Odysseus in Hyrule
There are two heroes in the Odyssey:
Odysseus, the namesake, and Telemachus, his son. Now these are two
gents who could step straight into a video game. After all, the
Odyssey may well have been the original adventure story.
Corresponding to the legendary, ingenious father and the good and
loyal son, we can describe two general types of player character that
are workable: the action hero and the everyman. These two tropes are
rightly the staples of video game heroism.
The everyman is Dorothy of Oz and
Frodo of Middle Earth. He or she is essentially the closest thing to
who we ourselves are, thrown into the extraordinary circumstances of
a ripping good tale. True, we often find the seeds of greatness in
these characters, but, like Harry Potter and Luke Skywalker, they
have humble beginnings.
Everyman characters are always a
person stripped down to just their most sympathetic qualities. They
are good, but not too good, and humbly average, at least at first and
in outward appearance. Their most important feature is a highly
polished surface, in which we can see our own faint reflections at
all times. The everyman is never very proactive, at least to begin
with. As with Dorothy, Frodo, Harry, and Luke, the action must come
to them.
The action hero, on the other hand, is
more about who we wish we could be. This type has never seen much
point in depth or nuance. A look, a particular swagger, phrase, or
other gesture is all it takes to get you Indiana Jones, the dusty
cowboy, Batman, or the essential sardonic, hard-drinking ex-Green
Beret. After all, there’s no need to clutter your fantasies with
details. Unlike everyman characters, action heroes can jump into the
action. They can jump onto your screen, fist flying, doing what they
do best.
Note that the action hero and the
everyman are really just flip sides of the same coin. The one is
action, the other responds to it. The one arrives on the scene
ready to do business, while the other must slowly learn and accept
their fate and responsibility in the tale. In other words, both of
them are ways of letting the story take precedence. They are both
children of the plot.
James Bond and Feivel are twins,
separated at birth. In video games, this form-follows-function
character trait is even more important, where the protagonist steps
aside not just for a good action-packed story, but for the many
mechanics and systems of the game itself, which must always reign
supreme.
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