|
By
Marc Saltzman
Gamasutra
[Author's
Bio]
March 15, 2002
|
|

Miyamoto,
Lanning, and Ishihara
Perry,
Broussard,
and Miller
Rubin,
Gard, and Naka
Suzuki,
Kojima, Ancel, Schaffer, and Newell
Garden,
Shelley, Steinmeyer, and Saunders
Tørnquist,
Gilbert, and Greenberg
Roper,
Householder, Taylor, Spector, and McGee
|
 |
 |
 |
This
feature is taken from chapter five of Marc Saltzman's Game Design:
Secrets of the Sages, Third Edition.
The
book is available inside Macmillan Software's Game
Programming Starter Kit 5.0.

|
|
Features

Game
Design: Secrets of the Sages
Creating Characters, Storyboarding, and Design Documents
David Perry, Shiny
Entertainmen
President of Shiny Entertainment and game designer extraordinaire David
Perry has brought to life a number of hit characters over the years. This
includes protagonists from the Earthworm Jim games, MDK, Wild 9, Messiah,
Sacrifice, and soon The Matrix.
Perry was
asked to provide three (in)valuable pieces of advice on creating a successful
game character, and all three of his answers are thought-provoking:
- Humor
is a very important part of entertainment. So if you can make it amusing,
that's the easiest way to go. Unique abilities are also good. Earthworm
Jim's suit would use him to achieve its goals. Funny stuff like that
adds spice to the characters you're creating.
-
Somebody once said that a great character has a unique silhouetteif
you can identify a character just by its outline, you know you've
made something that will stand out in a crowd.
- New
and interesting weapons are also important. Nothing is worse than playing
a game with a leaky peashooter. So great firepower is a good way to
pat a gamer on the head.
Perry says
he hates to advertise this, but...
I have to say that the best way to learn how to make a great
character is to take this class: http://www.beyondstructure.com.
I highly recommend it. If you're new to the business, you're not going
to get away with Pac-Man anymore; you have to make real, intelligent,
interesting characters. This seminar will tell you exactly how to do just
that.
Many times
throughout this book you may see conflicting advice on certain topics.
Case in point: Asked about the importance of design documents, Perry directly
contradicts Lorne Lanning and others:
I used to think they were a waste of time. I still do, to be
honest. I prefer different documents that matter to certain people that
they will bother to read:
- The
game walkthrough script. We write in a program called Final Draft
(http://www.finaldraft.com) and we write the experience we would love
to see from the beginning to the end of the game. It's written kinda
like a movie, but describes the ambiance, who's there, what you see,
what you don't see, the action, what they say, etc.
- The
lists. These are done in Microsoft Excel and are tracked. These
are lists of everythingobjects, weapons, characters, balance statistics,
etc.
Does Perry
storyboard his games?
Over the years, I've worked with all sorts of business people.
Some "get it," but some are completely flatline when it comes
to any ability to think creatively. I found that the saying is indeed
true, "A picture paints a thousand words." We extensively draw
storyboards now, so that anyone that needs to understand the vision can
just look at the pictures like a comic book. It saves a lot of discussion.
I've found that taking 3D sculptures of your characters to meetings
is great because it's an instant conversation piece, and the people you're
pitching become mesmerized by the sculpture as you describe the design.
How do you get a good sculpture? There are several ways, but these are
the best two I know:
- Use a
great sculptor who works with action/pitch characters. Just ask for
photos of previous work.
- Use a
technology called rapid prototyping (search on the Net). Companies like
Gentle Giant will take your game's 3D model data and then sculpt it
using lasers so you get an exact replica of your character. We have
some quite amazing sculptures from these guys that took zero effort
at our end.
Perry's
words of wisdom can be found in other places throughout this bookbe
sure to read his thoughts on general game design theory and implementation
(Chapter 2) and on breaking into the industry (Chapter 21).
George Broussard,
3D Realms
Ever since the third game in 3D Realms' popular Duke Nukem series
came out in 1996, countless others have tried to create a successful lead
character by mimicking its overly macho, mouthy, badass hero, Duke Nukem.
(Heck, his name says it alone!)
3D Realms
president George Broussard offers some advice to those looking to create
character-driven action games:
First off, your game has to be great. Without that, nothing
you do with a character matters. We try to create catchy character nameslike
Duke Nukem or Max Paynethat instantly get a reaction from people,
or create an image in someone's mind. That's the "hook." Once
you have a hook that people find interesting, you just flesh out the character
with personality traits, mannerisms, and catchphrases.
Broussard
explains why Max Payne is more than just a cool name:
Remedy Entertainment did a great job with Max Payne. His name
has a unique hook and people usually get the punthat he delivers
"maximum pain." Then you give Max a compelling reason to act
and be motivated. He's an undercover cop, with his back against the wall,
out for revenge after the death of his wife and daughter. Finally, you
give Max his "personality" through the way he speaks. Max narrates
his journey metaphorically, in the style of detective films of the1940s
and 1950s. What you end up with is an interesting character who's fairly
unique to games, and hopefully people respond to that. Our gaming audience
is getting more sophisticated every day and won't settle for less.
Broussard
adds that this advice really depends on the types of characters you want
to make. He explains:
We typically create over-the-top characters that lean more toward
what you might find in comic books or high-action movies. Characters that
are larger than life, and for those types of characters there's a pretty
basic starting point.
To reiterate
and summarize his points made above, Broussard says you can break down
any character into the following characteristics:
- Personality
traits. This defines the character's personality and how he or she
reacts to situations.
- Appearance.
There should be a distinctive look to your character, so people will
learn to recognize the character from appearance alone. Examples: Lara
Croft, Superman (almost any superhero), Darth Vader.
- Motivation.
Why do your characters do what they do? What drives them? Once this
is established, your characters will get stronger from doing things
the way people expect them to.
- Catchphrase.
The best characters become famous and well known for a simple catchphrase
that sticks in people's minds, and usually becomes part of pop culture.
Remember the "Where's the Beef?" commercials for Wendy's?
Examples: "What's up, doc?" (Bugs Bunny); "Up, up, and
away!" (Superman); "Holy hand grenades, Batman!" (Robin);
"I'll be back" (The Terminator); "Go ahead, make my day"
(Dirty Harry).
- Name.
A character's name should be "catchy" and unique in some way,
so people hear the name and get an instant image in their minds. Rhyming
and alliteration are good tools to come up with a catchy character name.
Examples: Duke Nukem, Sonic the Hedgehog, Earthworm Jim.
To further
illustrate his point on the "parts" of a distinguishable character,
Broussard provides these examples:
See if you can guess the character before the name is given,
simply from the basic elements:
Personality
trait: Egotistical
Appearance:
Sunglasses, red muscle shirt, bandoliers, blond flat top
Motivation:
Kick alien ass/score with babes
Catchphrase:
"Come get some"
Name:
Duke Nukem
Personality
traits: Determined, inquisitive, loner
Appearance:
Black suit, white shirt, tie, cell phone
Motivation:
FBI agent/uncover conspiracies
Catchphrase:
"The Truth Is Out There"
Name: Fox Mulder, from The X-Files
Says Broussard,
"The above is merely a starting point for developing your own characters,
and you can make them more or less complex, depending on your needs. But
in the end, these characteristics are needed for a really memorable character."
How do you
translate sketches to real characters in the game? Is it necessary for
a series such as Duke Nukem?
As video games have gotten more and more complex, we've started
to adopt the ways that movies do things. A lot of games today have scripts
much like a movie, where all the action, cut-scenes, and dialogue are
carefully laid out in every detail. Another thing that has been adopted
is the idea of concept sketches. These sketches serve to solidify the
look and feel of elements in the game, such as characters, locations,
and action sequences.
But what
about design documents? Are they necessary for all types of games?
Let me tell you about design docs. Duke Nukem 3D didn't even
have one. We did stuff as we went, adding bits that were cool and discarding
ideas that didn't work. Look how the game turned out. All we had was a
vague notion that the game would be based in a future, seedy L.A. The
rest came from a dynamic development process.
Duke Nukem Forever has substantially more on paper from the
start because it's a much more cohesive and large game. But people who
write 300-page design docs beforehand are wasting their time. The game
design process (for most) is an evolutionary process. You refine and redesign
as you go, learning and making things better. It's insane to write a 300-page
doc, then just make the game. There's no way you can think of every cool
idea before you make the game, and you have to be flexible enough to roll
with the punches and add and refine ideas as you go, all according to
the timeline.
Speaking from our experience, design docs are merely a general
guideline that gets more and more polished as you go. You just try to
stay three to four months ahead of things as you go. The design doc isn't
done until the game is.
Also bear in mind that 3D action games are not that complex.
They have bad guys, guns, items, and level locations. Not exactly rocket
science, or something needing 300 pages.
Be sure
to read all about the exciting Duke Nukem happenings at 3D
Realms' official web site.
Scott Miller, 3D
Realms
We just heard from George Broussard, president of 3D Realms, about creating
such hit characters as Duke Nukembut we'll also turn to 3D Realms
CEO Scott Miller to reveal the "secret" to creating successful
characters, while so many others have failed.
Positioning and differentiation. Duke is the first white male
action hero. No other character will ever have a chance knocking Duke
off his particular pedestal, because it's better to be first than it is
to be better (a key concept of positioning). Likewise, Max Payne is the
first character of his typea true antihero vigilante copand
no other developer will ever have a chance making a better character with
this description. Thanks to the well-known psychology of the human mind,
better doesn't win; being first is what really matters.
George [Broussard] and I have studied and discussed characters
for almost a decade, and finally in the last 56 years we think we've
put together the key pieces of the puzzle better than anyone else in this
industry. A bold statement, maybe, but consider that we planned Max to
be the next great male action character and franchise from day one of
the games design, and guided Remedy (the developers) in the key ways to
make it happen. And we're going to do it again with two more coming game
characters, Bombshell (appearing first in Duke Nukem Forever before starring
in her own games), and another game I can't announce yet (wait for E3
2002).
Miller acknowledges
that this is a tough topic to cover in brief, because, as he puts it,
"It's worthy of its own book."
But there are specific guidelines to naming a character properly,
so that the name is better remembered and has a catchy hook. A character-based
game should be named with the character's name (much like most comic books
dowhich was our inspiration for this particular idea years ago).
One commonality of catchy, memorable names is that one of the names is
only one syllable long. For example: Johnny Quest, James Bond, Darth Vadar,
Luke Skywalker, Duke Nukem, Commander Keen, Indiana Jones, Max Payne,
Han Solo, Lara Croft, on and on. There are several important rules like
this that should be followed to create a great character name.
Another
piece of advice, something that was also touched on by Broussard, is that
a character's name should reflect something about the character. Explains
Miller:
Duke Nukem and Max Payne do this very well. Other game character
names like Lara Croft, Kate Archer, John Mullins, John Blade are just
generic, valueless names that say nothing about the personality of the
character they represent.
In other
areas of this book, Miller shares a lot of great advice on general game
design, building a franchise (in Chapter 2) and on breaking into the industry
(Chapter 21).
______________________________________________________
|