games  anime  |  toys
Destructoid is gaming news, community, videos, and sometimes love. Take the tour or jump in with Facebook:

 



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. 


Continue: More video stories





prev
next 50 comments

74 comments | showing # 1 to 50

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

RonBurgandy2010's Avatar - Comment posted on 06/11/2009 15:37
RonBurgandy2010
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 - Comment posted on 06/11/2009 15:42
falinter
Was it too hot for the beard too?
PrinnyMedic's Avatar - Comment posted on 06/11/2009 15:43
PrinnyMedic
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 - Comment posted on 06/11/2009 15:43
DanlHaas
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 - Comment posted on 06/11/2009 15:48
peachboy
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 - Comment posted on 06/11/2009 15:48
brainderailment
Fuck PoP
mourning orange's Avatar - Comment posted on 06/11/2009 15:52
mourning orange
I totally care about Dom's wife, Maria...ya know, just to be different.
greeneggsnsam's Avatar - Comment posted on 06/11/2009 15:52
greeneggsnsam
I really enjoyed this, Anthony. Keep up the good work :)
RAB's Avatar - Comment posted on 06/11/2009 15:52
RAB
fuck him in his non existant beard
i wish i could maintain my train of thought as long as you
SpilledMilk's Avatar - Comment posted on 06/11/2009 15:54
SpilledMilk
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 - Comment posted on 06/11/2009 15:55
bahss
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 - Comment posted on 06/11/2009 15:59
aivan
That was awesome.

Also, "you know when you blow a guy off?" made me laugh really hard.
Groovicron's Avatar - Comment posted on 06/11/2009 16:01
Groovicron
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 - Comment posted on 06/11/2009 16:02
everybodyruns
Excellent, top notch rant. Thanks!
Mavek's Avatar - Comment posted on 06/11/2009 16:02
Mavek
Don't forget The Boss death, that sequence was pretty much emphatic.
Christopher J Oatis's Avatar - Comment posted on 06/11/2009 16:02
Christopher J Oatis
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 - Comment posted on 06/11/2009 16:03
Spotlight51
genius, absolutely genius.
KoKoO Psy's Avatar - Comment posted on 06/11/2009 16:04
KoKoO Psy
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 - Comment posted on 06/11/2009 16:11
817539
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 - Comment posted on 06/11/2009 16:13
PhazonYoshi
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 - Comment posted on 06/11/2009 16:15
Anthony Burch
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 - Comment posted on 06/11/2009 16:18
Los255
@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 - Comment posted on 06/11/2009 16:26
PappaDukes
@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 - Comment posted on 06/11/2009 16:35
superflossy
BRING BACK THE SUIT AND TIE!!!!
wanderingpixel's Avatar - Comment posted on 06/11/2009 16:39
wanderingpixel
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 - Comment posted on 06/11/2009 16:39
wanderingpixel
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 - Comment posted on 06/11/2009 16:42
Zodiac Eclipse
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 - Comment posted on 06/11/2009 16:43
blu3steel
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 - Comment posted on 06/11/2009 16:46
Vanilla Gorilla
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 - Comment posted on 06/11/2009 16:46
KoKoO Psy
The who boss thing sounds like frigging 'Oedipus the King'.
Company's Avatar - Comment posted on 06/11/2009 16:51
Company
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 - Comment posted on 06/11/2009 16:53
Dragonzigg
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 - Comment posted on 06/11/2009 16:55
mourning orange
@ 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 - Comment posted on 06/11/2009 16:58
Danmartigan
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 - Comment posted on 06/11/2009 17:00
wardrox
I agree with what you said and found it very interesting. That's my feedback, sorry it's not more constructive.
Zanduar's Avatar - Comment posted on 06/11/2009 17:19
Zanduar
Just have to say, thank you for turning me onto the game Spelunky.
Dexter345's Avatar - Comment posted on 06/11/2009 17:20
Dexter345
Hahah, green shirt in front of a green screen? That is the rookiest of all rookie mistakes.
Aziel13's Avatar - Comment posted on 06/11/2009 17:22
Aziel13
most def. agree with the MGS4 ref. but shit down some ones face in G.o.W2 when?
eternalplayer2345's Avatar - Comment posted on 06/11/2009 17:22
eternalplayer2345
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 - Comment posted on 06/11/2009 17:22
dfielder
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 - Comment posted on 06/11/2009 17:31
Phoenix Gamma
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 - Comment posted on 06/11/2009 17:42
Charlie X
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 - Comment posted on 06/11/2009 17:50
theCake
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 - Comment posted on 06/11/2009 17:51
feighnt


exact time. oh yes. :]

wouldnt've done it if you didnt say no :D
XanderSan's Avatar - Comment posted on 06/11/2009 18:07
XanderSan
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 - Comment posted on 06/11/2009 18:32
Hermitwise
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?
prev next 50 comments

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 
New on Destructoid.TV play all videos

Loading
Loading Destructoid Videos


    Win this!
    Dive in! meetup+play for a chance to win a PC

    Dtoid Twitter    Got news?   tips@destructoid.com

    Reviews & Previews
    Echoes review
    Assassin's Creed 2 review
    Crossfire Remote Pistol review
    Resident Evil: The Darkside Chronicles review
    Left 4 Dead 2 review
    more reviews
    Driver
    Avatar
    GT Racing Motor Academy
    Bad Company 2 beta dishes out meaningful experiences
    Legend of Zelda Spirit Tracks
    more previews


    - The Dtoid Army is 51205 strong -

    Showing Cblogs with 3+ faps   show all

    Call for entries: do the wrong thing

    New to Dtoid? Read the survival guide




     Originals
    Joseph Leray: Revisited: Gears of War 2, Pinocchio, and masculinity





















    More Destructoid Originals




     Popular now more
    Assassins CreedReview: Assassin's Creed 2
    591 comments + 41542 views
    Destructoid OriginalWhy No More Heroes HD could mean a Wii total victory
    152 comments + 30508 views
    FAILGirl smashes boyfriend's Xbox 360, films it
    160 comments + 16924 views
    BattlefieldBad Company 2 beta dishes out meaningful experiences
    43 comments + 16114 views
    Black FridayBlack Friday: Walmart going nuts with game sales
    31 comments + 16048 views
    Amazon.comBlack Friday: Amazon dropping deals all week long
    16 comments + 15004 views
    Amazon.comAmazon teases its Black Friday sales line-up
    18 comments + 14836 views
    Destructoid OriginalThe tragic history of the videogame turkey
    51 comments + 13276 views
    CapcomHot new SSFIV trailer shows Guy, Cody and Adon in action
    54 comments + 13222 views
    Call of DutyModern Warfare 2 DLC still planned for spring 2010
    27 comments + 12568 views


    Team Destructoid   tips@destructoid.com
    Nick Chester
    Editor-in-Chief
    Niero
    Founder, publisher
    Jim Sterling
    Reviews Editor
    Hamza Aziz
    Community Manager
    Dale North
    News Editor
    Rey Gutierrez
    Video editor & director
    Anthony Burch
    Features Editor
    Colette Bennett
    Tom Fronczak Brad Nicholson
    Ashley Davis Ben Perlee
    Conrad
    Zimmerman
    Chad Concelmo
    Jonathan Holmes Jonathan Ross
    Brad Rice Jordan Devore
    Will Maddock Matthew Razak
    Dyson Joseph Leray
    Topher Cantler Samit Sarkar
         
      Dexter
    Adam Dork
    Daniel Lingen
    Hollie Bennett
    Joe Burling
    Mikey
    Stella Wong

    Josh Tolentino




     

     
      get involved

    register or login
    post a blog
    post a forum
    enter a contest
    contribute a news tip
    suggest a feature
    be a guest editor
    support

    new member's guide
    login assistance
    tech support
    report abuse
    email our editors
    read our dev blog
    nuclear crisis?
    keep in touch

    RSS feed
    Twitter
    Facebook
    Myspace
    Flickr
    Game nights
    Meetup+play online
    seriously

    about Destructoid
    advertising
    terms of use
    privacy policy
    jobs at MM
    buy our crap
    our network

    Tomopop
    Japanator
    Despingation?




    Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
    living the dream since March 16, 2006