Player Characters In RPGs
RPGs are inherently character-based games. The term character should in this context be understood as not just physical
representations, i.e. the avatar embodies the player, but as something more.
RPG characters have features that develop throughout gameplay, and commonly
personalities, goals and motivations that are either pre-defined or in case of
player-controlled characters, which emerge from the projection of the player
into the character and control of the character during gameplay.
While the typical RPG contains many characters, it is the
player-controlled character or characters which form the focal point of
interaction between the player and the game world.
This makes RPG character
design important to development - if the character is not interesting to play,
the gaming experience will not be of a sufficient quality to motivate the
player to continue playing.
Fascinating characters can make a game and create
lasting relationships with the player that keep them coming back for more - as
is evidenced in the game series featuring characters such as Lara Croft, April Ryan, Max Payne, Crash
Bandicoot and Sonic the Hedgehog.
In general, there are two ways of approaching game character design in
RPGs: Either completely pre-define the character (e.g. the Final Fantasy-series), potentially with some room for customization
by the player, or let the player inhabit a "shell" - an avatar which
the player can project him- or herself into (e.g. Diablo I and II).
There
is an ongoing discussion about the strengths and weaknesses of pre-defined vs.
player-scripted characters, and the purpose of this piece is not to debate the
relative merits of different solutions to character design.
In general, most RPGs fall somewhere in between the two extremes, for
example in offering development of skills/stats, customizable appearance and
the opportunity to act along a good-evil axis when communicating with NPCs.
This offers some support for the player to either project their own
personality onto the character, or create a character with personality and
behavior different from their own. There is no ultimate right or wrong
approach; many different forms have been shown to work in practice.
Irrespective of the balance between pre-scripted and player-scripted,
the lead character of a game story in an RPG is a most important element and is
normally player-controlled. If players cannot associate with the lead character
the storyline will not be enjoyable, no matter how great it is.
Where games differ from traditional media such as books and movies is in
the interactive relationship between the player and the character. Therefore
the character has to be compatible with the viewpoints and psychology of all
the potential players in the target audience. Maintaining such a balance in
character design is very difficult - it is one thing to design and describe the
character, and place it in the game world.
But the game designer also has to
ensure that the way the character moves and acts follows the singular vision of
the character; and furthermore ensure that the player can add what the game
design either intentionally or unintentionally leaves open.
Because player
characters (and to varying degrees non-player characters) are alpha and omega
in RPGs, a substantial amount of attention to their creation is necessary to
ensure that they function as intended.
In games with as varied gameplay opportunities as the typical RPG,
players have a wide freedom in testing boundaries, developing strategies and in
other ways utilize their characters in ways unanticipated by the designer. It
is therefore always exciting - and often frustrating - to see what happens the
first time the players sit down in front of a prototype and alpha-phase testing
is begun.
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1. Entourage. Characters are often defined by the people they travel with, are assisted by, represent (socially), or are nemeses with. The impact of a character's identity is shaped by his place and symbolic role in the pantheon of the story, so I want to call this the Greek Gods effect.
2. Character arc. What about rolling twice for each character, once for creation and once for his final state once the player completes his development arc? This would force the player to see how his own choices lead him down either pre-destined or novel paths. This also puts his decisions at major story junctures in the spotlight since he would have a reference point for whether he knew himself as well as he thought.
Mass Effect did this in a simpler way that is more realistic for CRPGs where you selected your background from a list of three that differed in terms of career and major historical event. This was later integrated into dialog and really helped with immersion as it made you feel like that history existed (rather than the standard amnesiac waking up with incredible fighting skills but no idea how he/she got them).