4:00 PM on 04.29.2010 | Andrew Kauz
Videogames are intimately familiar with the concept of the hero; Games seem built for protagonists, with worlds pieced together and relationships formed to benefit the hero's journey. Yet a strange thing occurred to me recently: many of the gaming world's best protagonists are actually terrible protagonists, at least from a storytelling standpoint. Many lack the depth and dimension of those leading men and women found in film, stage, and literature, while others simply fail to develop a personality at all.
If we look to literature for inspiration, we might stumble upon one Hiro Protagonist. He's the hero (and the protagonist, wouldn't ya know) of the Neal Stephenson novel Snow Crash, a brilliant science fiction novel from a man that many consider one of the fathers of steampunk. Snow Crash is one hell of an influential novel...yet there's still that ridiculous name staring back at you: Hiro Protagonist.
Stupid? At first glance, sure, but if you know Stephenson, you'll recognize this as an obvious bit of absurdist humor aimed at poking fun at our conceptions of the leading man in literature. After all, Hiro begins the novel as a pizza delivery man for the mafia, which is neither heroic nor protagonist-like. Many pieces of criticism have suggested that Hiro isn't even the real hero of the novel.
When we look back to games, the essence of the problem is that narratives have become filled with real Hiro Protagonists, but in this case, no one's laughing, and game worlds and narratives are paying a high price.
Problem 1: Protagonists are too protagonisty.
In the weeks after the first Uncharted was released, people were praising Drake as a very different brand of videogame action hero; those compliments resurfaced after the release of Uncharted 2. Drake wasn't the hard ass, straight-laced hero, but rather the kind of protagonist that gets knocked down by an explosion, gets up, and says "Damn that hurt." As basic and even silly this sounds on paper, especially when you consider how common Drake-like protagonists are in other media, these are quite common sentiments.
The reason for this may be directly related to the fact that action-game protagonists follow an even narrower personality path than those of film action heroes. We've all heard the complaints: generic space marine, silent, blue haired JRPG hero, etc. And when an action hero made to parody action heroes (I'm speaking of Matt Hazard here) even fails to be unique and interesting, you know we really have a problem. Hell, even games that revolve around groups of heroes can often suffer the same issues: we have the straightforward hero, the comic relief, the innocent girl, the badass sidekick, etc. There's nothing saying that character archetypes cannot be successful, but the problem is that they rarely stray from our expectations of their behavior.
So, in a narrative-driven game, especially one in which the player is not given choice over the actions of the protagonist, the programmed actions of the main character absolutely need to be unpredictable, shocking, and uncharacteristic. There's a tendancy when creating characters to give them a personality and make them act according to that personality every time, but the reality of the human condition is such that we do not always act as we are expected to, or even as we intend to. Videogame protagonists need to reflect this. They should shock us, not because shocking behavior is in their personality, but because they don't follow a predictable path through the game's events.
But this is even applicable in a game like Mass Effect 2, where the player is given a certain amount of control over the protagonist's actions. The problem, however, is that in most cases, the choices are predictable: either it will be what you will expect from a "paragon" or a "renegade." A citizen rambles, so the renegade punches him in the face to shut him up. A teammate is about to shoot an unarmed man, so the paragon grabs the gun at the last minute and saves the man. Yep, all taken straight from the protagonist handbook: a book that we've been repeatedly flogged with since the dawn of the RPG.
And the solution? Well, we can't take away protagonists, because games do need that central focal point. But each protagonist can be made more like a human and less like a protagonist. In the end, the only thing that a protagonist truly needs to be is the "main" character of a work of fiction, and storytellers need to feel more freedom in their interpretations of what a main character should do, especially if they happen to be a teenage boy from a small village, a hardened marine, or a a wise-ass firearm expert.
Problem 2: Protagonists live in a bubble.
I'm not one to openly praise Gears of War as a franchise, especially for anything related to story. But there's one thing that the game does extremely well: it shows, in great detail, a relationship between a man and a woman that does not involve the protagonist.
The rarity of these sorts of relationships in videogames is stunning. Nearly every developed relationship in videogames, whether it is romantic or platonic, is centered entirely on the hero, with all the attention being focused squarely there and really nowhere else.
As a player, it's easy to shake this off as a non-issue. After all, as players, shouldn't we expect the game to revolve around the character who we control and, by proxy, us? But the simple fact is that a world that revolves around a single person is not a world at all; it's a fishbowl. It's a place that's given the illusion of depth from the inside, but from the outside is nothing more than a bunch of plastic structures and falling flakes of fish food that provide little to nothing to truly satisfy us. We allow this when we're the fish swimming inside, but if we step outside for a moment, and look at the world in its disappointing entirety, we see it for what it is: fake.
But if a game world is built not for one fish but for many, it becomes something far more profound than a fish bowl. It becomes an ocean, teeming with richness. Imagine, for instance, a videogame like Mass Effect 2, one in which the vast majority of character relationships are developed in the claustrophobic quarters of a spaceship. The game allows exactly one romantic relationship to come to fruition: that between the protagonist and his or her chosen partner. Why not between any other characters? Why should the protagonist--the commander--be the only one interested in pursuing any sort of relationship?
While it may make sense from a gameplay standpoint, it seriously impedes the creation of a living, breathing set of characters. Instead, the characters stand around in their separate areas, waiting for the ship's commander to come along in a flirty mood. And, no, a couple of tense arguments isn't enough. Give us a dynamic world full of endless possibilities: perhaps on one playthrough, Shepard has to compete with Jacob for Miranda's affection, while Grunt and Jack try to keep their incredibly creepy friends-with-benefits arrangement a secret.
It may sound like I'm ripping on Mass Effect 2, but I do it because the game is fantastic, and it deserves all the scrutiny and criticism we can give it. But the truth is that this is a cancer that has infected protagonists in almost any given narrative-driven game, and there quite frankly must be a shift in how protagonists are perceived in relation to the overall world and story. Give us a fully developed world, not a background and props for the protagonist to act in front of.
Andrew Kauz is Destructoid's Community Blogging Manager, taking the many amazing things done by the community and making sure they're seen by as many people as possible. Bred from the community blogs, Andrew also writes editorials and features for the site. He also has some weird thing about unicorns; not sure what's up with that. Likes absurdity, collecting 100-hour RPGs and never playing them, sipping whiskey while playing games, and you.
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This is actually something that I've been thinking about for awhile, and I agree wholeheartedly. I've come to really appreciate silent protagonists lately for that reason. Love me some Dragon Quest.
Good read.
<.<
I like the world revolving around me.
This isn't meant to be a criticism against the article, I just feel it was a little unclear, at least for me.
Kauza has been a contributor for a few months now - and he's awesome.
And this article was awesome :D
Secondly, Krow says that we should get married. (I think we're too young or old.)
Whateverly, there are of course a few glaring exceptions to your argument, not the least of which being Kratos. And he, in my opinion, provides a strong argument for how very successful a non-protagonist or antihero can be, especially when the narrative of the character is in perfect synchronization with the gameplay of the player, thus forging a stronger bond/less illusory relationship between player and character.
But you're absolutely right. Sadly, I think the problems a little more pervasive than just cliched or standardized protagonists, but cliched or standardized narratives in general.
So, writers of the gaming industry, let's see some chops!
In terms of the medium, what you're suggesting is far more difficult to do in games simply because of that player interactivity. It's not for want of trying, I'll tell you that much.
And FF6 isn't irrelevant. It's a good discussion piece, actually, considering the segment where the party splits off into three detachments and the player controls each. Perhaps what Kauz wants is impossible with a single point of view?
Creating an interesting original character isn't the issue, that's the easy part.
The hard part is balancing a world that reacts appropriately to the character while also giving the player a sense of control. If you were to create a game world in which the main character is just an average joe that no one pays attention to it would be a horrible experience for most gamers. It's a really slippery slope because on the other hand like you said, if all the characters revolve around the protagonist it becomes a plastic world in which nothing matters other than you.
kauza for features editor. What?
The world doesn't revolve around snake.
Relationships and love affairs are not about snake, more otacon or his sister.
The hero is very unpredictable, yes he is there to stop the latest Mecha Robot, but he fails several times, he is so full of mistakes and errors, he cant stop smoking even when he is dying, maybe because he didn't care anymore.
Snake Kick Ass as Protagonist Hero.
I like the idea of bringing the world from a background to a fully realized place in video games. I think we'll get there sooner rather than later.
wasn't that something like what happened to magus in chrono trigger or maybe I don't remember that game that well....
In response to your very well written article I submit to you exhibit a: Fire Emblem. A game where admittedly, most of the story revolves around the protagonist, but often there are multiple heroes (3 protagonists total in the first GBA game), and the peripheral characters almost always have some depth to their relationships. THE reason I adore that series.
Exhibit b: Skies of Arcadia. Yes, the main love story belongs to Vyse, but there is a sub-plot in which Gilder (another party member) is dealing with his own relationship woes. Again, all the secondary characters in this game have way more charm and depth than they have any right to, really.
No, you're confusing protagonist with hero. The protagonist is the main character. Kratos is an anti-hero, the main character, but not good enough to be a hero, but not bad enough to be the antagonist, the main villian.
I actually thought they nailed this in Max Payne 2. Throught the plot, Max screws up so many times because he's guilt tripping and I liked that kind of relatable intimacy because it's so rare. It's also one of those videogames that looks like it's about one thing (in this case an action game), but all of it is just window dressing for the real issue underneath. Obviously, Silent Hill 2 did it quite well too.
Have you ever played ObsCure? That was about five protagonists who reacted differently to each other when you paired them up however way you wanted. All had likes and dislikes of one another; even though they were stereotypical slasher movie teens, it did feel like they had real relationships. Er...just ignore the sequel.
I await the creation of this game eagerly
And given the structure of the game, i.e., the morality choice angle of it, I'm not really sure how it would even work to implement what you might consider "unpredictable" paragon and renegade choices. What's even an example of a unpredictable paragon choice? I don't think it's a bad idea, but at least in regards to Mass Effect, what you are talking about strikes me as something that would necessitate a completely different, and vastly more complicated, conversation/morality system.
almost an entire plot line for each character.
I think having a protagonist who isn't central to a narrative is still a viable thing to try.
almost an entire plot line for each character.
I think Dragon Age is on the right track with it's protagonist. Things happen that are not necessisarily about your player character, though the player has a wide range of ways to shape the world by their decisions. Tough and varied choices (not infinite by any means) can make for, at least, a nuanced world.
And I most certainly agree with the ME2 critique. It's still my GOTY, But the potential to expand on character development and dynamics is THICK in that game! and certainly, as we see in other works of fiction with ensemble hijinks, some ofthe bestmoments come from interaction between all the characters, not just this Shepard of the flock.
rock on!
OMG. I cannot believe I didn't catch that. Drat! Massive "mah bad" :(
Another game that did this well: Mother 3. Just throwing it out there. Sure, Lucas was a hero, but he was hardly the central character. In fact, the PC in any situation was almost always the least important.
Regardless of whether that's true or simply a desperate defense of an overrated teen novel, it brings up an interesting point. Why should the main character get all the attention? Are side characters incapable of having their own problems? That was probably one of my major complaints with both Mass Effect 2 and Persona 4. Both main characters are capable of courting and winning the affection of a wide variety of people (the P4 protagonist is so good, he can score with multiple girls at the same time), yet we never see relationships develop besides that. Kanji clearly had a crush on Naoto, how come we never see him resenting your courtship of her? Or when Shepard suggests to Thane that he ought to try and mingle with some of the other crewmembers. Does he do that? Not that I know of. If Shepard is in a fishbowl, so are all of his crewmembers, except they can't even leave the fishbowl like Shepard can.
Don't get me wrong though, those two games are probably my favorite RPGs in the past 5 years, but the article definitely has a point. Game protagonists really need to change if they want the storytelling in them to be able to keep up with other mediums, such as TV and literature.