Using
the Hero's Journey in Games
The
Hero's Journey
The first thing that comes to mind when you think of a classic hero's
journey is a story like Jason and the Argonauts, Homer's Odyssey,
or the story of Perseus. The most famous modern hero's journey is Star
Wars. I recently just saw Mel Gibson in The Patriot and marveled
at how well it followed the classic journey. A hero's journey doesn't
have to be about saving the world; it can take a lot of different forms.
In a game, however, most stories will take the form of a more classic
or traditional hero's journey since those are the kind that offer the
most conflict, action and suspense. In the most basic sense, a hero's
journey is a trip that a central character goes on in order to resolve
a problem.
One of the best reasons to utilize the classic hero's journey into your
game is its simplicity. Everyone grows up listening to, reading about
or watching stories about heroes. As a game designer it allows us to
utilize a known mechanism or formula within our games that people will
understand and associate with easily. This allows us the ability to
spend less time explaining ourselves and more time developing the story.
The formula for a hero's journey has been refined over thousands of
years, so there is no reason to try and improve it. Instead you should
spend your time trying to figure out how to make it new and interesting.
Most people will probably not even consciously know they are involved
in a hero's journey until the end, and if they do, they probably won't
care.
 |
|
Screen
shot from Blademasters, a game that uses the Hero's journey
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There are several kinds of hero's that can be used in a game. I won't
go into elaborate details about them here because books are written
on the subject, but knowing about the different kinds of hero archetypes
can help you decide early on what kind of a hero fits your story and
what kind of actions they will be taking. There is your classic heroic
hero, willing and unwilling heroes, group orientated and loner heroes,
anti-heroes, tragic heroes, and trickster heroes. Some heroes may combine
several of the archetypes into one complex personality. Other heroes
may only wear the illusion of another kind of hero for a while until
something happens to reveal their true self.
Sometimes the main character in a game is actually a group of people.
Usually you want one character in the group to be the leader, but it
is possible to switch the role of hero from one person to the next in
the game. Several members of the group may fall into a hero's archetype
as well. In a movie like Beverly Hills Cop, Axel Foley is a static
hero archetype who doesn't change much throughout the story, whereas
the other main character Rosewood is arguably the real hero of the movie
since his personal journey is much more complete. In this way several
main characters can coexist during a game without conflicting the story
too much.
The
Benefits of the Journey
Since many games involve playing as a specific character (typically
in first or third person viewpoint) during the game, it makes a lot
of sense to play as the central character of the story. Usually the
point of view of the story is also written from the player's character's
point of view, so a hero's journey works well. The character in the
game would also be very boring if they weren't somewhat heroic in their
deeds and efforts. The hero and player may be reluctant in accepting
their mission, but events should always force them into a no turning
back scenario early in the game so that no matter how they feel about
the story they know that they must move forward.
Since using a classical hero's journey allows you to work with established
story structures and character archetypes when starting your story,
you should be able to flush out your initial story much faster. I find
that I typically have to write a minimum of four or five completely
different stories before I land on one that most of the team likes.
Because a designer rarely has the time to rewrite their story as many
times as they need to in order to get it right, it is important to be
able to iterate the story as quickly as possible. Starting with an initial
outline or formula will help you to design your game's initial story
much more quickly.
Variations
There are some slightly different variations on the journey, presented
in books by Joseph Campbell, Christopher Vogler or others, but I'll
try to put it into a summary form. Both Vogler's and Campbell's books
go into incredible depth about the subject. Vogler has a great short
summary and tends to put a more modern and practical approach onto the
hero's journey, whereas Campbell adopts a more classical approach. It
is interesting to compare and contrast their differences, but I would
recommend reading Vogler's book, largely because it is a summary and
modern analysis of Campbell's work (which is in turn a summary and modernization
of ancient mythology and stories). I have used Vogler's outline as the
basis for my work, because of its simplicity and practicality.
|
Vogler's
Outline
|
Campbell's
Outline
|
| The
Ordinary World |
The
Call to Adventure |
| The
Call to Adventure |
Threshold
Guardians |
| The
Reluctant Hero |
Wise
and Helpful old man & the Magic talisman |
| The
Wise Old Man |
Refusal
of the Call |
| Into
the Special Fantasy World |
Passing
the First Threshold |
| Tests,
Allies, & Enemies |
Hero Partners |
| The
Inmost Cave - Second Threshold |
Mystical
Insight |
| The
Supreme Ordeal |
The
Labyrinth & the Princess |
| Seizing
the Sword - Reward |
Losing
the Guide |
| The
Road Back |
Hero
Deeds & Dragon Slayers |
| Resurrection |
The
Dark road of the Trials |
| Return
- Ending |
The Hunt |
|
Into
the Belly of the Beast |
|
The
Mystical Marriage |
|
The
Sacred Grove |
|
Sacrifice
& Betrayal |
|
The
Hero's Return |
|
Resurrection |
|
Monster
Combat |
|
The
Resurgence of Evil |
|
The
Enchanted Forest & Helpful Animals |
|
Descent
into the Underworld |
|
Atonement
with the Father |
|
Unmasking |
|
Final
Victory |
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How
Do I Design With It?