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Alfred Hitchcock once suggested that a cardinal
rule of his filmmaking was: "The more successful the villain, the more
successful the picture." In any medium aspiring to create drama, the
antagonist is one of the most complex and important figures the
audience is presented with. It might be the heroes who get their names
on the front cover or box, but all we want from them is an interesting
travelling companion with a decent reason for having us tag along. A
villain, on the other hand, carries far more weight in the storytelling
mechanism: they are by necessity at the heart of the drama, not only as
the hero's moral counterpoint but also a figure around whom the themes
underpinning the central story revolve. If a story carries a subtext
about political corruption (to pick a random example), it needs an
antagonist representative of the worst aspects of that corruption as a
starting point for the audience to latch onto the theme and follow it
through the consequences of his actions. Even for a more abstract idea,
the antagonist, as personification of the story's dramatic conflict,
has to facilitate its communication to the audience either through his
actions, values or relationships. A straight-laced hero can never
provide drama on his own. Even anti-heroes, at war with themselves,
must find something to encourage them to follow a better path.
For an audience, it is easier to sympathise and align ourselves
with a hero who has an almighty villain standing in his way. On the
other hand, if that villain seems underpowered or if we are not given a
sufficiently clear reason for why we should be rooting against them,
it's hard to connect to either the hero or his conflict. This is why
it's not uncommon for villains to be given more depth to their
characters than the protagonists and why the bad guys will often be the
focal points of discussion about any particular story. It's important
that if the protagonist is a big character, the antagonist is at least
as big so the dramatic odds seem stacked in their favour. Everyone
loves John McClane, but Hans Gruber is remembered just as fondly. When
Alan Rickman (again) stole the show as the Sheriff of Nottingham in Robin Hood: Prince of Thieves,
Kevin Costner demanded that the film be re-edited because test
audiences were enjoying the villain far more than the hero: the
finished film, for all bar the Sheriff's scenes, was considered a
critical failure. Rickman is one of a long line of actors who are
considered specialists in playing villains, because no matter how
complex and intelligently written the story, audiences need someone to
boo and hiss at.
As storytelling becomes an increasingly important part of gaming,
this key dramatic device continues to go largely overlooked. When
talking about their games, developers will go to great lengths pointing
out how much backstory has been written for their heroes and the worlds
they inhabit, yet scarcely allow the villain so much as a footnote.
This is a particularly unusual development because if anything, having
strong characters as protagonists in games is less important than in
any other medium. In gaming, we do not following a protagonist as much
as become them. Their actions are our actions and while we need
motivation to do perform the tasks demanded of us, all but the key
points of any extended game protagonist's backstory becomes irrelevant
the moment a gamer picks up the controller. Nobody cares that Marcus
Fenix is in prison for saving his father or was previously a war hero,
because none of those things have anything to do with us or the mission
we are engaged in. The gamer's story is the hero's story, written while
fighting as one.
While all this information on Fenix ends up doing little more than
filling out space in the manual and drawing out cut-scenes, it often
seems to have been at the detriment of providing a compelling
antagonist for the player to look forward to conquering at the end of
the game. Taken as a whole, the Locust are fine for gunning
down/chainsawing on a battle-by-battle basis. But the game's supposed
true antagonist, General RAAM, is given little more development than
being bigger than the other Locust and killing one of Fenix's allies.
On the basis of Gears of War as a standalone story, RAAM does
not feel linked with Fenix's journey other than to provide a boss
battle at the conclusion. There's little effort made to give a
prevailing reason for gamers to want to beat him any more than the
multitude of other Locusts. Even if he is ultimately revealed as the
henchman of a higher power in the Gears trilogy, we aren't
given enough information about that power to make doing damage or
learning more about them by conquering RAAM any greater motivation:
just knowing they exist doesn't make them a credible enemy. It's unfair
of course to focus entirely on Gears when that game is no more culpable of making this misjudgment than countless others. The villains of the Uncharted games are mired in cliché, Modern Warfare
designates villains by role (ultranationalists) rather than action,
while Nintendo repeats themselves so often with the likes of Ganondorf
(I'll excuse Bowser, since he's supposed to be one-note and ridiculous)
that even with greater personality his threat becomes negligible
because we've beaten him so many times before – plus his most powerful
attack only takes off three hearts, but that's a different problem
altogether.
But while Ganondorf has become tiresomely overused, one of the few
occasions Nintendo did use a different villain proves how much a
well-developed antagonist can add to a game. In Majora's Mask, which I wrote about in a recent article,
Skull Kid (or Majora, if you prefer) is not only developed fully as a
character, but in a way that makes him key to every aspect of the drama
(Link arrives in Termina because of him; his hatred is the reason
Termina is in peril) and symbolic of the game's themes through his
opposing nature to that of protagonist Link (Skull Kid's mission is to
destroy lives because of his loneliness and lust for revenge; Link
wishes to save the friends he makes and find those he lost). The more
we learn about him, the more he as a character makes players want to
keep fighting until his plan is thwarted. System Shock 2's SHODAN or BioShock's
Andrew Ryan are equally fine examples of how fully constructed
villains, made integral to the dramatic experience of a game, can
become focal points for player immersion and drive. As the medium
slowly but surely finds its artistic feet, hopefully more videogame
writers will start to see the importance of duality in their drama,
giving their protagonists worthy foes to give meaning and purpose to
his efforts throughout the game, rather than just for end-of-game
spectacle.
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Along that line of thought, and also because I'm desperately waiting for the new SC2, I believe it was Kerrigan who made Starcraft so famous to begin with. The character had a lot of depth and the way she's portrayed as someone you come to like and then hate... I love the duality. It just goes to show that you don't necessarily need to hate a villain either.
In Braid, the villain is barely mentioned, showing up at the very last stage, wherein you don't even interact with. Yet, between each stage, your character is further developed, giving hints on why you persist in chasing your objective. (granted there's a sort of anti-hero vibe within the game,)
In the end, it is your personal character development that is important, though the villain is an extremely useful tool for such. Often times, the villain is meant to act as a distorted mirror, emphasizing your own character development, but there can be other avenues for such, such as your own interactions with other NPCs, or the environment.
Indeed... Shodan, wanted achieve perfection for the better of everyone (unfortunately this involved killing everyone else that was imperfect...), the villains in Mass Effect trilogy, believe that doing the will of the Reapers (that in the first two games are not really the antagonists... I mean, not directly), will spare the universe of a worse fate (Saren gives a great speech... I almost agreed with him... too bad for him that I didn't :P)
Another Villain that believes he is the good guy, is Jacob from Lost (ok... I don't want to make a flamewar, but seriously, he makes more wrong stuff than his Nemesis does, apart from the fact that he don't go randomly killing people...)
There are several other examples, but listing them would be pointless :P
In fact, there are several villains that get so "cool" that they are more popular than the hero, like Knuckles (I know that he was not really evil, just misguided... on S3&K), Dracula (erm... the series is named after him... and he is the character that shows-up most... the second place in popularity, is... Alucard... a sort of vampire anti-hero, that is cool on his own but tags along Dracula popularity), Sephirot, Kefka, Arthas, Kerrigan, Kilrathi (from Wing Commander and Ultima)... and DRAGONS! (really, anyone ever saw a not-cool dragon? or a game that noone remembered the dragons on it?)
This contributed to one of the most boring boss fights I've ever had, since the supposed big bad had just as little personality as an average grunt. It simply robs the player of the big emotional finish (katharsis if you're into Aristotle) that can be so satisfying if done right and instead leaves them with a feeling of unfullfillment.
It gets produced and chopped, much like in film, by people who count words (not complete character arcs) and get excited by art work and explosions and forget that we are only interested deeply art work and explosions if we are emotionally invested by characters whose little, inconsequential, emotional moments of elation and betrayal are everything.
Neale Sourna
http://www.Writing-Naked.com
http://www.Neale-Sourna.com