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May 23, 2013, 11:41:18 PM
TIGSource ForumsDeveloperCreativeDesignImportance of role insertion on character design
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Author Topic: Importance of role insertion on character design  (Read 959 times)
Areku
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« on: February 11, 2011, 11:32:08 AM »

First of all, allow me to apologise in advance for my the particularly convoluted manner of writing I will use in the text to follow. I do find it profoundly hard to express myself coherently when dealing with game design matters.

*ahem*


In many games, the protagonist's "role" in society does not match his/her own in their usual lifes. For example, Mario is a plumber, not some professional princess-saving mercenary, Gordon Freeman was a scientist, not a soldier, and so on.
However, many of these "jobs" have little to no implication on the character's actions and gameplay mechanics. Which left me wondering: is it possible to convey a character's past experiences and the implications of their previous functions in society over their gameplay system/personality in such a way that does not hinder the actual plot of the game? Or are all "specialized" characters fated to end up like "you're a renowned nuclear scientist, now go kill some random aliens with a minigun" ? And if so, would you consider such an effort important enough to be justifiable?

A good example of what I'm trying to say is Isaac from Dead Space. Even though he is supposed to be an eletrical engineer of considerable skill, most of the situations and puzzles he had to come through could feasibly be solved by a person with little or no technical knowledge ("Insert the big glowing battery in the big glowing battery pod"). This left me somewhat wanting, as it was never possible to see such an interesting character acting in his area of expertise.

Dead Space 2, however, took a very different path. One of the very first puzzles was a minigame in which the player had to hotwire a gravitational generator. Even though the puzzle itself was extremely abstract (moving a slider around until it started glowing), Isaac could be seen removing and connecting cables to the machine, as well as typing some complex number sequences into a nearby keyboard. This, at least for me added a much greater depth to his character, as well as making the whole scene seem much more feasible and compatible with his role. Again, just my thoughts on the matter.


And what about you, fellow TIGgers? Is this an important aspect of design for you? If so, why?



I eagerly expect your replies.  Gentleman
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SundownKid
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« Reply #1 on: February 11, 2011, 12:18:44 PM »

Allow me to play devil's advocate and say that, even if Gordon Freeman IS a physicist, he wouldn't necessarily be using those skills in a situation that demands he kill aliens. To put it more simply, if I was a pro baseball player and a robber broke into my house, I wouldn't have to reach for the nearest bat by virtue of my skills, I could do any number of things. His job doesn't HAVE to be related to the game itself, it could just be something to explain why he is working in a facility such as Black Mesa.
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JoGribbs
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« Reply #2 on: February 11, 2011, 12:44:28 PM »

I wrote something related to this, but I don't like to plug my shit here so I'll just post what I said:



"...Once each player absorbs and conceptualises what the face is the first time, it no longer becomes necesssary to know what the face is like. There are plenty of examples from the early NES era: 'You thought you were shooting bullets at a fire bat? I thought I was throwing eggs at a giant Pizza!'. It doesn't matter. What matters is it's place in the system. Not what it is, but what it's function is. Does it hurt me? Does it power me up? How far away from it do I have to be to interact with it? Quote's nose is irrelevant. Quote's jumping or shooting or getting hurt is not.

[...]

I am, however, not saying that our narrative focused game design is being dishonest. Consider my first diagram again. Which one is more interesting? Perhaps that's the wrong question. While McCloud might be right, and the more abstract Zelda on the right is more impressionable or open to interpretation, perhaps it goes too far? McCloud, after all, stopped his abstraction of the human face: he didn't remove the eyes and mouth, or simply draw a black dot presenting the basic idea of unity, which could be interpreted as a human face. He stopped because too much abstraction will eventually alienate the reader: it will detach the face from any recognisable human aspects, thereby removing any projection of oneself into the character. Abstract Zelda, on the right, is squares because it's a handy visual metaphor for what the mind does, not because that's what our mind actually translates our visual experience into.

Abstract Zelda has abstracted too far. It has removed any recognisable human aspect from the game, and thus has ruined the attempt on the part of the developer to provide a recognisable human experience. The ludonarrative on the left is 'I am a boy adventurer; I lunge at a monster with my sword but I miss'. The ludonarrative on the right is 'I am a green square; I can make a brown square come out of me. I think I am trying to hit the pale orange squares'. it could be abstracted further and further I think, and eventually even the language I'm using to describe it would become too particular to contain said concepts. The human element is important in that it provides context, and also helps the player learn the relational concepts of the system. A lot of games have treasure chests in them, because the player understands what to do with a treasure chest: you don't avoid it, or shoot at it, you go right up to it and open it! The narrative is therefore important."

I guess what I mean is that the context is important but not how you might think. Dead Space is (arguably) about scaring you, the player. Isaac Clarke's character design is important in that he needs to look like he is in the right place, and he needs to be recognisably human in order for the player to project himself onto Isaac from moment to moment. However, I think Isaac's engineering degree, his past lovers, and that Battlestar Gallactica boxset he got for Christmas aren't so important when I'm actually playing the game because they teach me nothing about the system and provide no trenchant context for my interaction.

One thing that annoys me about Half-Life 2 is that the other characters don't treat Gordon Freeman like a normal person. Like, he disappears for years and no one asks where he's been, he takes down thousands of soldiers like it's nothing, and he never speaks, yet everyone talks to him like he's a regular guy. This is more than just a plot inconsistency, which I could tolerate (I am a fan of Assassin's Creed for heavens sake!), because it also disconnects me from the game world, by constantly reminding me I am exempt from it's rules.

Oh man this post is too long fuckfuckfuck
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Gimym TILBERT
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« Reply #3 on: February 11, 2011, 02:06:37 PM »

You can also take this problem in reverse, creating a character to contrast with his situation.

How logical is an expert in a situation he can manage, there is no challenge, that's boring. On the other side, an ordinary man against impossible odds create obvious challenge.

The odds in dead space are not repairing things but a regular technician against unknown mythological artifact that raise the dead, which he's clearly not equip to deal with (he's not even a mythologist to understand the ramification).

But yeah, I see your point and it's insightful. We can have both and it will make the character more credible to use his own qualification to deal with unexpected situation.
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eclectocrat
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« Reply #4 on: February 12, 2011, 12:05:18 AM »

As a game designer, the pertinent aspect is to avoid frustration and nonsensical puzzles. For instance, if your protagonist is a woodcutter, and you can't access an area because some trees are in the way, It'd piss me off.

Waaaay back when playing DOOM, I remember being frustrated by the inability to slip through one of the narrow windows. Eventually you get used to the mechanics, but imagine if the story set up the protagonist as a contortion artist? That would be comedy.

That being said, there are minor shifts which can increase puzzle cred, like change the trees to huge boulders, or an electrified chain link fence, make the windows barred, blah, blah, blah.

Happy year of the rabbit.
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I am eclectocrat.
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jwk5
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« Reply #5 on: February 12, 2011, 02:57:52 AM »

Do you really want to see Mario fishing turds out of a backed up toilet?


...


Actually, I kind of do... Who, Me?
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Areku
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« Reply #6 on: February 12, 2011, 03:57:51 PM »

Do you really want to see Mario fishing turds out of a backed up toilet?



It doesn't necessarily need to be so blatant. Would you so easily recognize Mario as a plumber if he moved around using some generic teleporters instead of the iconic pipes? It's just that extra something to make the character's background seem more than a couple random lines on his description. 
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Kicks
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« Reply #7 on: February 14, 2011, 11:04:54 AM »

Any time the opportunity to create more unity appears it should be taken advantage of.

Like Areku said, it doesn't have to be blatant, but the reasons don't always line up from game to game.

Many games are about combat. Having a 'warrior' type character in every single one would get boring. Further the actual combat is generally a metaphor for whatever struggle that character has to deal with. Making it actual combat offers up more exciting conflicts and fun!

Half Life let you be a super intelligent nerd AND a hardcore killing machine through Gordon Freeman. Even though he could have easily been a space marine and provided more unity in the combat sense, him being a scientist made for a much more interesting story and made him more relatable.

Conversely let's look at Snake from Metal Gear. He is a legendary super soldier. Even though he's a weapons and combat expert, that's not his strong suit. He goes up against psychics, guys who can carry vehicle sized cannons, immortals and giant robots. But he uses stealth, intelligence and wile to defeat them. In a world of fantastical killing experts, he rises to the top with less lethal skills.

Now let's look at street fighter and king of fighters. In these games, EVERYONE is a martial arts expert. The only point of the game is to directly engage another opponent in hand to hand combat. So in this world of fighters, it's the other aspects of the character that differentiate them. Here, again, the conflict between two players is represented through brawling, but the characters themselves and thus the creativity and relatability to the players is fulfilled through a hugely diverse cast of characters.

Finally you have the direct approach via games like Cooking Mama, Spelunky, Phoenix Wright: Ace Attorney and many modern FPS's.

A lot depends on your story, mechanics and intent. If your game is fairly abstract, something like Mario makes sense. Him being a plumber ties him simply to a world of pipes or a certain special pipe brought him into that world. Sometimes that has a stronger impact than if Mario were some warrior toad born in the mushroom kingdom.

If the character's societal role and skillset solves problems in the game, the importance of that role and our own personal skills in real life are praised. If the societal roles of a character have to be put aside to overcome difficulty and a new role assumed, the virtue of overcoming our shortcomings and stubbornness is highlighted. Similarly they character may choose to fight to fulfill some aspect of that societal role. Like winning a tournament to stop an evil corporation from destroying the environment, or using the funds to buy a special car or boat.

Look hard at your purpose and themes you wish to convey in your game. Then consider impactful and unifying ways to design your character to make that happen.
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Konidias
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« Reply #8 on: February 15, 2011, 11:31:22 PM »

Do you really want to see Mario fishing turds out of a backed up toilet?


...


Actually, I kind of do... Who, Me?
I'm really baffled why they never game him a wrench... I mean come on, when you think of plumber tools, you think of a wrench. When you think of weapons to bash things with, a wrench is probably high up on the list.

It's odd because he used wrenches a lot in the animated series/live action versions. Yet I don't recall ever seeing Mario with a wrench in any videogame.
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