Pro - tág - on - ist, n.
Working from the template of the
everyman and the action hero can help you achieve buy-in from the
player, but it’ll take more than that to make your player character
something special. In fact, making your protagonist safe is
really directly at odds with making him or her original, evocative,
or lifelike. There is a vital arm-wrestling match that goes on here
between all those limitations and the creative goal of making a
really good, memorable character. It may be that successfully walking
that line is what gives the best game characters (and all formal
creative endeavors) that elusive magic and vibrancy.
Be that as it may, we’re not done
listing all the various constraints and limitations. The problem of
finding an acceptable player character is followed directly by the
problem of how to present that character to the player. The
player only knows their avatar as presented, after all. And it’s an
important distinction.
To give the cast of Psychonauts the
level depth and individuality he wanted, Tim Schafer created
mock-Friendster pages for each character. But this is not how
we come to know the hero Razputin. Instead, we meet the be-goggled
hero of the game when he crashes the opening ceremonies at a summer
camp for psychically gifted children – and manages not to get
kicked out. His charming bravado and sincerity come through in spades
in the several minutes of the intro scene, without almost any of the
personalities, relationships, and background information that Mr.
Schafer so diligently prepared.
For Psychonauts, Doublefine
created a charming and very well developed protagonist. This is by no
means the industry standard, and, in fact, I’m not sure you could
say that as an industry, we have all agreed that such definition is
the goal. Most game developers do a pretty good job of finding that
action hero/everyman sweet-spot, but far fewer take the time to make
more out of the hero or find a compelling, striking way to introduce
them.
God of War, Max Payne, and Grand
Theft Auto 3 (and 4, it appears!) stand out in this
regard, simply for properly setting up the beginning of the game,
even, in Max Payne’s and GTA’s cases, if the setup
is a pastiche of pulp fiction clichés.
Other games approach the issue by
defining the hero as little as humanly possible. Half Life 2
is an example of this category. Although you technically play as
Gordon Freeman, it feels much more like you yourself have been sucked
into Valve's beautiful, dynamic, lovingly crafted world. But in the
end this hurts the story side a little – Alex’s role as a
potential love-interest feels more like the developer flirting with
its fan-base than a romantic sub-plot.
More peculiar, and, to my mind,
problematic, is when a game hands the job of character creation over
to the player. This is the standard in Western-style RPG's, inherited
more or less wholesale from their pen-and-paper counterparts. But
there is a big difference between Dungeons & Dragons and,
er, Dungeons and Dragons Online. The table-top gamers
ostensibly role-play – as in act – and player-crafted
characters are a real element of that. We have not yet invented
social AI that allows for the same sort of acting in computer RPG's.
Herein lies a notion I would love to
try and dispel, that being that ninety-nine out of a hundred gamers
will, under no circumstances, make up elaborate back-stories for
their characters. They will not imagine a rich Tolkienian narrative
on top of the game’s bare plot. They will do nothing at all like
use the game’s narrative structure as a canvas on which to
construct their own self-expressed meta-narratives. Story and
character-development are our jobs. The gamer is not an
aspiring actor or writer; he or she just wants to be entertained.
More specifically, the gamer would be happiest to be able to step
right up to the role of the dashing hero, with a full tank of gas,
ready for the road.
The real reason that common Western RPG
conventions such as character customization and multiple quest/career
paths have persisted is that they make good gameplay. Customizing the
appearance, alignment, and profession of a character belong to
sandbox and sim styles of gameplay, not to game storytelling.
Having to deal with so many different
configurations of player character makes storytelling harder, if
anything. The color of your hair and whether you are a wizard or a
warrior are not dramatically meaningful choices. And while
choosing to between good and evil actions can be, if a bit
crude, many games (such as Fable) manage to make it a purely
customization-based affair. Now it is true that these
customized characters fit the everyman bill, but they don’t
accomplish much more than that. The player is bringing their own hero
to the story, and the fit, not being tailored, is a poor one.
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