-four and the game’s story came to an end, I realized how little my character had really changed.

I started out as a badass treasure hunter with a thirst for blood, and I finished the game as … well … a badass treasure hunter with a thirst for blood. My character hadn’t changed at all.

After dozens of intense fire fights in the rugged wasteland of Pandora, you would expect my character to be bruised, battered and actually look like he had done all the amazing thing that he did. Instead, he was exactly the same: both physically and emotionally.

The lack of true character progression is plaguing the game industry. If games want to be held to higher narrative standard, then it's time developers started to focus less on making their characters "cool" and more time making them interesting.

Take the Star Wars saga for example. Luke Skywalker starts out as your average, eighteen-year-old, whiny, power-converter buying, farm boy. But once he sets out on the "heroes journey" he starts to become a new person. He doesn't just change physically, he changes emotionally as well. During the first film, and a little bit in the second, Luke tends to whine and complain about how unfair life is. But after he discovers the truth about his father, along with a number of other revelations, including getting his hand cut off, by the end of the saga, he becomes a full-blown Jedi master. Skilled, wise and truly "grown up." If you compare Luke Skywalker from A New Hope, and Luke Skywalker from Return of the Jedi, they are two completely different people. That is true character progression.

Put Some Feeling Into It!

Now let's look at what some have called the Star Wars equivalent to videogames: Halo. Master Chief fights through an entire war, single handedly taking out swarms of Covenant yet he never once seems affected by the brutality that he witnesses. So many war games say they want to be like Saving Private Ryan, but it wasn't the explosions, or depressing atmosphere that made it great. It was seeing war, real war, through the eyes of five brave men, fighting for not glory, but personal enlightenment. When their fellow soldiers die, the men are horrified and disgusted at the savagery. But when Master Chief sees one of his fellow Marines shot down, he barley blinks.

Another game that is guilty of poor characterization is Kingdom Hearts: one of today's most popular JRPGs, and a game that relies heavily on its story. But you wouldn't know it, judging by the paper thin characters, especially Sora, the games main protagonist. Sora starts out as a plucky young adventurer, who is endlessly devoted to his friends and family. Want to guess what he's like in the second game? That's right. A plucky young adventurer, who is endlessly devoted to his friends. Kingdom Hearts has all the characterization of a meatball hoagie.



There are plenty of other characters like the two I just described, but I think you get my point. What I would like to see in games, is greater emphasis on characters displaying complex emotions outside of cut scenes. If one character has an argument with another character, the tone and banter between them, in-game, should change. Not only that, but if it's an FPS, they should react more to when a close ally dies. Don't have them just say, "Oh my god, what's his name got shot!" Make them angry; make them cry; make them emote! These may sound like a bunch of meaningless little things, but as any good actor can tell you, it's the little things make a character memorable.

Going back to something I mentioned earlier. Physical change is another thing I would like to see more developers take into consideration. Not just new clothes and armor, but things like scars after a fight, or limping after getting shot in the leg.

One game that did this right was Prince of Persia the Sands of Time. As the game progressed the Prince's uniform that he wears in the beginning of the game is ripped and torn. After each battle he gets more scars, bruises and overall, looks like he has actually been in a fight. By the end of the game, the Prince has gone from prim and proper, to rough and rugged. While this change didn't affect the game play, it made me feel like I had been on a long and dangerous journey. Going through that game was hell, and Prince reflected that.

Final Fantasy is the one franchise that annoys me the most. You've got a bunch of effeminate looking characters going on this epic journey. They fight countless monster, get snot beat out of them on more than one occasion, and to top it all off, they've been traveling through the freaking wilderness for weeks. They should be sweaty, buff and dirty. Instead, they get a few new pieces of armor and a sword and look exactly the same as they did in the beginning. This is something that almost every JRPG is guilty of and I'm sick of it.

An Old Hope

Notice that I said almost every Final Fantasy game. Final Fantasy III -- VI if you want to get technical -- is one of the few games, I've played, that has true character progression. Over the course of their adventure: Cecil, Rosa, Riddia and the rest of the cast struggle not only with the external challenge of their enemies, but also their own internal struggles. Some characters become older; some become wiser; some die. The characters in FFIII aren't heroes. They're real people, with real problems -- and that game came out in thirteen years ago.



You probably noticed that I didn't mention "silent" protagonists like Gordon Freeman, Chrono or Link. That's because they are not characters. They are narrative "vehicles" that are meant to help link the player to the game. The difference between a character that speaks and on that does not, is that they change the role of the player. If a character is a "vehicle," then they do not speak and let the player become the protagonist. If a character talks and acts beyond the players control, then they become the protagonist and the player becomes a contributor. Unlike movies, where the viewer is a witness, a player who controls a character in video game experiences the journey with the protagonist, but is not actually "in" the game him/herself.

As I said before: the lack of true characterization is plaguing the game industry. Developers need to realize that it's not trench coats, guns or muscles that make a character memorable. It's what they say and do that matters. I encourage my fellow gamer to raise their standards when it comes to they play as -- don't settle for some generic knight in shining armor, or a bald headed space marine -- demand characters, not, ugh... Edge Maverick. Now if you'll excuse me, I have a strange craving for a meatball hoagie.


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47 comments | showing # 1 to 47

double2's Avatar - Comment posted on 10/26/2009 18:32
double2
surely master chief is a vehicle as well in that case? surely all of the characters in Boarderlands are vehicles. I wouldn't say it's a story driven game. I don't play forza and wish I knew more about my driver's daughter's life long battle with leukemia.

I agree, physical character alterations as a game develops is an interesting dynamic, but I don't see it as something that revolutionizes a game. Emotional development definitely does though, but I think that has been done a few times and I hope that it is continuing to progress.
ShoveTheJayOhBee's Avatar - Comment posted on 10/26/2009 20:06
ShoveTheJayOhBee
I was enthusiastically agreeing with you until the attempted defense of Half-life. It undermines your argument, and it's kind of a cop-out. Half-life is one of the few role-playing stories nowadays where the character has a fixed name and identity... You have more of a "vehicle" in Mass Effect's ____ Shepard or in your Fallout 3 character. A video game is not restricted simply to the boundaries of the game, but also the background and character information in the game manual, media and advertisement material, and other such things. Gordon's character goes 30 years or so of his life and continues to be "strong silent" crowbar wielding dude in a lab hazard suit... He doesn't even AGE because of the scifi mumbo jumbo story excuse. So come on now...

The kind of change that you're describing is not easy to pull off, and it's very hard to affect player behavior in a game without scripting or limiting.

Fundamentally, and this sort of goes along with my own recent C-blog, you can't really change people with an RPG when the dichotomy is "good" or "evil" like it is in most RPGs. The distinction is far too entrenched, black and white, and just dumb. If you wanted to have dynamic character in an RPG, you would need circumstance and the human-computer interaction experience call for it... Something like, if you played Halo all along killing all the bad guys and leaving no survivors, etc. etc. but discovered later that your brutality was leading to harsh retaliation against civilians... well maybe you would start playing a bit more stealthily or try to find intelligent solutions to game problems instead of forceful ones.
pedrovay2003's Avatar - Comment posted on 10/26/2009 21:56
pedrovay2003
I love Kingdom Hearts, but I agree that Sora is probably the least interesting character in the entire series.
kauza's Avatar - Comment posted on 10/26/2009 22:47
kauza
Edge Maverick! I absolutely love picking on that guy in my blogs. It's just so damn easy!

Nice post man, we should definitely roll some Borderlands sometimes. Add me up: Kauza.

As for characterization, I totally agree, but things are getting better. I think voice acting needs to get a lot better, where actors are actually acting rather than simply delivering lines for a paycheck. They should have some sort of power to craft a character. I think Lost Odyssey's Jansen is a great example of this: he wasn't incredibly deep or original, but Michael McGaharn really took command of that role and turned Jansen into one of the more memorable characters of recent years. When great character writing can be combined with amazing voice acting, we'll be there.
Elsa's Avatar - Comment posted on 10/27/2009 10:15
Elsa
excellent point about the character "looking the same" at the end of the game...yeah, they really should look somewhat different (though this is usually achieved in other RPG's by starting in essentially a loin cloth and ending the game in a pretty spiffy set of armour, which really isn't sufficient.)

Games are supposed to tell stories (usually) and yeah, character progression is a large part of any story.

Excellent blog!
smerff's Avatar - Comment posted on 10/31/2009 17:04
smerff
Well stated chum. I agree wholeheartedly.
dwolfwood's Avatar - Comment posted on 10/31/2009 17:13
dwolfwood
Don't mean to call you out, but you listed FF6(3) and a FF6 pic, but listed FF4(2) characters. The point is still valid though as FF6 was the best character development seen in any game imo, and FF4 would be close as well, having led up to 6's perfections.
Filt's Avatar - Comment posted on 10/31/2009 17:13
Filt
In my opinion, Borderlands is more about *your own* personal progression, rather than the character's within the game. It's more of a "you are this character" rather than "you are playing as this character". It is actually something I like about the game too, it's definitely a change of pace.

Think about Fallout 3 for a moment to make the comparison: the story is presented to you as if there is this character within the game, and you are merely controlling that character; all of the events of the game are happening to that character, not to you. And that's something I didn't understand about what Fallout 3 was trying to do. They give you this fairly detailed "character creation" process, but it's meaningless. You are not the character, so why bother customizing it?

Borderlands takes a different approach, more of a WoW approach: pick a class, play as that class. You make the character what it is by the way you play the game. I think the focus of Borderlands is much less on what is happening to the character you are controlling, and more about what is actually happening to *you*, the gamer.

That being said, you make a good point about a lot of other games.
Shadowiii's Avatar - Comment posted on 10/31/2009 17:17
Shadowiii
I think Final Fantasy 6 has one of the greatest development of characters ever, even with the game having such a vast scope of characters, so I'm very glad you brought it up.
People don't change much in games now-a-days. Even games praised with original or fresh stories (one in particular coming to mind is God of War) doesn't see the characters progressing whatsoever. I think that's why I enjoyed Lost Odyssey so much; almost none of the characters are the same people you met at the beginning of the game by the time the end of Disc 4 rolls around. Janson, in particular, is a completely different person.
Great post, got me thinking.
Rabite's Avatar - Comment posted on 10/31/2009 17:19
Rabite
Um... Cecil, Rydia and Rosa were from FF4 (which is another good example of character progression).

Interesting article, but I'm only halfheartedly behind it. For me the game is everything and the plot/characters take a backseat.
Filt's Avatar - Comment posted on 10/31/2009 17:22
Filt
@Rabite: First, love the name and avatar, nice props to Secret of Mana. Second, I totally agree with you: the game is everything.
Roager's Avatar - Comment posted on 10/31/2009 17:27
Roager
Crisis Core did this pretty well. Zack started out as a plucky young adventurer, and ended a bit wiser and more determined. Physical changes too, but that's mostly cuz it had a couple time-skips. Not perfect, but a move in the right direction, for sure.
Drakengard's Avatar - Comment posted on 10/31/2009 17:30
Drakengard
Hmm... I think there's a limit to how much a character should change. FFVIII had Squall changed all too suddenly and that ruined the game for me because the change process was handled poorly.

FFXII, on the other hand, was much more subtle. I think you take it too far in criticizing that the characters don't physically change as that's probably the least important factor. Fable did the physical part and, frankly, it just dropped the ball in the end despite that.

I do agree that the game industry is REALLY holding onto things more now than ever before. FPS are being made all the time now because they are commercially viable options and not because they really bring anything innovative to the industry, and I say this as someone who likes playing FPS games. We can only hope that games like the ones from Team Ico and Okami and what we'll be seeing with say a Heavy Rain will continue to push the industry forward rather than this neverending quest for the Holy Grail of graphics...
Roager's Avatar - Comment posted on 10/31/2009 17:35
Roager
@Drakengard:

To be fair, Fable did ONLY the physical part, and didn't really do it the way the author's talking about. Fable was basically "be evil: grow horns, be good: get a halo, eat a lot: get fat"

Not much of that really reflects what the character's been through, it was just a visual reward for the player.
wanderingpixel's Avatar - Comment posted on 10/31/2009 17:54
wanderingpixel
Sorry about the FFVI and FFIV mix up everyone (that's the last time I use Wikipedia as difference).
wanderingpixel's Avatar - Comment posted on 10/31/2009 17:54
wanderingpixel
Sorry about the FFVI and FFIV mix up everyone (that's the last time I use Wikipedia as reference).
HiddenAHB's Avatar - Comment posted on 10/31/2009 18:11
HiddenAHB
I think that at the end of Kingdom Hearts 2 Sora has grown up, even if it's just a little bit, and the same goes for his party and Riku. But i'm a KH fanboy so i might be wrong. Also, great article.
The Silent Protagonist's Avatar - Comment posted on 10/31/2009 18:15
The Silent Protagonist
I actually prefer all my main character to be "vehicles." Maybe its just I play so many RPGs with the silent protagonist or dungeon hacks or MMOs where I can define a character to the point where I feel like they're an extension of my personality.

I'll accept games where true character progression exists and the character is not the vehicle, but I need to e given a lot in exchange to enjoy the game for that. Simply having a good story is not enough.

I do think bringing up Kingdom Hearts is contradictory, though, because things do happen to Sora. He does age, people even forget about him. I'll admit he's not as interesting as the world around him, though. A character like Riku or Axel got a lot more progression, even if it was years of jumping back and forth in continuity to accomplish it.

Characters in games like FFIV, FFVI and Persona 4 show great emotional growth and even change over the course of a story. P3 and P4's characters will change wardobe to even reflect the time of year and weather climate. The player even gets to personalize the experience by choosing what relationships that character develops.
Ran Harpaz's Avatar - Comment posted on 10/31/2009 18:23
Ran Harpaz
I'd like to recommend you look out for Bioware's 2009/2010 lineup of Dragon Age: Origins and Mass Effect 2. It's currently looking like both games will feature extensive character development between all of the characters.

Although DA:O don't give the PC dubbing, I think.
Charlietime's Avatar - Comment posted on 10/31/2009 18:46
Charlietime
I didnt go into borderlands expecting any sort of story or character, but i whole heartedly agree with the rest of your write up.

i was to blinded by shiny plastic coating to notice Edge was a character.
ajaxender's Avatar - Comment posted on 10/31/2009 20:36
ajaxender
Master Chief may not be the best example, since hes a)been mentally trained and messed with, as well as physically, and b) he's already been though lots of shit before Halo. Of course, chances are thats Bungies way of avoiding the very issue that you're bringing up.
Similarly, Borderlands is not really about the characters. They really fit the vehicle role you described at the end. The entire focus of the game is getting items, with a loose (but I feel still pretty interesting) plot to drive some progression. Still, I'd like to see a sequel to the game, on a different planet perhaps, where they explore more of the very rich and detailed universe they have created, and give more time to the characters (both the player and NPC's).

Of course, in general I can't disagree with you. More feeling in a game is just plain better. I agree that not all FF games do a good job, but I think X can be added to the list of ones that do, as I've been playing it again lately (until Borderlands came along...). Tidus and Wakka especially go through some big changes throughout the game. It would be nice if it was actually shown physically in games more often, the Fable games being the only ones I can recall that genuinely make an attempt (in that respect).
donkeykong's Avatar - Comment posted on 10/31/2009 21:37
donkeykong
I like video games too, my favourite video game is zelda because in it you get a boomerang and no other game has a boomerang based on the games that I've played which is a lot.

Also Pitfall: the mayan adventure has a boomerang in it too, so it is my favourite video game as well, upon review of my favourite game criterion. Bat-arangs don't count.

But really what I'm trying to say here is that I've found with games and indeed with all media, my level of enjoyment is very highly associated with my expectations. If you want a shiny car with realistic handling, Borderlands is not for you. Likewise, if you want a game steeped in rich characters who grow through intense life experiences, perhaps nor then is Borderlands for you.
Lucas Says's Avatar - Comment posted on 10/31/2009 22:01
Lucas Says
Saying there is no character development in Final Fantasy games except in IV (where there is very, very little; Cecil changes classes but his character doesn't change, Kain...has no character, Rydia ages but stays basically the same, Rosa doesn't change at all) is laughable. Try playing VIII, X, and XII; you'll see your points are wrong on all counts. VIII does it in a rudimentary way (admittedly, like with IV and VI, it was from the 90's, when games did this poorly) by having each character basically experience a major event, but surely this is more than IV. X and XII...I'm pretty sure you stopped playing them when you though Tidus was annoying in the beginning, or when XII tried to do different things at all. Vaan, admittedly, is a vehicle for the player, but the other characters definitely develop as the game progresses.

As for Borderlands, its story gets a lot of shit, but it's actually quite nice. Yeah, it's paced kind of wrong (with the journal quests giving you...most of the plot, and they're optional), but especially the characters, I think you get a good sense of them. They don't change, sure, but...that's because you don't really change. It's hard to force changes and emotions on a character when the player is intricately connected to how they evolve each situation. Other characters have to give that, and I like a lot of Borderlands NPCs.
DrCGP's Avatar - Comment posted on 10/31/2009 23:16
DrCGP
Batman Arkham Asylum demonstrated that you could look and feel like you went to hell and back with their portrayal of Batman and how he looked like shit at the end.
The Silent Protagonist's Avatar - Comment posted on 10/31/2009 23:27
The Silent Protagonist
Yeah, Arkham Asylum does that, but the story was penned by Paul Dini, which has a lot to do with that. That and Rocksteady was the first developer in ages to realize Batman was a sacred cow to a lot of people, so they decided maybe they should treat the story, you know, like a comic book for once.

Also, if you didn't get that FFIV was a story about redemption and didn't see characters progress emotionally, I think you had to be asleep half the game. There wasn't much character development in FFVIII at all, Squall just reached a point where he decided "Hey, maybe I'm not totally surrounded by idiots." I'll grant you that's more progress than Cloud's ever had, he's still looking for his reason to fight :P
Sacchiuy's Avatar - Comment posted on 11/01/2009 00:54
Sacchiuy
FF7 had a lot of character development. For my liking regarding Cloud, too much.

Also, I remembered something while reading this article. Snake in MGS4 will feel bad (and vomit if I remember well) if in battlefield you shoot as many soldiers as you can nonstop. I think this has to count as something.
Johnnyreb2565's Avatar - Comment posted on 11/01/2009 01:34
Johnnyreb2565
I could never get into the Final Fantasy games after 6. Cut scenes do not alone make great character development. BTW..Kefka is the greatest boss ever.
TheTruth's Avatar - Comment posted on 11/01/2009 01:40
TheTruth
Sounds like you need to get Heavy Rain when it comes out. I am a big fan of story, too.
But then, not every game needs a story just not like every movie we watch doesn't have to be an Oscar winning drama.
Like Uncharted has a fun and loose story, but it's true strength is in it's characters personalities more than where the story went.

And Heavy Rain seems to be taking it emotionally to levels you're talking about.
Me, I'm a fan for both styles. But the Halos, Half-Life and even Borderlands...for what they are about I think too much plot would just be a distraction. They are the equivelent of Movies For Guys Who Like Movies.
Not about growing as a person, it's about blowing s**t up in fun and fast paced ways.
We need all types. And as someone pointed out, written emotional growth in your story is hard, ESPECIALLY in a video game. Most simply aren't that talented in the writing department.
ration's Avatar - Comment posted on 11/01/2009 02:25
ration
The reason master chief doesn't change is because he is what is called a catalyst

hero. A hero that transforms others without being changed him/herself. But i

guess he really doesn't change that many people in the story anyway.
idiotbox's Avatar - Comment posted on 11/01/2009 05:16
idiotbox
I felt mistwalker did a decent job of showing character progression with the cast (mainly kaim). But I guess you would expect that from a character whos lost his memories and begins to regain them.
dwolfwood's Avatar - Comment posted on 11/01/2009 05:18
dwolfwood
master chief is a tool. you want a real character, look at Nathan Drake. Even he doubts his retarded acts of heroism times.

let's see who bites the bait.
Cyber Altair's Avatar - Comment posted on 11/01/2009 05:47
Cyber Altair
@ Rabite. I really disagree with what you are saying. You till me you'd rather play a game without a story if any other element like graphics/gameplay/controls are better then a game that has a good story?

What you don't realize is that even while you/others don't realize it many people get turned off by little things like annoying characters and story rather then the lack of a certain feature or some annoying control mapping choices.
xaliqen's Avatar - Comment posted on 11/01/2009 08:28
xaliqen
I agree that character development is an essential element that's missing from many recent games.

At the same time, I don't know if Borderlands is the best example to use. Borderlands is primarily an FPS (I love the roleplaying elements, but it's just not a roleplaying game the same way Fallout 3 or Mass Effect are). Since FPS' are historically the worst game genre in terms of character development, it's not much surprise that Borderlands is lacking in that area. If I did try to view Borderlands as primarily an RPG, I would be thoroughly disappointed in this feeling of stagnation. Actually, if Borderlands had more customizable traits and stronger character development, I'd say many reviewers would have changed their tone and suggested it is primarily an RPG with FPS elements (like Fallout 3).

Anyway, I just thought I'd throw in my two cents since I'm right in the middle of Borderlands.
drgonzo666's Avatar - Comment posted on 11/01/2009 09:37
drgonzo666
who the fuck cares....
wanderingpixel's Avatar - Comment posted on 11/01/2009 09:38
wanderingpixel
@drgonzo666

I do.
ndschroede23's Avatar - Comment posted on 11/01/2009 10:50
ndschroede23
Decent article, but you didn't really convince me WHY we need more characterization. A game that has it would probably benefit from it, but I would not call it a necessity.

I think you took an unfair jab at the FF series for not depicting physical changes that reflect what the characters go through. The vast majority of games is guilty of what you claim FF claims to commit. And I use the term "guilty" lightly because I don't really think they need to.

Keep in mind that, if we're talking about art (or at least high-level entertainment - the kind that would use characterization), realism is only a style. Not every product of every medium needs to strive to be realistic.
LackofPants's Avatar - Comment posted on 11/01/2009 12:26
LackofPants
@ndschroede23

I agree, especially your point on style. Some games do not need character progression, and the desire for more character progression would not fit in certain games.

That being said, I'd love for more character progression to exist, but I do not want fake character progression that is treated as real progression. The article talks about physical change representing Character progression? Physical change in gaming is almost always pedestrian. You traveled and got beat up and now you have scars? Who cares? Does that actually change your character? No, not really. Does it serve as a reminder to the player what that character has been through? Yes, but that's not what we're talking about.

We're talking about character change. If the character doesn't behave any differently after he's been through immense physical and emotional trials, and all he has to show for it are scars, what is the point? It is like Master Chief's armor getting scarred up by the end of each Halo. Would that really change Master Chief? The answer is no. He'd still be a shell of a character we'd all like to see more fleshed out, even though Bungie is far too scared to do anything like that. The Arbiter in Halo 2 was a moment of humanizing(lol an alien acting as a humanizing element, District 9 did it too...) in terms of character design, but it all fell through when the Arbiter does not change whatsoever and by Halo 3, he's a shell as well. It is these moments when the game could become SO much more engrossing, but developers either do not care, are afraid of taking a direction that some people might dislike, or they just do not understand how to do it.

I think the real problem with character progression is the general public's understanding of it entirely. Most Final Fantasy games have AWFUL character progression. I've played/finished every single FF from IV to X, and there are very few moments that stick out as actual character progression. There are great stories, and some of the games have fantastic characters, but the directions these games take with them are, for the most part, mediocre. I love Final Fantasy games to death, but as someone who reads and watches films that possess actual character progression, I cannot delude myself into thinking that Final Fantasy can match books or films that do it so much better. Can any game match American History X in terms character change and development, and how it affects the world around that specific character? I could list more, but I cannot do it with gaming and be serious.

I just wish game developers were interested in character story as much as plot. Some big games try it and fail (GOW2 and Dom's wife, what a fail at trying to evoke emotion), which does not help. I mean honestly, if a developer is going to do something that involves delving into a character, taking such a simple stab at it with **Spoiler alert** "Character B misses and wants to find his probably dead wife, when he finds her, OMG tears everywhere, sad moment BOOM HEADSHOT" is a travesty.

It is a problem that needs to be fixed by actual writers. Not bad video game writers.
Timmeh's Avatar - Comment posted on 11/01/2009 15:35
Timmeh
Very nice post. Every aspect of the writing in the vast majority of games is absolutely woeful. I just can't bring myself to enjoy or even play some games (most JRPGs for example) now that I'm older and have a better appreciation of what makes a good story (and what makes a terrible one).
Tarvu's Avatar - Comment posted on 11/01/2009 17:47
Tarvu
So character progression!? You could have said there were spoliers :-(
Caelum Nocte's Avatar - Comment posted on 11/01/2009 18:25
Caelum Nocte
Ya know what's worse is when games do it laughably bad. Just saying.
dwolfwood's Avatar - Comment posted on 11/01/2009 19:38
dwolfwood
I do got to admit, I agree with wanting characters to look more weathered as the story develops in all RPGs. Facial hair grow would be cool to see as well. The option to cut it and change clothes and shower would be cool too.

Though it does sound like we're playing with virtual dolls when I type it out like that...
citaro's Avatar - Comment posted on 11/02/2009 03:25
citaro
Persona 4 was not only characterization done right (each character has to come to terms with themselves before they're granted a persona to fight with), but it also does the silent protagonist right- In being able to choose who to build relationships with and in what way, that character really let you express yourself in the game's setting. It's still a vehicle for the player's persona, but it made me feel more attached to the characters.
demethos's Avatar - Comment posted on 11/02/2009 11:09
demethos
V, if you REALLY want to get technical.
demethos's Avatar - Comment posted on 11/02/2009 11:11
demethos
(see what I did there?)
teke367's Avatar - Comment posted on 11/02/2009 14:14
teke367
Somebody mentioned it jokingly, but Uncharted does what your talking about. Drake is noticeably scruffier, and there gameplay changes when you are wounded (storyline wise, not everytime you're hit). That story takes place over the course of a week for the most part (not counting the prolouge), so there isn't even as much of a need for it.

I'm not as concerned about the details as much, as a kid I assumed they washed up pretty well when your character stays as the Inn. Overall, I'm looking for a more epic feel to my RPGs, I fill in the character develpment myself if I find it lacking. Considering most of the game isn't the scripted cut scenes, I don't seem to notice it. If this was a movie, it would drive me crazy.
Lenore Coffee's Avatar - Comment posted on 11/02/2009 21:26
Lenore Coffee
Great post. When I wrote Nothing is Sacred submission, I argued for the death of story, as regards traditional, linear narrative storytelling, and a great part of this is in regards to character. No, I don't think all games need this kind of treatment, and I don't think you were arguing for that either. Gamers expect different things from different types of games--racing games are racing games, puzzle/adventure games bring certain expectations just as shooters do, but certain games tout the characters and storylines as true development and they should use the increased programming power and developments in technology to deliver on these finer points.

While the karma system in inFamous was pretty ridiculous, whichever way you decided to turn did proffer physical change to Cole and, at the end of the game, you feel--or at least I felt--that I'd gone from an ordinary dude struggling with weird powers to the bonified birth of a superhero. With Fallout 3, while the character is a vehicle, I decided to delve deeper into one of my characters and started writing as that character on my C-blog. I found that the investment of this time in her, finding her voice, hearing her in my head, changed my decision-making process while playing the game as this character, and I really became absorbed in her development. I'm now pretty obsessed with throwing out different types of characters with differing traits and skills into the Fallout environment to see what happens.

I know the above is mostly due to my personal, extra-curricular investment, but the game itself provided that for me. I also look forward to Heavy Rain and am impressed with Uncharted 2 for Drake's complex emotional reactions (along with, uh, everything else0 and the ways in which his mechanics change when he's severely wounded, but this development doesn't come from the player--it's from the script. While admirable, what does it take to create a game with TRUE character development that comes from the player, not the story as provided. Is it even possible?

Again, it truly depends on the game and what's to be expected from it, but I hail your calling out of pathetic character development among most games, which seems to come from the assumption that gamers are all just out to shoot-n-kill or be sated by a bunch of cut scenes. Investment means feeling the impact of what happens around your (the character's) environment, the people around him. When was the last time your character slipped on the floor s/he was running across because it's so slick with the blood of all those enemies you just took out? Hesitated before an action because of its possible ramifications?

Human behavior--even animal behavior--is complex and multifaceted. We may need more developed AIs before we can approach the kind of development that feels natural, and I've no doubt plenty of R&D depts. are hard at work on such progression, but for now it's mostly incumbent upon the player to invest him/herself in the actions and the character s/he chooses to play to FEEL the game and the circumstances as they unravel on a personal level.
Felipe Choque's Avatar - Comment posted on 11/16/2009 18:16
Felipe Choque
Excellent writing, man :D Great article.
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