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Features

Building
Character: An Analysis of Character Creation
Dialogue
Dialogue:
writing the words that go in the character's mouth. Your writing
may be the final form of the dialogue, if it will be displayed as
text, such as in an online game, where the size of the datastream
is an issue, or a cart-based game, where the overall data size is
an issue. Or, you might be writing a script that voice actors will
use to produce recorded voices.
Try
to find an interesting manner of speech for the character, which
is consistent with who the character is. For example, I once heard
a talk by Isaac Asimov, in which he was talking about the writing
of his first "robot novel", The Caves of Steel,
which is about a pair of detectives, one human and one a robot with
human appearance. Asimov was trying to find a speaking style for
the robot, R. Daneel Olivaw, and hit upon the idea of having him
never use contractions: "I do not think we should go there."
This was extremely effective in making him seem robot-like, since
humans rarely avoid contractions. Asimov pointed out that this trick
was also used for Spock's dialogue on Star Trek.
Another
example is the character Claude Rains plays in my favorite movie,
Casablanca, chief of police Louis Renault. He is constantly
producing suave and witty lines even in the most pressure-filled
situations; when Major Strasser asks him about the investigation
of the murdered Nazi couriers, he says, "Realizing the importance
of the case, my men are rounding up twice the usual number of suspects";
when Rick is holding a gun to Renault and points out that the gun
is aimed at his heart, Renault says, "That is my least vulnerable
spot."
About
15 years ago I wrote a game called Leather Goddesses of Phobos,
in which your primary sidekick character was named either Trent
or Tiffany, depending on whether you were playing the game as a
man or as a woman. This character was a massively overenthusiastic,
gung-ho, can-do personality. When writing Trent and Tiffany's dialogue,
I always mentally imagined every sentence ending with half a dozen
exclamation points, even though they rarely appeared in the actual
text; this helped me maintain the right tone for their lines.
Also,
in his talk earlier in the conference on story elements in computer
games, Bob Bates pointed out an excellent way to use dialogue to
make characters memorable and underpin their personalities, which
is to give them a catchphrase. Schwarzenegger produces one of these
in just about every one of his movies: "I'll be back"
or "Hasta la vista, baby". Another good example is Robin
from the Batman TV show, with his "Holy (whatever), Batman!"
Of course, Bob rightly pointed out to be careful not to overuse
it, which is easy to do in a game environment.
Voice Characterization
Voice
characterization is a fantastic way to get a lot of bang for your
buck. Even if you line up some very talented professional voice
talent, you'll be spending a fraction on vocals than you will be
on graphics. And the human brain is equally attuned to audio and
visual signals, so voice characterization is an excellent and not
very expensive way to telegraph personality to the player.
Voice
characterization is particularly important if your main character
is a first-person character, and is rarely or never seen.
I
think that Nintendo did a great job with Mario's voice in Super
Mario 64, which is proof that you can get a lot of mileage from
a little bit of audio. It's a cartridge game, of course, so there's
not a lot of room for sound files. In fact, apart from his opening
greeting, "it's me, Mario!", I'm not sure he actually
speaks in the game. But the game is loaded with grunts and whoops
that perfectly paint exactly the right audio tone for Mario who,
in my book, is a "roly-poly guy who's had too much caffeine,
too much sugar, or both".
Here's
another great Leon Schlessinger story that I heard at that Chuck
Jones lecture. They'd just created the first Daffy Duck cartoon,
and Mel Blanc, who did all the Warner Brothers cartoon voice characterizations,
was having difficulty coming up with the right voice for Daffy.
Well, as a joke, he did Daffy as a slight exaggeration of the lisping
Schlessinger, and everyone was in stitches, so they decided to go
with it. But then, as they were nearing completion of the cartoon,
they realized with horror that Leon would be screening the completed
film, as he did with all of the studio's cartoons. When the day
for the screening came, the team sat frozen with fear, sure that
they were all about to be fired. The film ended, the lights came
up, and Leon turned to them and said, "That wath great! But
where'd you guyth come up with that wacky voith for the duck?!"
True Character
Now
we're going to move from characterization to true character. People
have been telling stories in one form or another for thousands of
years, and certain principles about the role of characters in a
story are well documented. Here's what Robert McKee says about true
character, in his book Story: Substance, Structure, Style and the
Principles of Screenwriting:
"True
character is revealed in the choices a human being makes under
pressure the greater the pressure, the deeper the revelation,
the truer the choice to the character's essential nature."
I
took McKee's three day course on Story Structure a couple of years
ago, by the way, and I recommend it strongly to anyone interested
in story-oriented games. Even though the course is oriented toward
traditional linear screenwriting, and not game design, there were
many rules that translate very well to our medium, and many thought-provoking
moments that made me look at game design from some very fresh perspectives.
So,
if true character is revealed by the choices a character makes,
under increasing pressure, what does this mean for characters in
games? In books or movies, a character makes decisions and we follow
along with those decisions and learn about the character as layer
upon layer of his facade is stripped away.
However,
in a game, the character doesn't make his or her decisions
we, the player, make the decisions for that character. So, characters
can never be observed to react to circumstances and through those
reactions, reveal their inner selves. Sure, NPC characters, under
the games control, can make decisions, and thus the potential is
there for some classic character development. And you can have some
limited story-telling by halting the game to play non-interactive
cut scenes in which the main character's decision-making is taken
out of the player's hands, allowing you to perform sporadic revelation
of true character. However, it is pretty universally agreed that
all but the most sparing use of such non-interactive sequences is
terrible game design.
Furthermore,
the spine of a story is often driven by a tension between the main
character's conscious and unconscious desires. However, where a
character's desires are the desires of the player-manipulator, how
can such a tension exist?
So,
are games hopeless as a medium for character development, and therefore
destined to always be a weak medium for storytelling? Perhaps, in
saying so, we're failing to acknowledge the power of interactivity,
the power of putting decisions into the player's hands. Because,
even if player-characters cannot make decisions under pressure to
reveal their true character, players can make decisions under pressure,
and perhaps by doing so reveal aspects of their own character to
themselves. Alternatively, perhaps, even more excitingly, by making
discoveries about themselves, players could even be a changed person
by playing a game.
I
don't think this has been done, I'm not sure anyone has ever even
attempted this, but I think it's possible. I know it's something
that I've never tried to do. I once did a game called Stationfall,
which was a sequel to my first game, Planetfall. In both
games, your sidekick is an affectionate robot named Floyd.
In
Stationfall, you're on a space station, which has been taken
over by an alien doomsday device, a small machine that takes over
all the machines in its vicinity and turns them into people-killers,
and turns them into a factory for manufacturing new copies of itself,
which are then sent off to spread like a mechanical plaque. After
a few days on board the station, Floyd disappears, and you don't
see him again until the last scene of the game, where you discover
him, in complete thrall to the alien device. He is the only thing
standing between you and the device, and you have only seconds before
it launches its deadly copies and spells an end to all human civilization.
You have a choice kill your friend Floyd to get at the alien
device, or condemn all of humanity to death. It sounds like a classic
choice under pressure that would reveal true character except
that it was really no choice at all. You could kill Floyd, and win
the game, or launch the alien copies and lose the game. I, as the
game designer, made the choice, not the player.
However,
I think there is one arena where we might be seeing a glimmer of
what I'm describing. All the games I've been talking about so far
today are single-player experiences. When you make decisions for
your character, you know that you are not affecting anything besides
your own private, personal game universe, and only computer-controlled
NPCs will be affected by your choices. Therefore, as a player, you
make choices, which, like in Stationfall, the dictator/author
has mandated are the decisions you should make to succeed.
However,
what about multi-player games such as the huge persistent worlds
of Ultima Online or Everquest? Here, players know that what they
do may impact another human being, perhaps profoundly. Here, for
the first time, players have to weigh moral issues as well as gameplay
issues. Just a week or so ago, I was dining with a friend of mine
who is a lead designer at Turbine, and she was relating her experience
with Asheron's Call. She quickly reached a point in the game where
she became less interested in advancing her character, and more
interested in helping newer players to succeed. She said that she
was surprised to discover how nice she was as a character in the
world of Asheron's Call...and, upon reflection, this made her realize
that she was a nicer person than she'd realized.
It's
nothing earth-shattering...yet. But it's a beginning. Characterization
is good; it's important. Do it well. But think about character too,
because that just might be the key to the future of interactive
storytelling.
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