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Part of it, I think, is inherent in the media. The player-character
tends to be relatively generic; often either a voiceless cypher (Gordon
Freeman, Master Chief) or a relatively unimaginative remodeling of the
wise/tough guy that we have known and loved from Bogart's Rick to Ford's Indiana. The player needs to identify strongly with the main
characters, want what they want, and love them enough to endure tens of
hours of their trials and tribulations.
Too much "character" in
the main character can turn off players; not everyone wants to walk in
the shoes of a metrosexual angst-ridden teenager with a gravitationally
impossible hairdo (yes, I am talking about Japanese RPG's).
So I
think that both writers and designers play it safe with the main
character. Easy to like, based on well-known and well-loved
stereotypes, a comfortable pair of shoes to put on.
So where do
you get to be crazy and creative? The bad guy. You get to make him as
offensive, outrageous, irresponsible, unbalanced, and crazy as you
want. He can be over-the-top sexy when the main hero can't,
outrageously flamboyant when the hero is tough and restrained,
insulting and offensive when the hero has to be cool and/or supportive.
So
why do we make evil sexy? Because we don't want to put too much in the
player-character and risk alienating the player. I have been told by Creative Directors, on games from historical RTS to fantasy strategy to action/shooters to casual, that they want the hero to sound like Indiana Jones. Even James Bond has too much character for us.
But the bad guy...
get as far-fetched as you want, make him as manic as you wish. There is no risk, only reward.
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What do you think some takes that have been taken on Batman, such as the Arkham Asylum comic book? In it, Bruce Wayne/Batman is batshit crazy (sorry:). I sure hope the upcoming video game adaptation doesn't soften that and that the main characters remains depicted as ultimately some crazy nut who dresses up at least as ridiculously as the villains he fights.
Also, I higly recommand that you hear/watch Jonathan Blow's lectures Design Reboot (2007) and Conflicts in Game Design (2008). I think his points are excellent and tend to englobe the issue of the main character being often blander than the bad guy (which is a bit less of a constant in movies I think).
I think it comes mainly from what people expect from games (a fraction of what the medium is capable of). here's an except from a New York Times review of Halo 3 by Daniel Radosh, quoted by Blow in his lecture "Design Reboot":
"The formula followed by virtually all games is a steady progression toward victory: you accomplish tasks until you win. (...) Like cinema, games will need to embrace the dynamics of failure, tragedy, comedy and romance. They will need to stop pandering to the player’s desire for mastery in favor of enhancing the player’s emotional and intellectual life."
There. I hope I'm not too much off topic. But I think as games (hopefully) progress toward things other tragedy, romance etc., they will be more room to write unbalanced or outrageous characters who don't need to be the bad guy, and can even be the protagonist. But right now, even movies can suffer from their main protagonist being too averagely bland and well balanced. Modern mainstream comedy films suffer from that, and I found that often it's the supporting characters who bring the crazy, the interesting human moments, who make the "juices flow" (See Philip Seymour Hofman's character in Along Came Polly for exemple, bland movie, bland hero, but crazy and dimensional hero's best buddy).
There, sorry for polluting your brand new blog! These are subjects that I really like to think about.
For more narrative-driven gameplay, however, I believe that trying to steer away from the usual protagonist (caucasian male, usually dripping testosterone) and trying a little more variation in motivations would go a long way. While revenge and pursuit of justive are all well and good, it seems we've somehow become caught in a rut in these two particular aspects of game design. Also, when depicting female characters, giving a character more depth and less curves might also be a good idea.
Anyway, yea overall the main character typically is vanilla enough to allow the player to bring themselves in.. I’m not saying this is how it must be.. just the general reason why there is more energy on making a compelling enemy.. because you're going to kick his ass regardless of the back story your dude has.. :)
"lowest common denominator" - that what it's all about with main characters. I don't need to point out to you, that the decision making process, on how and what the main character in a game will be, is often driven by marketing decisions, as we all know. We don't want to offend the majority of kids with a bad ass complex ambiguously rich hero, they have to roleplay, right? I guess while the production is very rigorous with the main Freeman lookalikes, so the publisher will be happy too, and the marketing can be happy reaching the 'focus-group', nobody watches your back when you come up with villains...as long as we don't get to play them.
I agree with all of you. Actually, the question you asked in the title, was answered accurately by yourself.
To me the interesting thing is, how will the main character be more customizable and rich, because of the fact, that we reach now a wider market. Girls and women don't always like to play "Master Chef".
Overall the aim is to get a character the player can identify with, and thus the emotional attachment/impact of any changes this character undergoes also drags the player through an emotional roller-coaster. Not to mention leaving a large amount of room for growth fits well into many RPG game elements, and gives you a large amount of "design space" to work in.
The villain on the other hand, is supposed to be everything the player isn't, as this generates conflict in ideal, moral conflicts, sexual tension and all those other dramatic things. So when the player is weak the villain is strong, if the PC is quiet and severe, the villain will be out-there, wacky, a psycho, flamboyant etc (think batman vs ANY batman villain really). The opposite is true, if the player is foolish brash and arrogant, then the villain is cool, calm and collected. Where the player rushes in the villain is calculating (this is much how JRPGs have a tendency to operate). Most importantly, the more powerful the player grows, the weaker the villain appears to be. The more certain the player in their beliefs, the more shaken in theirs the villain becomes (think any of numerous, "no how can this be...RAAAGH" moments.).
So where does this lead, if we play a protagonist who's (at least in the begining) normal and average, identifiable by the average joe as another person with everyday problems, then villain gets to be something we as people aren't normally, they don't have to repress their urges, they can be outwardly violent and promiscuous. Delving into moral ground we normally wouldn't.
To tie this up, the best example I can think of to demonstrate this is really Luke Skywalker and Darth Vader. Watch the progression of the two characters carefully, how differently they start out, slowly as Luke climbs in power and confidence they reach a point where one is able to attempt to seduce the other, for this is the crossing point where they are most similar. Then they begin to drift apart again, with Luke becoming more certain, and Vader becoming uncertain, able to be swayed from his path in the face of Luke's conviction and strength. It's not a straight line, but it is the pattern regardless.
Nino, I am also curious to see what will happen with the Arkham game. Batman has always been one of the darkest and most tortured of traditional comic heroes; angst might hit Superman or Spiderman, but Batman deals with full-on rage and inchoate violence. However, as Alex and An said, there is of course the marketing aspect to deal with.
I don't know if any of you saw "Before the Devil Knows You're Dead" (to name one among many), but it's an awesome look at crippled, hateful, messy lives. I would love to see games tackle that kind of 'protagonist' -- even in indie games I don't see enough of it.
Christopher, I like your post about character development. You probably know the famous Henry James quote: "Character is plot." The character, and his conflicts, and his problems, and how he resolves them -- that's the stuff of great story. I have never thought of it from the point of view of opposites, but it is rue that many games (and movies) show that sort of development. As the hero gains knowledge/skills/allies/confidence, the seemingly invincible villain shows cracks in his armor.
I also think that certain genres are fascinating because they definitely lack that sort of opposite; I'm thinking of detective / noir books and films. Often the protagonist has little more than his or her grim determination and a dogged sense of justice. I think that those make interesting studies in power and powerlessness, and make the sense of achievement that much more compelling.
Thanks!