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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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74 comments | showing # 51 to 74

flaming burrito's Avatar - Comment posted on 06/11/2009 18:50
flaming burrito
I never really thought about this idea, but you hit it right on the head. Good job sir.
adwhammy's Avatar - Comment posted on 06/11/2009 19:05
adwhammy
Interesting rant, an example where i actually did care about someone because the game said i had to was Saria in Zelda OOT. Maybe because the world felt like it really existed in another dimension. Also you could relate to that feeling of leaving behind these great friends at primary school so maybe she tapped into that fond way we think of things/friends from our childhood.
RAB's Avatar - Comment posted on 06/11/2009 19:14
RAB
whatisdelicious's Avatar - Comment posted on 06/11/2009 19:43
whatisdelicious
I think you kind of pose an interesting problem because not every game can simply have you meet every character and start you off as a blank slate. Playing as a character with an established history can work too. Take GTA IV for example. Niko doesn't meet Roman for the first time coming off the boat, but you as a player do. But he's a likable enough guy that over the course of the game, I totally started to care about him.

In God of War, it stands to reason that it would be impossible to get you to care about his family as much as Kratos himself does. The guy's been to Hell and back for them. I felt like I was supposed to sympathize about Kratos and not as much his family, by the time I got to that moment at the end of God of War. You've seen just how much he's sacrificed over the course of the last 10+ years at the hands of the gods, only to see his family, his one true salvation, paraded in front of him before getting ripped away again as a cruel joke. You see him literally giving his own life to save them. You don't need to care about his family for that scene to work. You just need to care about Kratos, and I think the game does a fantastic job in that respect.

I will agree that inFAMOUS fell flat because his girlfriend was just too much of a bitch for me to care about, but that moment where you've got to decide to save her or the doctors still absolutely floored me and made me pause and really think for a moment, so I will say that not all was lost for inFAMOUS.
HiddenAHB's Avatar - Comment posted on 06/11/2009 20:04
HiddenAHB
You've gotta show some more character love Rev, you gotta give a break to your cynism and let the character get inside of you.

PS: Keep Ranting Rev!
Bango Skank's Avatar - Comment posted on 06/11/2009 20:20
Bango Skank
Surprisingly well thought out rant compared to some of your others lately. You've had a tendency to ramble lately, but this kept on topic and didn't stray from it.

I have to say though, I'm surprised you didn't key out with that green shirt on.
mrberns's Avatar - Comment posted on 06/11/2009 20:45
mrberns
Keep on preachin padre.

For possible topics, something I've been thinking about a lot lately is how little I give a shit about fights in games, usually due to the fact that they almost never offer more than a handful of different types of enemies and a couple bosses which after a while gets repetetive and boring even if you have a shit load of ways to kill the same generic enemies. I think the reason that a game like Shadow of the Colossus was so fun was that you actually where excited for each new encounter, making every battle you had a part of the narrative rather than just mixing gameplay in between story to make it a "game"
What do you think? Would games benefit from having fewer more intimate and unique enemy encounters, or would it end up creating slow paced games that are ultimately too short to stand alone as full retail products?
Coldbrand's Avatar - Comment posted on 06/11/2009 20:49
Coldbrand
Stop doing these, you don't have sufficient personality to be worthy of your own self titled "rant" videos.
zeroword's Avatar - Comment posted on 06/11/2009 21:53
zeroword
Good points. The family level was in God of War I. That was part of fighting Ares.
Havoc Fang's Avatar - Comment posted on 06/12/2009 00:00
Havoc Fang
Interesting. In very few games have I cared for the characters. I recently played Snake Eater for the first time (Never got around to it) and felt empathy for The Boss, not because I knew that much about her, but because I felt empathy THROUGH Snake to her. N.Snake feeling so down after killing her is what made me empathic towards her, because it was me watching N.Snake killing the person who taught him everything he knew, that he loved and respected for his whole life, watching him cry at her grave just sent it home for me.

Oh, and Pey'j as well.

As for suggestions, how about how bugs, glitchs and non-scripted events can be just as much fun and meaningful as the cutscenes and gameplay?
Interstate78's Avatar - Comment posted on 06/12/2009 00:02
Interstate78
Rev, I gotta say that what you do, it's very good for this industry. Perhaps it wasn't your goal or what you intended when you started doing these rants but your little clips are very insightful, and they often discuss of many problems plaguing videogames-- problems that keep videogames from getting the recognition they may some day get. You keep up the good work, we need this kind of discussion it's a real breath of fresh air.
AKillingJoke's Avatar - Comment posted on 06/12/2009 02:00
AKillingJoke
So, I finally felt the urge to post in this mug! I just wanted to second what Groovicron said. Jenny, from the Darkness, is the only character I actually felt a somewhat real attachement to. The whole TV watching scene, coupled with the various interactions with her throughout the game, really made her, as well as Jackie, feel like real people.

The turing point in the story, when she's offed, really made you want to just kill everyone thta had anything to do with it. That bitter sweet ending really made me cjoke up, too. I cried a little. Just a little, not even a full tear, but, like a percentage of one.

Also, Rev, I'll take you're word about blowing a guy off being awesome.
whormongr's Avatar - Comment posted on 06/12/2009 02:03
whormongr
You bring up an interesting point albeit not entirely correct on the mirror's edge thing- I think that you could really bring the context of the characters together without making it boring by playing through the childhood- sometimes the mundane activities actually do make for a better game, in fable or shenmue or others the mundane part really does attach you to the characters and the settings- if you were to do that in a more action based title I don't think it would be so much of a disconnect from the flow as you get with all of the boss QTE's and 20 minute cutscenes that tend to be in games nowadays (god don't get me started on QTE's- they are the most annoying thing to happen to gaming ever.)
ration's Avatar - Comment posted on 06/12/2009 04:06
ration
i think Final Fantasy VII Crisis Core really makes you care about the main

character because you play Zack as he helplessly dies trying to protect Cloud.
Vrynix's Avatar - Comment posted on 06/12/2009 04:36
Vrynix
I wonder how this applies to games that have sequels or a canon. Where interaction with a certain character may be interesting and involving for people who have followed the complete story up to that point while others just jumped in and don't have any idea about who the hell you're dealing with.
But that's all down to the very individualistic way we play and percieve our games I guess. As a matter of course fandom plays a big roll in these kinds of situations.
shrikedoa's Avatar - Comment posted on 06/12/2009 09:13
shrikedoa
Floyd from Infocom's Planetfall was insanely engaging and sympathetic.
BoBoTheChimp757's Avatar - Comment posted on 06/12/2009 09:28
BoBoTheChimp757
I didn't get a chance to read all the comments before me so forgive me if this has been touched on already, but what about Mass Effect? I sure as hell grew to appreciate the characters in that game, especially when the first one died (because I didn't know of a certain mission I could have gone on to ultimately save him). I was shocked and somewhat sad and lost one of the people I always took on missions. I guess your connection to the characters in that game largely depends on who you take in your party during each mission in the first place. I actually found myself going against what the main character felt about the particular character (oh I'll just go ahead and say it, Wrex!). He seemed pretty nonchalant about him getting killed, especially since it was another crew member who did it. I on the other hand was pretty sad and frustrated about it.
Archwright's Avatar - Comment posted on 06/12/2009 13:21
Archwright
I'll take a stab at this characterization business.

You can't have emotional involvement with a character that you don't know or see. I'm guessing that you never seem much of Faith's sister, or Kratos' wife and child.

As a counter example look at MGS2. Snake an Otacon have this rapport from the first game. Hideo fools us into thinking that the game is about snake during the first bit of the game, but gives us some very necessary context about why we care about either of these two guys. He takes it one step further with Rose, and explores why we don't have any connection to her, and the game does everything it can to undermine the player's attempt to feel any empathy for her at all.

I consider the "The Boss" thing to be a Roy Folkerism. He's this ace pilot in Robotech, leader of the Skull Squadron. The main character idolizes him. That's all we need to know until the episode where he dies. The writer's take us way too far into his girlfriend's life in order to drum up some additional emotional impact when he dies.
This is transparent and dumb. "The Boss" has the same thing. Snake is so whiny when the game starts. "But you abandoned me..." whatever... good foreshadowing. Hideo needed to help reforge the bond, have The Boss help Snake, all the while dragging him over the hardest and worst traps in the game (there should have been two paths, listen to The Boss, and go through hell, don't listen to her and have clear sailing). That way we foreshadow, we get the characters closer, that way the betrayal HURTS SO GOOD.
The Pat Man's Avatar - Comment posted on 06/12/2009 14:56
The Pat Man
I really enjoyed it. You make good points. But all I have to say is, WHERE IN THE HELL IS THE SPOILER WARNING? Not everyone has played God of War II. And it's been one of those games thats been on my "must play" list for a long time. How can I feel the same level of empathy that you might have when experiencing the game when it's spoiled for me. That surprise is no longer there which kind of ruins it a little for me now. Seriously man, if you're going to spoil something then at least put a damn spoiler warning before saying it.
whatisdelicious's Avatar - Comment posted on 06/12/2009 22:25
whatisdelicious
God of War came out in 2005. God of War II came out in 2007. You've had time.

By the way, the gorilla dies at the end of King Kong, Jesus dies at the end of Passion of the Christ, and oh yeah, Bruce Willis was dead the whole time.

Spoiler warning.

Play God of War and God of War II anyway. Yeah, he spoiled a cool moment (over two years later) but the games are still totally awesome. Go to Amazon, go to GameStop, go somewhere and buy both of those games.
NihonTiger90's Avatar - Comment posted on 06/13/2009 13:56
NihonTiger90
Pretty good points here all around, though I'm surprised you didn't mention Fallout 3 as a great example of both. For example, you don't really feel attached to your father, but to the other characters you meet like Fawkes, Dogmeat and the like, you do grow an attachment to them.
Aughndibi's Avatar - Comment posted on 06/25/2009 18:59
Aughndibi
Damn. I REALLY should have watched this sooner, because Groovicron beat me to talking about the Darkness.

Well, I second everything he said. The Darkness is easily the single most emotionally involving game I've ever played, with Shadow of the Colossus coming in second place. I have never been so filled with rage towards a fictional character than with Uncle Paulie after the big moment with Jenny (which I will not spoil). That was the best moment, but there were several other emotional bits as well.

But then, the Darkness had Paul Jenkins (a comic book writer, mainly, who has written for the Darkness comic series) working on it, so it shouldn't come as too much of a shock that it had some excellent writing.
soulmonarch's Avatar - Comment posted on 06/29/2009 12:57
soulmonarch
Personally, I really felt close to Elika by the end of PoP.

Of course, so much of the interaction with her is optional... it entirely possible to play without ever really talking to her.
PKNugget's Avatar - Comment posted on 09/24/2009 10:56
PKNugget
I remember playing Zelda: link to the past and there was a guy that wants you to bring his flute to him or something. Granted, I was like 12 when I played it but when I got his flute back to him and he plays it and then turns to a tree stump I was pretty emotionally upset for like a week.
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