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TIGSource ForumsCommunityTownhallForum IssuesArchived subforums (read only)CreativeWritingHow to write a protagonist?
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Author Topic: How to write a protagonist?  (Read 8891 times)
ஒழுக்கின்மை (Paul Eres)
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« Reply #40 on: June 12, 2012, 09:58:08 AM »

i think writing a good protagonist is similar to writing a good character in general. the only difference is that with the protagonist, you want someone who has a strong "drive" to accomplish their goals. this drive can be extrinsic (saving their kidnapped daughter) or intrinsic (wants to make the world a better place) but their drive has to be strong, otherwise the plot will lag and feel as if the protagonist is being pulled through it rather than is the motivating force behind it

i feel that the weakness of a lot of game stories is that the hero feels like they are just along for the ride, being pushed around by circumstances. that's something we should try to avoid. the protagonist should be the ones making the decisions and providing the motivation, not the circumstances around the protagonist. an example of a "just along for the ride" hero was tidus from final fantasy 10 or vahn from final fantasy 12. why did everyone hate those two, because they were whiny? no, i think it's more because they were pushed along by circumstances, which made them feel weak; they nominally "led" the party, but they never made any important decisions at all, they were just sort of told what to do by the other more experienced party members (auron in ff10, that air pilot guy whose name i forget in ff12)
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Graham-
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« Reply #41 on: June 12, 2012, 10:19:08 AM »

It's also important that the main form of pursuing his/her goals is an action that can be performed by the player. God of War: he's really fucking pissed, wants to smash; you can smash.

Vaan and Tidus were extremely weak. Cloud was great for the first-half, then he just kind of, "did the right thing," because it was the "right thing." Literally, the motivation was, "to save the planet." Midgar was human. "Planet"? "Rock"? "Paper-weight"? They all have the same meaning to me.

As a rule of thumb: if your character takes up space in the player's mind and isn't in pursuit of a clear goal that's woven into his character, he shouldn't take up space.




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JWK5
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« Reply #42 on: June 12, 2012, 10:59:54 AM »

One of the best ways to start is to figure out what sort of conflict the protagonist is up against since we (and fictional characters) are often defined by our struggles (and lack thereof).

Is he (or she) up against another character (man vs. man), trying to survive the elements (man vs. nature), dealing with an internal struggle (man vs. himself), or some combination of the three? Think about what sort of attributes the protagonist will need in the end to overcome his conflicts.

Any good protagonist will grow over time, if not physically then at least mentally or often both (even characters who are insanely powerful to begin with, like Superman, grow throughout their stories). Think about the state your protagonist is in when the story starts and how he'll grow from that state to the state he'll be in when he has the attributes necessary to overcome his conflicts. Often in games, the "just along for the ride" hero Paul is speaking of is one with very little character growth. They pretty much plateau throughout the whole game.



When your protagonist is up against a villain he shouldn't be the polar opposite of the villain, he should share some of the villain's traits (and vice versa). The villain should be his dark mirror who illustrates the evil that the protagonist could potentially succumb to. Examples: Luke Skywalker vs. Darth Vader, Cloud vs. Sephiroth, Batman vs. The Joker, Cecil vs. Golbez, Squall vs. Seifer, Ryu vs. Akuma, etc.

They will often seem to be two different branches grown from the same tree. Batman and The Joker both grew from tragedy but where Batman tries to protect the innocent The Joker imperils them. Cloud and Sephiroth are both very cold and detached when the story begins, but Cloud becomes warmer and more friendly as the story progresses while Sephiroth grows colder and even more detached and ruthless. This branching allows you to explore two perspectives of an issue and can help avoid the bland one-dimensional "this guy is just evil" or "this guy is just good" stereotyping.



Ultimately the protagonist should have something (or some things) he stands for that drive his being. Most successful people are driven by some desire or need that pushes them out of their comfort zone and spurs them into action. Cloud, for example, is driven by a mixture of revenge, rivalry, and the need to protect the people he cares for (all the things Sephiroth is inciting or endangering). Having sincere convictions is what will allow a protagonist to find strength even in their weakest moments and keep them growing throughout the story.



One of the most overlooked, but often very beneficial, things you can do when creating a character (protagonist or antagonist) is draw out (or write out) some of their most basic, mundane behaviors. How does the character eat and drink (what kind of manners do they have)? How do they sit (slouched and relaxed, tense and readied, upright with good posture, etc.)? Do they have any dialog quirks ("I often end my sentences like this, ya know?") or body language habits (for example, they clench and unclench their fists repeatedly when speaking in a frustrated manner)? Sometimes it is the most minor of details that really stick in the mind and really round out the character for the player (or reader, viewer, whatever).



As for the looks, here's a few things to think about from the character designs thread:

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