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Player Character Concepts
The
term "character" is a summation of the attributes that make
one person different from another. As much as this is a list of traits
included in an identity, it is also a list of traits that are excluded
from an identity. A character is a fictional identity, a mock entity.
More specifically, a game character is a vehicle for playing the game;
the means through which the game shows the player the game-world's responses
to his presence. This
article explores the concept of character as it relates to a computer
game, focusing on characters that represent the player (player-characters),
rather than characters driven by AI or scripts (non-player-characters).
As a result of this focus, much of what is written here comes from a
game-centric, rather than dramatic, standpoint. Mechanical
Vs. Fictional Character Differentiation
In
a computer role-playing game (CRPG), player-characters are often composed
of elements external to the game and its systems. For instance, my character
may "hail from the snowy mountain villages of Kerbash" while
yours might have "journeyed up from the depths of the under-mountain
caves of Gnil." Often, these types of characteristics are not expressed
mechanically within the game; they exist solely as extra fictional material
for the player's imagination - back story. Elements like these are useful
in that they help the player suspend disbelief and facilitate immersion
into the game - they can further advance the design goals of a given
game. It could be argued that these types of details are more relevant
for specific types of games, but in many cases, having some fictional
context for what the player represents in a game and what he is trying
to accomplish will help him understand and enjoy the game (which is
an alien, abstract thing to begin with). Back story can enhance the
player's experience by engaging his imagination. These fictional elements
provide motivational context and often an imperative that drive the
player's actions. For
instance, the game Lunar Lander was all about firing thrusters
for just long enough, allowing for drift and gravity, to land a spacecraft.
Except that Lunar Lander wasn't really about landing a spacecraft
- it was actually all about pushing a couple of buttons and watching
a glowing spot. But the latter doesn't sound like much fun, especially
when compared to the former - the "I'm a spaceman!" version.
The player - staring into a monitor, pushing buttons with two fingers
- is of course not really a spaceman, but where would we be, as human
beings, without our artful illusions? (Trapped in a dull world, I think.)
The context helps the player immerse himself in the game more fully,
to make the game a more personal, subjective experience. Other
games rely on character traits that are weighted more toward game mechanics.
For instance, a character may have a speed of 15, which allows him to
move at a particular rate. In many cases, of course, a game allows the
player to make decisions about the character's speed-the player can
decide how heavily to invest in this mechanical trait. This too is characterization,
in the context of the computer game medium, and in some ways it has
a stronger impact on the player than fiction (the back story). Establishing
fictionally that a character is an orphan has less impact on game play
than establishing that the character has a high speed. (Though making
the character an orphan might have more impact ultimately on the player's
experience, depending upon how compelling the player finds the game's
fiction.)
In Doom,
the game's fictional background is merely a thin skeleton of a structure,
meant to do essentially two things. First, Doom's back story enhances
the game's horror elements, thus increasing the player's sense fear and
peril, making the experience more gripping. Second, the game's background
gives the player some starting context for his location, his identity,
and the relationship between the two. The fact that the player was a space
marine and that someone had opened a portal to hell was in many ways less
relevant than the game's excellent game-play elements. For instance:
Most
games, once you look at them, use character traits related to both fictional
context and game play, since that gives the game developer two powerful
sets of tools with which to (hopefully) achieve fun. These two tool
sets are game interactivity and suspension of disbelief. In many cases,
the seams between the two tools are faint. In the computer version of the game Bureau 13, the player had to choose two agents from a set of eight or so. Each of these had different "game powers." One character could assume an ethereal form and thus enter otherwise inaccessible spots and elude enemies. But this character was also defined by his history: He was a vampire with a personal back story. The character's mechanical abilities and his fictional background were both relevant to the player's enjoyment of the game - the former to game play and puzzles, the latter to imagination and story immersion. The line between the two might seem gray here-that is, you might think that the mechanics were implied by the fictional context - but the character could have just as easily been a genie with the power to become ethereal, or an alien or whatever. The ethereal game power is directly tied to game-play, while the vampiric history is a decision tied to fiction context. While using the vampire identity might have made the character's mechanical powers more accessible - assuming the player knows what "vampires" are traditionally capable of doing - it also sets up player expectations. If, for instance, the player is someone who also thinks vampires should take triple damage from silver, yet the game's silver weapons do not take this into account, the player might be disappointed, since his expectations have been thwarted. |
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