The Character Web
This
technique is used to develop major relationships between the characters
in the game, and explores the way that they feel about one another.
The
character web is used to define interpersonal relationships in your
game. The idea is that you create a web, a flowchart that diagrams all
of the major characters in your game, and all of the relationships
between them. It defines the way that the characters feel about each
other, and relate to one another, and the kind of affections or
animosities they hold for one another.
The
idea is that it's more complicated that mere like or dislike. A
fully-developed character web will delineate allegiances, factions,
attitudes, hierarchies. It's more complicated than love or hate.
The
important thing to remember is that two characters aren't necessarily
going to feel reciprocal feelings for one another. There will be
unrequited love, concealed animosity or grudges, and you're also going
to have a number of disassociative elements. For example, between a
mentor and a student, you may have a mentor's pride in his student's
achievement, and the student's resentment for being held back by
someone whose time has passed.
Not
all of the emotions will be shared by the two characters, but there
will be some common feelings. For example, they may share the love of a
father and son.
There
may be different layers of emotion and relationships between the
characters in your game, which brings us to the idea of multiple
character webs.
You
may have different character webs for the different characters in your
game. For example, a character web for your heroes, and one for your
villains, or one for the major characters, and one for the minor
players.
There
may be certain characters in your game who only appear in cut-scenes,
or in certain missions, and this will require specific webs that only
deal with these characters and their attitudes towards one another.
You
may also create character webs devoted to specific types of
relationships. For example, if you're working on a military shooter,
you might create a character web that pertains to hierarchy and rank,
and the way that soldiers relate to one another and their superiors in
that context. One of your characters, a macho private who does things
his own way, may resent one of his superior officers. The officer might
not even be aware of the private's resentment, and may feel that the
private is a loyal and reliable soldier. Another web for the same
group, focusing on interpersonal relationships outside of rank, could
delineate a mutual respect between the two dating back to an incident
that transpired years ago. Conflicts arising in the game could bring
the resentment to the fore, or could strengthen the bond between the
two characters.
This series of character webs can deepen the relationships between the characters in your game.
The
other thing to think about when creating a character web is the idea
that different-sized webs require different levels of detail. For a
large web with multiple characters, you want to keep it as simple as
possible. If your web features a dozen characters, you probably want to
keep the interpersonal descriptors down to a single-word relationship.
If
you only have three characters, you can feature more complex
relationships and attitudes between the characters. For example, you
may connect the characters with two lines, instead of one. On one of
the lines, you can indicate between a king and a warrior, for instance,
you could indicate their attitudes towards each other. The warrior
envies the king's wealth and power, and yet admires his inner strength.
The king, on the other hand, envies the warrior's youth, and also
admires his loyalty to the crown. On the other hand, you have their
working relationship, which is straightforward. The warrior is
completely loyal to the king, and the king is ready to send the warrior
out to do battle.
So you'll feature multiple threads connecting characters in a tightly-focused relationship map.
On
a map with more characters, you'll feature a single word or concept,
such as obedience. So the king issues orders, and the warrior obeys.
Simple.
It's
also important to think about the structure. There are a number of
different possibilities. With a single major character, you might
consider a radial web, where you've got the major character in the
middle, and all other characters emanate from her. The other characters
emanate from her, because they're defined in relationship to her.
There
are a few characters who will have feelings for one another in this
web, so you'll want to think about where you place them in relationship
to one another. You will want to place them next to characters that
they interact with routinely, so that you can define these attitudes on
your primary map. But you'll probably need another map just to define
the minor characters outside of their relationship to the player
character. Ultimately, your central character web deals with the major
character and how she relates to all these people, because when you're
writing your dialogue, when you're developing your cut-scenes or
storytelling elements, you're going to want to know how the player
character relates to the other characters, and how they feel about her.
Is she admired? Is she loved? Is she feared? Is she underestimated?
If,
however, you're working with an ensemble cast, if your player controls
several characters at once, a number of them will still shine through
as principals. Watch an ensemble movie like X-Men, and a small group of characters still seize the attention of the audience.
You
want to build your web around that notion. You build a web that focuses
on that small cast of central characters, and focus on them.
The
last thing to consider when creating character webs is the idea that
characters can evolve. The character web can actually change over time
depending on the events that transpire in your game, because
relationships between these characters, the emotions and attitudes, can
evolve as things change.
Characters
attitudes do change as characters interact with one another. So,
depending on the story in your game, you may want to create multiple
character webs to support the major evolutions in your storyline.
So,
if a third of the way through your game, the player's closest friend is
murdered, and another third of the way through, it is revealed that the
murderer is an ally of the player (who, as it so happens, was a double
agent all along), you're going to need three maps for each of those
stages. After the murder, the major characters may feel grief and
anger, which may alter the way that they relate to each other. Some may
swear vengeance, others could counsel reason. They may split along
those lines. After the revelation of betrayal, suspicion may cloud
friendships, or it may draw the player's allies closer together as they
band together for a final stand against the enemy. Either way, you want
to define these emotional ties between characters in the context of the
major events of your game.
In
figure 1, we have the Justice Unit, from the fictional game of the same
name. The player controls Bulletpoint, a former marketing executive who
now fires bolts of justice in the name of freedom. or something.
There
are four other characters in the unit. Sensei is the leader of the
unit, an old wise karate master. He trained Bulletpoint, and taught him
to fight for justice. Their relationship is garden-variety
mentor-pupil. Ice Queen is beautiful but aloof, and Bulletpoint wants
her bad, bad, bad. But she gives him the cold shoulder (sorry). Major
Malfunction, the old Army veteran who breaks everything he touches,
likes to drink a few cold beers with the kid every once in a while, and
the feeling's mutual. They hang out, they get along. By contrast, the
demented Canadian ninja, Caribou, really intimidates Bulletpoint.
Mainly, it's the antlered warrior's enigmatic nature and his tendency
to fly into the terrifying Caribou Rage. Bulletpoint is also a little
jealous of Caribou, because enigmatic warrior guys who fly into a rage
but also have a code of honor are just a lot cooler than normal guys
with superpowers.
After
the battle with Overcharge (a former credit card industry CEO who laid
siege to Wall Street in an armored exoskeleton), Bulletpoint
demonstrated astonishing powers that the Justice Unit didn't even know
he possessed. In the aftermath of this battle, during which Bulletpoint
pretty much saved the day, the relationships have shifted somewhat.
Major Malfunction sees the kid pretty much the same way. But Caribou
has gained a little respect for the guy - he earned his chops in the
field. Ice Queen has thawed just a tad, and Bulletpoint has enough
confidence now to be honest with her about his feelings. Not that it
matters, she's still frosty towards him. Sensei is now intimidated by
Bulletpoint, who may well be the Golden Warrior promised in the ancient
prophecies.
Conclusion
During
preproduction, before the game's concepts begin to congeal, there is an
opportunity to develop living, breathing characters with goals and
values. Hopefully, the aforementioned techniques will help you begin
the process of learning about these characters.
For More Information
David Freeman. Creating Emotion in Games: The Craft and Art of Emotioneering. New Riders Publishing, 2003.
Robert McKee. Story: Substance, Structure, Style and The Principles of Screenwriting. Regan Books, 1997.
Lee Sheldon. Character Development and Storytelling for Games. Muska & Lipman, 2004.
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