November 2000

CHARACTER-BASED GAME DESIGN
by François Dominic Laramée

I hear rumors, beloved readers. Wretched, unspeakable calumnies, the vilest of which claims that I am nothing more than a barely-literate hack who stumbled upon GIG's stand at the GDC and quickly improvised himself a writer to make an undeserved buck or two.

Not so. I am a barely-literate hack who stumbled upon GIG's stand at the last GDC and jumped at the opportunity to finally put his name on a regular byline after decades of relentless effort.

You see, I started writing bad short stories when I was about 8 years old, and for years before that I improvised my own bedtime stories (which, although hardly memorable, were at least quite efficient at putting me to sleep.)

Therefore, when I started designing games, I usually did it from a sort-of literary standpoint, starting with a character and weaving a story around him and his aspirations. Not a very typical way to do things in a business where starring characters don't even always rate a name, but one that occasionally produces interesting results. So, on the odd chance that some of you are desperate enough to emulate my meager efforts, here are a few tips about character-based game design.

So, What's Your Story, Stranger?
Suspense derives from conflict, and all conflict derives from character. If you want to have an interesting story (and therefore an interesting game), you must pit characters against problems which matter to them.

Note that this doesn't necessarily mean that the problems in question have to be of earth-shattering importance to the population at large. While saving the world from total annihilation is as good a goal as any, it's not the only one worth considering. (And it's not even enough to make a good story, as a certain big-budget John Travolta sci-fi debacle aptly demonstrated last summer.)

Here are a few perfectly valuable goals and motivations which may seem trivial compared to universal salvation, but which gave us some of the most memorable characters in history:

  • Eating. Can't get much more basic than that. Still, Pac-Man came out at a time when just about every game on the market involved alien invaders and dashing heroes risking their lives for the common good, and he's the one who made history.
  • Getting a date. Leisure Suit Larry was a goofy sleazeball with absolutely no redeeming qualities, but no one who was of game-playing age in the mid to late 80s has forgotten him.
  • Catching the perfect fish. Captain Ahab, anyone?

The lesson is clear: just about anything can serve as the starting point for a game, if used properly. But first, you need the perfect character.

Tips on Character Creation
A character is only interesting if:

  • He or she wants something badly;
  • And he or she can't get it without a struggle.

This may be a physical possession, a relationship, a state of mind, etc. Anything is fair game.

How do you pick a problem for a character? I use any number of methods, including the following:

Trait vs Trait: The character is torn between two (almost) equally important goals, or a personal flaw makes it difficult to achieve something he desires. The simplest case of this dilemma is "duty vs survival", i.e., save the hostages even at the risk of your life. Others include "revenge vs lack of self-confidence" (Hamlet), "social justice vs law" (Robin Hood), etc.

Double-Edged Sword: What makes your character a hero is also what threatens to destroy him. For example, Superman simply has to right every wrong, even when the odds are impossible and Lex Luthor is waiting with a half-ton of kryptonite.

Biography: Write a detailed background for the characters. Does he have family, friends, a hidden secret? What kind of trouble does he get into? What does he like or hate about himself?

Player Identification
A character-driven game design must follow a simple rule:

Give the player time to identify with the character before the trouble begins.

Compare the two big fights in the film Rocky. The first takes place during the opening credits; the viewer may not even know who the main character is by then, much less care about him, so it doesn't matter to him, personally, whether Rocky wins or not. The championship match against Apollo Creed at the end of the film is an entirely different story: by then, all but the most heartless of viewers are pulling for Rocky to score the upset.

To facilitate player identification, begin your game with a short, relatively safe scene during which the player will gradually achieve suspension of disbelief and "mind-meld" with the character. A good way to do this (and to justify the fact that the player doesn't know what's going on) is to put the character in an unfamiliar situation. In Half-Life, the game begins with the hero's first day on a new job. In Diablo II, the player character is a wandering adventurer who hasn't been in the area for a long time. Do it in-game as much as possible, because not all players read manuals or watch FMV clips.

And then, once the player invests himself in his character mind, body and soul, let the fun begin.

Death: A word to the wise: think long and hard before killing a character once the player has developed an emotional attachment. There's a reason why the "Quake guy" doesn't even have a name: once you build a rapport with a character, seeing him die becomes unpleasant, even more so if he's your own character. That doesn't mean that the player shouldn't worry that he's going to die: in fact, if he's always afraid that something just on the other side of the door might whip his butt, but still manages to escape with his life every time, you have reached the perfect balance!

Villains
Sometimes, you have little control over what the player character will end up like. For example, this is common in RPGs where much of the gameplay relies on building the character out of millions of combinations of weapons, skills and attributes.

Does this mean that you must abandon the idea of a character-driven game? Not at all. However, the villain may then become a better choice of driver.

As a designer, villains are interesting to fiddle with, because they are 100% under your control. Just make sure not to fall into the tired old cliché of a villain doing evil for evil's sake ("I will destroy the world! MWAHAHAHAHA!") In real life, even dictators and serial killers believe that what they do is right. And quite frankly, what's more scary: a mad scientist with a doomsday device, or a political leader who calmly, seriously advocates genocide?

The lesson: Spend as much time giving motivations to your bad guys as to your heroes!

Character and Plot
Character and plot go hand in hand. Sometimes, the character pops into my head first; other times, I come up with an interesting situation and then devise a character who will fit into it. But the rule is always the same:

Hit where it hurts, and keep hitting.

If your character is Leisure Suit Larry, and what he wants most out of life is to score with heaps of bodacious babes, make him as unattractive as possible and throw everything including the kitchen sink at him to thwart his carnal desires. Again, again, and again. Another example: If your character is a shy, lazy Hobbit who only wants to be left alone, shove him into a starring role in an apocalyptic struggle between the forces of good and evil. That'll teach him.

Be merciless: the worst the obstacles, the sweeter the player's final victory.

The Horizon Effect

Now that you have a character and a problem, how do you build the game's plot and create suspense?

One good way to do it is to begin with a seemingly simple, safe situation which the player thinks he can solve in a single playing session. Then, just before he reaches the solution, throw another, bigger problem at him. Push back the ultimate solution just beyond the horizon, so that it seems barely out of reach -- no matter how far away it actually is.

Repeat as often as needed: the key to suspense is to fool the player into thinking that, this time, he's really going to solve the game within the next 30 minutes.

Be careful: don't expand the player's quest book too fast and too far, or he'll get lost. Having 5-7 quests open at the same time can quickly become confusing, especially if you ever need to return to the game after a few days away.

Conclusion
The debate between "game" and "story" isn't closed yet. Many very good designers even believe that they are incompatible.

Still, human beings have been telling and enjoying stories for thousands of years. It would be a shame to give up on it now, wouldn't it?

Bio
François-Dominic Laramée is a freelance interactive game designer, developer and producer.  He has been involved in one form or another of the game industry, whether PC, console, online, set-top box or even play-by-mail, for the past decade, including more than 8 years of experience as Head of Studio, Game Designer, Software Engineer, Producer and Quality Assurance Manager in the interactive entertainment and spoken dialogue interfaces industries.  Learn more on his website at: http://pages.infinit.net/idjy/ 

 

 

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