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Character Development in Video Games

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Characters to identify with and care about 'Competently' constructed ... Vocal quirks distinguishing. Sound effects also tell about personality ... – PowerPoint PPT presentation

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Title: Character Development in Video Games


1
Character Developmentin Video Games
  • Miranda Steed

2
Outline
  • Goals of character design
  • Relationship between player and avatar
  • Art-driven character design
  • Story-driven character design
  • Putting theory into practice
  • Summary

3
Goals of Character Design
  • Enhance story
  • Emotional response
  • Characters to identify with and care about
  • Competently constructed
  • Credible within the game style

4
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

5
Avatars
  • Player-designed
  • Specific nonspecific avatars
  • Control mechanisms
  • Designing an avatar character

6
Player-Designed Avatars
  • 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

7
Nonspecific Avatars
  • Designer doesnt specify anything
  • Text-based adventure games
  • Allows very tight connection between player and
    avatar
  • Half-Lifes Gordon Freeman
  • Limiting for designer

8
Specific Avatars
  • Goals
  • Personality of their own
  • Belong in the game
  • Begins with visual depiction
  • Players relationship more complex
  • Identify with, not become
  • In extreme, avatar can reject players guidance
  • The Longest Journeys April Ryan

9
Semi-Specific Avatars
  • 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,
    Laras Story

10
Control Mechanisms
  • Indirect (point and click)
  • Doesnt 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

11
Designing the Avatar
  • Nonspecific, semi-specific or specific
  • Visual, psychological, social
  • Direct or indirect control
  • Goal character the player can identify with
    qualities can appreciate

12
Art-Driven Character Design
  • Creating a character by first thinking about his
    visual appearance
  • Visual design
  • Character physical types
  • Physical design
  • Defining attributes
  • Sidekicks

13
Visual Design
  • Realism doesnt 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

14
Character Physical Types
  • Humanoids
  • Non-humanoids
  • Hybrids

15
Physical Design
  • Methods to attract
  • Hypersexualization
  • Cuteness
  • Cartoonlike qualities
  • Cool, tough, cute, goofy
  • Culture differences in art styles
  • Japanese large eyes and tiny/huge mouths
  • Cute faces with sexually provocative women
  • European often ugly and strange to Americans

16
Defining Attributes
  • Clothing, weapons, symbolic objects, name
  • Color palette reflects characters 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

17
Sidekicks
  • 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 couldnt get
    otherwise

18
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

19
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

20
Language Accent
  • Key cue to characters 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 players command
  • Signal injury, damage, death
  • Pitch describes

21
Believable Characters
  • Major characters need rich personalities
  • Answer many questions about them
  • Where was he born?
  • What is his education?
  • What are his favorite activities?
  • What were his biggest triumphs in life?
  • What are his interesting or important
    possessions?
  • Etc.
  • Show through appearance, language, and behavior

22
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

23
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

24
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

25
Character Growth
26
Character Archetypes
  • Shape shifter
  • Form changer
  • Threshold guardian
  • Progress delayer
  • Trickster
  • Mischief maker
  • Shadow
  • Ultimate evil
  • Herald
  • Used to facilitate change in the story
  • 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
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