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What makes a virtual character sympathetic?

Probably a thousand things, actually, but I chose to only focus on one or two in this week's Rev Rant.  And one of those things involves Jack Bauer, for some reason. I also decided to wear a green shirt in front a green screen, which is literally the dumbest thing I have ever done, this week.

Anyway, feel free to hit the jump to listen to a one-man discussion of character empathy in narrative-heavy videogames. 


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75 comments | showing # 1 to 50

mo0man's Avatar
mo0man at 06/11/2009 15:24
At the very least, you've got ninja turtles.
Even though you don't see them
the Golden Avatar's Avatar
the Golden Avatar at 06/11/2009 15:27
Do you have Parkinson's?
doctor insidious's Avatar
doctor insidious at 06/11/2009 15:34
I agree with the Golden Avatar, do you?
PappaDukes's Avatar
PappaDukes at 06/11/2009 15:35
I think he may just be hitting the sauce.

RonBurgandy2010's Avatar
RonBurgandy2010 at 06/11/2009 15:37
You sir, are amazing. I really wish I had a suggestion, I really fucking do.

Um, how do you feel about time lapsed gameplay (a la Assassin's Creed) where you don't play the character for absolutely every moment of the game versus non-lapsed gameplay (a la Half-Life or God of War kinda) where you are in control of the character completely from the moment you hit start to the minute the credits roll. That do anything for ya?
falinter's Avatar
falinter at 06/11/2009 15:42
Was it too hot for the beard too?
PrinnyMedic's Avatar
PrinnyMedic at 06/11/2009 15:43
Looks like Anthony has this thing where he blinks with one eye faster then the other...Fascinating I must study the specimen further
DanlHaas's Avatar
DanlHaas at 06/11/2009 15:43
I think one point that you sort of hinted at but didn't make explicit is the fact that the most potent way to make a player care about a character is to make that character have a very real influence on gameplay. Like with Alyx Vance; she's a very real aid to you in a lot of situations in that game, so we really care about her. But again, it's not completely idiot-proof, since Prince of Persia was obviously going for that angle with Elika, and that didn't work out.
peachboy's Avatar
peachboy at 06/11/2009 15:48
i wish i had something insightful to add, but my brain is goop at the moment.
really solid rant though, i haven't been disappointed yet by them.
brainderailment's Avatar
brainderailment at 06/11/2009 15:48
Fuck PoP
mourning orange's Avatar
mourning orange at 06/11/2009 15:52
I totally care about Dom's wife, Maria...ya know, just to be different.
greeneggsnsam's Avatar
greeneggsnsam at 06/11/2009 15:52
I really enjoyed this, Anthony. Keep up the good work :)
RAB's Avatar
RAB at 06/11/2009 15:52
fuck him in his non existant beard
i wish i could maintain my train of thought as long as you
SpilledMilk's Avatar
SpilledMilk at 06/11/2009 15:54
What about RPG's? I only care about the characters with a interesting background story or nice abilites, while in other games you've to create an atmosphere that lets you believe the feelings of your character (Silent Hill 2).
bahss's Avatar
bahss at 06/11/2009 15:55
Son of a bitch. You've came to this conclusion when I have. And I'm in the middle of writing my blog explaining it!!! RAAAGE!
aivan's Avatar
aivan at 06/11/2009 15:59
That was awesome.

Also, "you know when you blow a guy off?" made me laugh really hard.
Groovicron's Avatar
Groovicron at 06/11/2009 16:01
The character in a game I probably felt most of an emotional connection too was the girlfriend (so connected I forget her name) in The Darkness. I think some very good writing and acting combined with some pretty masterful use of the first person perspective made the scene in her appartment really immersive. When watching the telly and she falls asleep in genuinely didn't want to get up and disturb her. I got the Romantic achievement without knowing it existed.

On my first play through a game a pretty much always play the good guy, take the good options, it's what I naturally do. But at the end of that game when I had the option to spare Uncle Paulie or kill him and damn myself I felt conflicted. I took a while to make my decision but in the end I felt I had actually had no choice; for what he did to Jenny (that's her name!), the fucker had to die. That combined with the final cutscene I found very emotional.

I may have even cried a little. Like a little bitch.
Long first ever post this.
everybodyruns's Avatar
everybodyruns at 06/11/2009 16:02
Excellent, top notch rant. Thanks!
Mavek's Avatar
Mavek at 06/11/2009 16:02
Don't forget The Boss death, that sequence was pretty much emphatic.
Christopher J Oatis's Avatar
Christopher J Oatis at 06/11/2009 16:02
I think we've gone full circle however. Games like Quest for Glory series and Longest Journey had the ability to make you care about characters with decent writing that was more important than flashy gameplay at the time. The adventure genre lent itself to decent story telling and people got sick of it. Traded it for games that were repetitive, but with better fireworks. Its going to take awhile to have our cakes and eat them too in the gaming world. Good story telling-perhaps-will be the next frontier
Spotlight51's Avatar
Spotlight51 at 06/11/2009 16:03
genius, absolutely genius.
KoKoO Psy's Avatar
KoKoO Psy at 06/11/2009 16:04
First, I don't quite agree. I do think that it is different depending on who you are.
An example would be, where a protagonist shows thoughts, and speaks for themselves. In this case, you are basically playing a movie. So the importance of connecting would be the same as if it were a movie.
Where as in a game with a silent protagonist, you feel more in place as the character, so these things in turn become more important. That is however not to say that you can't have a developed protagonist, and still care about the events on a more meaningful level.

Also, next time, could you wear a shirt the same colour as the background, so you are just a floating head and arms.

I would like to see you cover something like "Warped realism seeming more realistic."
817539's Avatar
817539 at 06/11/2009 16:11
Reminds me of Fable 3's ending. ////SPOILERS//// When your dog dies and you have this choice at the end to get tons of money, revive the people you loved or gain immense power (I think) and by the end of that game I was too attached to that motherfucking dog that I chose it over 100k and unbelievable strength. ///// END /////

Probably the only time I really got attached to a game character. and it was a fucking dog. GG myself.
PhazonYoshi's Avatar
PhazonYoshi at 06/11/2009 16:13
You're right, in many ways. Preexisting relationships, though, CAN work. Take Fallout 3, your relationship with Amata is barely created, but because you're told it exists, multiple times, I was actually sorry when I shot her father in the face until he died.

Similarly, I didn't give a crap about Eli Vance, but when he died, I was ;_;, because Alyx was sad. I don't want Alyx to be sad :<
Anthony Burch's Avatar
Anthony Burch at 06/11/2009 16:15
Golden Avatar:
What, because I move my hands a lot?

PrinnyMedic:
I think it's an extension of this unfortunate thing I do where when I'm talking and making a point, I sort of close one eye and cock my head a little bit as if that helps me gather my thoughts better. In reality, it just makes me look like I'm trying to be condescending or something.

Mavek:
I'd actually use that as a pretty solid example of how NOT to develop a character, as much as I've learned to enjoy aspects of MGS3.

Snake and The Boss have this incredibly complex, deep relationship that is only hinted at in the game. We only glimpse it from a distance, and only for like two minutes before The Boss turns and all of a sudden she's our enemy. That feeling of having to fight, and eventually kill a woman who is both mother, lover, and mentor could have been absolutely incredible if we had known her in the exact same way that Snake had. Instead, we sort of have to pretend to care about her just because Snake says she means a lot to him.

I really, really wanted to feel something when I hit the square button in the game's final moments, but it just didn't ring true for me.
Los255's Avatar
Los255 at 06/11/2009 16:18
@817539:

I feel the exact same way because the dog was the only family and friend I had throughout the entire adventure after a certain death of someone. Even if you can't share your feelings with this animal, you always know he's gonna follow you through thick and thin.
PappaDukes's Avatar
PappaDukes at 06/11/2009 16:26
@Burch - I too am afflicted with the over movement of my hands while I talk. Hell, I'm so bad, that when I'm trying to explain something to my wife while we're driving, I take my hands off the wheel and use my knees to steer. She usually yells at me to put my hands back on the wheel. Women.
superflossy's Avatar
superflossy at 06/11/2009 16:35
BRING BACK THE SUIT AND TIE!!!!
wanderingpixel's Avatar
wanderingpixel at 06/11/2009 16:39
and another thing...

The biggest problem with games is that they always want the player to feel like a complete badass, but it's difficult to feel empathy for somebody if there is no vulnerability. I was playing Prototype the other day and I just couldn't bring myself to care about the main character, Alex Mercer. Why should I be worried about a guy who can destroy 42nd street with just one bladed arm?
wanderingpixel's Avatar
wanderingpixel at 06/11/2009 16:39
and another thing...

The biggest problem with games is that they always want the player to feel like a complete badass, but it's difficult to feel empathy for somebody if there is no vulnerability. I was playing Prototype the other day and I just couldn't bring myself to care about the main character, Alex Mercer. Why should I be worried about a guy who can destroy 42nd street with just one bladed arm?
Zodiac Eclipse's Avatar
Zodiac Eclipse at 06/11/2009 16:42
Rev Rant, Casual Edition.

I think The Witcher was pretty cool about this since you had prior relationships with people, but you conveniently had amnesia so neither you nor Geralt really cared about them too much aside from them being useful toward your mission. Eventually you start to care about some of them, and then the history you share with those characters starts to mean something.

Granted amnesia is a pretty big cop out, but it got the job done.
blu3steel's Avatar
blu3steel at 06/11/2009 16:43
In the end, as you said, it all comes down to good writing and writing in a new way. I've been ranting about poor writing in video games for a long time to my friends. Now I'll just show them this video.
Vanilla Gorilla's Avatar
Vanilla Gorilla at 06/11/2009 16:46
Very true rant this week, I have to agree, stories in games are not stories in any other media, and I'm tired of stories being written where it is assumed I feel how I'm expected to feel.

I find games with multiple characters you control, let's say Final Fantasy VI for example, a lot of people tend to love certain characters, but usually never all of them. Personally, I find Locke to be boring, some love his antithesis thief role where instead of being the shady thief who will steal your shit while you sleep if he feels like it, he's the upstanding knight hero with a heart full of pure intentions, but I really never cared for him. I like to see developers take the road less traveled, for the sake of originality or at least a change of pace (does the princess always need to be in the last castle?) but sometimes it feels too forced and still doesn't come out right.

In some cases, it seems like less is more, too. But sometimes not! Gau, for example, fuck him. He bugs the shit out of me, never talks sense, never contributes anything other than a unique play style (which, apparently, was rare to find someone who actually utilized him), but from a story point, he is his own unique character. I love his story (mom died, dad went batshit crazy, he was abandoned in the wild and has survived by learning to mimic predators and fight back against them). So while his story is solid, and you are given opportunities where you can empathize more with him (meeting his father), in the end, his gameplay is usually what stops many from caring about him.

But Shadow, however, I think he was my favorite character despite being one of the characters with the least amount of background covered on him. He was a thief, some shit happened, he's now a mercenary ninja with a dog companion who can bite faces off. Square hinted at a lot, and some of it may have been lost in translation through censorship, but we never really know exactly who he is and what happened so long ago. The answers aren't defined in a solid manner as with other characters. We know his name was once Clyde, he once stole a million gil, his heist partner died, and he may be Relm's father, but there is so much mystery enshrouding his past that while we don't know everything about him, it was enough to start super lengthy fan debate on websites that wasn't trumped in quantity until fans got ahold of Final Fantasy VII and were given shitloads of pieces of Cloud's past to piece together.

It definitely is an art to creating empathy with characters in a game. You can't continually expect the player to believe or feel how you want them to, but you can always give them choice. Does the player wait until the last second for Shadow, despite the game urging them along with a time limit to get the fuck out? Does the player spend the time to continually catch healthy fish after healthy fish, despite it being a more arduous task than just feeding Cid any fish to get off the island? Empathy in games really is a lot more 3 dimensional.
KoKoO Psy's Avatar
KoKoO Psy at 06/11/2009 16:46
The who boss thing sounds like frigging 'Oedipus the King'.
Company's Avatar
Company at 06/11/2009 16:51
I think for me, personally, Team ICO's games have managed to crack the code on emotional involvement in games more consistently than most other developers (admittedly not all developers need to achieve that for an enjoyable game).

In Ico, you meet the girl at the beginning of the game, and you only slowly learn things about her as you escort her around the castle. That mystery about her and her helplessness are important, I think, to how the player feels about her. Even the times when I got frustrated with her, I would feel as though it was a result of her personality and not her AI.

Then SotC has been talked about so much I don't even need to mention all the ways it manages to twist you up inside. But I think the most important thing it does (which relates to the Rant) is it doesn't try to complicate your feelings for the girl. The game presents you with a simple motivation: she's dead, you want her back. It's easy to accept this goal from the start, and then the game just leaves you with that, and attempts to build from other characters and other aspects of the story.

And it's already apparent just from watching the trailer for the Last Guardian that we're going to feel a bond between the boy and the griffin. No two ways about it.
Dragonzigg's Avatar
Dragonzigg at 06/11/2009 16:53
Great rant Rev. I do feel though, that introducing characters with established relationships can help narrative, as I find that it adds depth to the character and makes me act more consistently within the universe of the game, rather than just breaking the spell by just playing everything for laughs. I was going to cite MGS3 as a good example of this but I see you've already counteracted that above :-p
mourning orange's Avatar
mourning orange at 06/11/2009 16:55
@ wanderingpixel,

Not sure about Prototype, but generally speaking, when a game makes you feel like a badass it's not you that your supposed to worry about, it's the weaklings you are trying to protect/save or whatever.
Danmartigan's Avatar
Danmartigan at 06/11/2009 16:58
I think COD4 and Assassin's Creed approached this issue in an interesting way, by having you play as multiple characters throughout the game. For instance, after I played out the death scene in COD4, I suddenly cared so much more about hunting down the enemy... because I had experienced at least some part of the deceased character's life, and had achieved something with him to make his life meaningful.

As for AC, while it was sort of a virtual thing, I began to care more about what was to become of Desmond, even though most of the game, we play as Altair. After finishing the game (monotonous missions and all), I am looking forward to see what happens to Desmond in the next installment.

But I don't think the solution is to simply force players to assume the roles of random characters. If you want the player to care about a character, allow the player to somehow affect the development of those characters, but allow those characters to affect the development of the main protagonist as well.
wardrox's Avatar
wardrox at 06/11/2009 17:00
I agree with what you said and found it very interesting. That's my feedback, sorry it's not more constructive.
Zanduar's Avatar
Zanduar at 06/11/2009 17:19
Just have to say, thank you for turning me onto the game Spelunky.
Dexter345's Avatar
Dexter345 at 06/11/2009 17:20
Hahah, green shirt in front of a green screen? That is the rookiest of all rookie mistakes.
Aziel13's Avatar
Aziel13 at 06/11/2009 17:22
most def. agree with the MGS4 ref. but shit down some ones face in G.o.W2 when?
eternalplayer2345's Avatar
eternalplayer2345 at 06/11/2009 17:22
Leave comments below? Holy hell that tiny rev anthony became self-aware in by youtube player! I think an interesting turn on your idea is found in lost odyssey rev. Assuming you beat that game or atleast got to the end if disc one. That raw emotion you felt when that scene happened was still there, you don't meet lirium at the same time kaim did (as this is pretty much impossible unless you want to see sarah giving birth) the emotionally attachment is still there, I think because you as kaim don't have any emotional attachment to lirium except for some nightmares and you see how that makes Kaim really emotional and you can sympathize with him.
Once you finally find Lirium I feel like their is not an emotional disconnect because although he has prior memories that come rushing back to him. You are able to make that emotional connection through realizing the situation as whole (You are completely lonely, you find your supposed only relative and that thing happens).
dfielder's Avatar
dfielder at 06/11/2009 17:22
Well said , I really enjoy these Rev Rants that you do. It somewhat reminds me of the show Co Op on Revision 3. I think ICO is a good example of what to do right not to mention Aggro in SOTC.
Phoenix Gamma's Avatar
Phoenix Gamma at 06/11/2009 17:31
So I paused the video to let it buffer...



Haven't watched it yet because I was too busy uploading your silly face.
Charlie X's Avatar
Charlie X at 06/11/2009 17:42
That's where Silent Hill 2 was great. You the player acted like you didn't care about the supporting cast and James played accordingly. His unempathic and strange way of dealing with things, like a character being played by someone else, became more and more evident to be his own mental problems coming to light. The guilt and the detachment were perfectly realised by having us do the crap we often do to our characters, which any sane person wouldn't do (hand down toilet, etc).
theCake's Avatar
theCake at 06/11/2009 17:50
I don't think it's true that for all the games the player sees themself as the character. Perhaps this is just me though. It seems that in games that are either first person or where the player controls a single human character I have a greater tendency to "be" the character while playing the game. In games where the player controls a party (like most RPGs), or in games where the character is not human (say, Sonic Adventure), I don't really tend to "be" the character while playing it.

So I think that for some games what you are saying makes perfect sense, and that for others the player can see the main character as a character, not as themself.
feighnt's Avatar
feighnt at 06/11/2009 17:51


exact time. oh yes. :]

wouldnt've done it if you didnt say no :D
XanderSan's Avatar
XanderSan at 06/11/2009 18:07
Holy crap, that was a really good one. I had the same issue with infamous, though interestingly I actually felt something towards Cole rather than his girlfriend. From choices made in the game, I had to have Cole deal with the consequences of my choices, and while they were pretty hamfisted decisions and I didn't care about the person most affected by my choice, I did care about what happened to cole as a result.

With that specific choice I honestly didn't give a shittle about what happened to the person as a result, but as a result of this it was actually my complete apathy which had the greatest effect against me because Cole really does care about the person and to make him go through what he will because personally was being a selfish dick of a spectator really threw me for a loop. The choice was the easiest thing to make at the time, but if I were to do it again I think I would try to stomach my own disinterest for the sake of the guy risking his life for my own entertainment.
Hermitwise's Avatar
Hermitwise at 06/11/2009 18:32
I'm kind of curious what you think of storytelling in terms of MMO's. It's odd to me that they make MMO's with Star Wars and fantasy settings because those genres typically want the player to feel like the most important/chosen one/ all powerful thing in the story. I never understood why they try to keep that archetype character but have there be 50,000 of them running around doing the exact same thing you're doing. Do you think there's any way to successfully do that with an MMO?
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