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Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Character
Development
in Video Games
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Outline
•Goals of character design
•Relationship between player
and avatar
•Art-driven character design
•Story-driven character
design
•Putting theory into practice
•Summary
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Goals of Character
Design
•Enhance story
•Emotional response
•Characters to identify with
and care about
•“Competently” constructed
•Credible within the game
style
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Goals of Character
Design
•Create characters that
people
•Find intriguing (even if a
villain)
•Can believe in
•Can identify with
•Distinctive enough to be
memorable
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Avatars
•Player-
designed
•Specific &
nonspecific
avatars
•Control
mechanisms
•Designing an
avatar
character
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Avatar
•Flexibility differs by genre
–Role-playing games
usually greatest
–Race, sex, hair, physical
attributes, etc.
•Typically no personality but
what is created
•Goal is tools for players to
create
themselves
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Non Specific Avatar
•Designer doesn’t specify
anything
•Text-based adventure
games
•Allows very tight connection
between player and avatar
• Dead Space’s Isaac
Clarke
•Limiting for designer
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Specific Avatar
•Goals
•Personality of their own
•Belong in the game
•Begins with visual depiction
•Player’s relationship more
complex
•Identify with, not become
•In extreme, avatar can reject
player’s guidance
•The Longest
Journey’s April Ryan
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Semi Specific Avatar
•Only partially characterized
•Better to make cartoonish
•Common with action game avatars
•Mario
•Lara Croft
•“Beyond the bare facts of her
biography, her perfect vacuity
means we can make Lara
Croft into whoever we want
her to be.” – Steven Pool,
“Lara’s Story”
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Control Mechanisms
Indirect (“point and click”)
Doesn’t steer avatar, points to
where to go. Player as
disembodied guide friend
More likely specific avatar
Direct
Player steers avatar through
game world, doing a variety of
actions as necessary
More likely nonspecific or semi-
specific
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Designing the Avatar
•Nonspecific, semi-specific or specific
•Visual, psychological, social
•Direct or indirect control
•Goal: character the player can identify with
qualities they can appreciate
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Visual Design
•Realism doesn’t matter, self-consistency
does
•Pac-Man
•Lara Croft
•Purely artistic characters tend to be more
superficial and one-dimensional
•Lets the player impose his own
personality
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Character Physical Types
•Humanoids
•Non-humanoids
•Hybrids
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Defining Attributes
•Clothing, weapons, symbolic objects,
name
•Color palette reflects character’s
attitudes or emotional temperament
•Superman, upholder of “truth,
justice, and the American way”:
bright/cheery, American flag
•Batman, Dark Knight of Gotham
City (grittier, more run-down than
Metropolis): somber
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Side Kicks
•Most prominent common element in
game design
•Combine qualities (e.g. tough with cute)
to provide variety and comic relief
•Benefits
•Give player additional moves and
actions
•Extend emotional range of game
•Can give player information they
couldn’t get otherwise
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Story Driven Character Design
• Starting with the story behind the
character and developing his traits
and personality before considering
his appearance
• Character dimensionality
• Language & accent
• Developing believable characters
• Character growth
• Character archetypes
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Character Dimensionality
• Zero-dimensional
•May display only discrete emotional
states
• One-dimensional
•Have only a single variable to
characterize a changing feeling or
attitude
• Two-dimensional
•Have multiple non-conflicting
variables that express their impulses
• Three-dimensional
•Have multiple emotional states that
can produce conflicting impulses
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Language & Accent
• Key cue to character’s personality
›Vocabulary – age, social class, education
›Grammar and sentence construction –
education and class
›Accent – place of origin and social class
›Delivery (speed and tone) – excitement,
boredom, anxiety, suspicion, attitude or
emotional state
›Vocal quirks – distinguishing
• Sound effects also tell about personality
›Confirm player’s command
›Signal injury, damage, death
›Pitch describes
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Believable Characters
• Major characters need rich personalities
•Answer many questions about them
•Where was he/she born?
•What is his/her education?
•What are his/her favorite activities?
•What were his/her biggest triumphs in life?
•What are his/her interesting or important
possessions?
•Etc.
•Show through appearance, language, and
behavior
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Believable Characters
•Attributes – location, health,
relationships, etc.
•Can change as the player
plays the game
•Status attributes: change
frequently and by large
amounts
•Characterization
attributes: change
infrequently and only by
small amounts or not at all
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Believable Characters
•Three golden guidelines to developing effective,
believable characters
•Needs to intrigue the player
•Needs to get the player to like him
•Needs to change and grow according to
experience
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Character Growth
•Must include growth to have a meaningful story
•Growth varies by genre
•Must decide:
–Which characters will grow
–How they will grow
–Implementation in game
–Affect on gameplay
–Representation to player
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Character Growth
Story Development
Computer Games
Analysis//Theory//Production//ScriptWriting
Character Archetypes
• Hero
•Outer problem is aim of game
•Inner problem is flaw or dark
secret
• Mentor
•Guide character
• Higher self
•Hero as he aspires to be
• Ally
•Meant to aid the hero
• Shape shifter
• Form changer
• Threshold guardian
• Progress delayer
• Trickster
• Mischief maker
• Shadow
• Ultimate evil
• Herald
• Used to facilitate change in the
story

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Computer Games - Character Design - Fundamentals