If you don’t recognize the quote “Call me Ishmael”,
then chances are you haven’t ever read Moby Dick or just forgot about it.
Either is completely possible.
The thing that is
important, though, is how the character of Ishmael is set up right there from
the very beginning. When creating a character, I don’t think that you have to
establish EVERY LITTLE CELL ON THEIR BODY right away. You don’t have to give
their entire back story or reveal major character points at the beginning. In
fact, I think that it would be wisest to save some of those things for a
Shyamalan-like1 twist further into the game.
Need I say more? |
You
may not think that characters are all that important. I’ve seen people say that
you shouldn’t really care about a character from a video game simply for the
reason that they aren’t real. If that’s your viewpoint, then I would like to
forcibly point out how you ARE WRONG. Even if something isn’t real, you can
still have a very palpable sense of emotion connected to them.
If you feel that you
shouldn’t care about something because it’s real, then have you never read a
book whose characters really tugged at your heartstrings? The Kite Runner is
probably one of those books that will leave you crying on the inside and
outside. Have you never become enthralled by a character on a TV show? And have
you never cared about what happens to them? I absolutely love the show “Monk”.
I think that the character of Adrian Monk is incredibly well-defined. You care
about him throughout the entire series, and when it ends I felt quite a bit of
satisfaction.
Video game characters
fall on the same line. You can’t ever really play a game without knowing WHY
you are playing it. Even in Super Mario Bros for the NES, you knew that you had
to rescue the princess from a castle. In fact, I would argue that certain video
game characters go the extra step from movies or books, because YOU, the
player, get to determine what the character does.
This goes much further
than just getting to jump on some bad guy’s head, or just choosing to jump over
him. In the Mass Effect series, the creators of the game did a brilliant job in
making it so that YOUR actions as Commander Shepard had a very real effect on
the other characters. You could make choices that killed off characters. You
could go on missions where side-characters were shown in a different light from
what you had known. In fact, in the second Mass Effect game, if you did NOT get
to know your crew well enough, and talk to them enough, then it was likely that
many of them would die at the end.
Yes, the fate of the galaxy is up to him... |
Then you have characters
like Booker DeWitt from Bioshock Infinite. While you may not get as much of a
choice as in Mass Effect to define him, I still felt a VERY real connection to
DeWitt. Bioshock Infinite did a great job in making you constantly have to
reevaluate what your motivations should be as DeWitt, and what his role was
overall in the game.
Okay...he does have style... |
Silent protagonists are
something that are almost exclusive to video games. I tried thinking of silent
protagonists from movies or books, but I didn’t have any luck. It’s very
difficult to actually start to care about someone who doesn’t speak, or someone
whose face you never get to see (think of Chell from Portal 1 and 2). The
overall idea with those characters is that we are supposed to identify them as
ourselves, because they don’t have a defined personality for our own image to
clash against.
However, I have a very
hard time putting myself in the mind frame of a lady who has amnesia (or she
may not, but you never actually hear her talk about how she ended up in
Aperture Labs) and is being forced to run through a series of increasingly more
dangerous tests run by a psychotic computer AI, all the while hearing about why
“The Cake Is A Lie” and using a gun to create transdimensional portals.
I may become engrossed
in the game and trying to solve the puzzles, or in the very sarcastic and
passive-aggressive comments from GlaDOS, the psycho computer AI, but I can’t
put MYSELF into that situation. Maybe it’s something wrong with me.
However, Chell becomes a
very real character to me, despite the fact that I never hear Chell talk, see
her face (with the exception of using portals to act as mirrors), or see any
emotions on her face. And the reason that I believe that Chell became a real
character to me was through that very silence.
Confused? So am I, so
let’s try to work through this together.
Chell never once complains.
She never says anything. She takes the abuse that GLaDOS throws at her with a
stoicism that I envy. Really, Portal 1 only has 3 or 4 characters who you EVER
MEET THROUGH THE ENTIRE GAME. GLaDOS is the only one who you actually interact
with, and it is through GLaDOS’ increasingly sarcastic remarks that I defined
what Chell was to me. To somebody else, Chell may have been a serial killer who
was trapped in this laboratory to use as a human guinea pig. To someone else,
Chell may have been something completely different.
In the end, though,
Chell becomes what we want her to be through her very silence. Through the very
fact that although she doesn’t talk, I developed a personality for her that was
completely independent of what I consider to be my own very special
personality. (Any Freudians out there who are starting to salivate Pavlovian
style at seeing that last sentence, go for it in the comments section)
Which brings me to Chris
Redfield, one of the main characters from the Resident Evil series. Now, right
off the bat I am going to say that I am HORRIBLY biased against the Resident
Evil series. I only played RE5 and RE6, which is probably why I dislike the
series so much.
For a little bit of
background, Chris Redfield is one of the main characters who has been present
since the very first Resident Evil game. He saw the outbreak of some sort of
virus that turned people into zombies, and he helped form a worldwide
organization that tracks down people using this virus as a biological weapon.
Chris Redfield is NOT a
silent protagonist. He is very vocal. For Resident Evil 5, he actually has a
very good sidekick by the name of Sheva who is pretty awesome. However, for me,
Chris was very damaged. He constantly neared the edge of whining about his last
sidekick who supposedly died while taking out the main evil guy in a flashback
that you constantly see through the game.
Now, there are those
scenes that just made me laugh, like when Chris literally punched a giant
boulder until it finally moved and fell into place in a river of lava during
the final boss fight, but I never felt like Chris was adequately defined for me
for as to WHY he should be so whiny.
Of course, in Resident
Evil 6, things get even worse. At this point, Chris repeatedly endangers
himself, a NEW sidekick, and his entire team for the point of getting revenge.
I just couldn’t feel sorry for him. He constantly grated on my nerves. In the
end, I was actually hating him, even though he was the character we were
supposed to sympathize with.
If you are still
following my ramblings, then let me say this. Despite my deep hate for Chris, I
still have to admit that I CARE about him. Even if I only care about him in the
fact that I would like to see him never appear in any game ever, I still feel
emotions toward him. Which, at least by my definition, is the mark of a good
character.
My hope is that the
characters I make at least draw some sort of emotion, even if it is
annoyance/hate. I’d rather that you hated my characters than feel nothing at
all, because at least you’ll remember them.
Admit it. You hate this one. |
1) By saying this I definitely am NOT saying that I
like Shyamalan. I don’t think I will ever be able to
forgive him for the damage he did with “The Last Airbender”, not to mention how
ridiculous “Signs”, “The Village”, “The Happening”, and “Lady In The Water”
were. So make sure that if you DO decide to have a twist in the plot of your
story, that it follows much more along the lines of the first Bioshock game or
Star Wars: Knights of the Old Republic.
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