Deconstructing Player Characters
Player character can be designed in different ways and with different
properties, depending on the specific requirements of the game in question. The RPG character can vary in its
constructional complexity across a range of elements, covering the various
facets a game character can have, e.g. stats, personality and integration, as
is seen in the table.
Within each of these facets, more or less depth can be
applied to the character functionality. For example, the character JC Dent in Deus Ex featured a relatively simple
character development and item-based upgrading system, but had a relatively
well-developed integration into the game world, with e.g. a NPC brother.
In the typical Dungeons &
Dragons-based RPG, such as Neverwinter
Nights, the characters are usually devoid of personality elements, feature
superficial explanations for why they are where they are.
But a varied, deep
and flexible character development and item-based upgrading system forms one
of the main drivers for rewards and player motivation in the game. When
playtesting characters in RPGs during production, it is therefore important to
tune the tests to the way the various facets are designed, integrated and
operated.
Overview of the core RPG player character component builds (the list is
not exhaustive). Not all may be present with all player characters, and the
level of development for each aspect varies from game to game as required by
the design in question.
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Personality
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Psyche
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The
psyche basically defines the core of the character, covering all aspects of
the character psychology, including motivations and emotions. This aspect of
the character can be non-existent, providing a blank slate for the player to
project onto, or relatively complex, aiming at providing an interesting
template for the player to relate to and possibly even learn from.
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Goals
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Goals
are the primary tool for engaging the players first hand, and the principle
is known from quest systems. Goals can be mechanical or personal, simple or
complex: Kill 10 centaurs; gain control of the guild of thieves; maintain a
close relationship with a sister, not letting a phobia control one's life.
Goals targeting the character psyche are generally harder to code, therefore
comparably rarer in RPGs as compared to mechanical and simple goals.
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Stats
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Skills,
Traits,
Abilities
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The
stats provide the mathematical numbers associated with the character, e.g.
strength and other physical or mental attributes, abilities and skills (e.g.
farming, sword-fighting) and unique powers (i.e. spell casting). The stats
directly affect the effect of the PC interacting with the virtual
environment.
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Integration
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Associations
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Characters
will likely know some other characters of the game world, whether NPCs or
other player characters in a multi-player RPG or MMORPG, and throughout the
game will get in contact with even more. Associations can be more or less
detailed, from a random quest provider to a long-term associate or companion.
Most characters start out with associations formed by their background, and
build up increased contact networks during the running of a RPG. In RPGs with
multiple players, some players like to develop stories for the relationships
between their characters, while others chose not to.
An
important subtype of associations is the contact,
characterized by being a quest giver, mission provider or similar entity that
progresses the game story. Contacts are the NPCs that initiate the adventures
of the player character(s). They exist in all forms of RPGs (e.g. City of Heroes, Neverwinter
Nights), and are one of the primary means of propelling
the players forward in the game.
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Category
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The
term category should here be interpreted in a broad sense, to indicate the
overall typecasting popular in RPGs. The classical way of handling the
categorization of different types of characters is via a set of classes or occupations,
e.g. warrior, wizard, private eye, biologist.
This is however not the only
way to approach categorization - games such as Morrowind develop stats/skills based on character actions.
Categorizations - in whatever form they take - can be used to help develop
the vision of the character and anchor it in a specific context, but at the
same time can be restrictive. Occupations and classifications are generally
developed via a rules system, but need not be so.
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Location
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The
physical location of the character and reasoning as to why. The player needs
to have enough information to provide a solid hook into the game world in the
beginning of a game.
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Background
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Background
details where the character comes from, the events that have it to the
specific point in its life where the game begins. This includes the history
of the character developed during game time.
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Appearance
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The
character will have an appearance, and in good game design this complements
the integration of the character in the world, anchoring the character in the
overall theme and style of the game world. Appearance is modifiable at least in terms of clothing/weapons in most RPGs such as (World of Warcraft), or can be more static (The Longest Journey). Irrespective, appearance is a vital visual
link between the player and the character.
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Physical
behavior
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Game
characters have since the earliest console days been associated with specific
physical behaviors, e.g. special attacks in Tekken and Mortal Kombat.
The physical behavior of a character can greatly assist enhancing the
character theme, and project its moods and feelings. Emotes with associated
animations are a typical way of providing RPG players some control over the
physical behavior of their characters. As with appearance, physical behavior
should serve to strengthen the ties between the character and his/her/its
place within it.
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It should be noted that the list in the table is technically incomplete
when it comes to listing all the potential elements of RPG player characters
that can impact on the gaming experience.
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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).