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Page 1: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

CHARACTERS

Page 2: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

CHARACTERS

Protagonist Usually hero Outer and inner

problems Antagonist

Sidekick Servant Pet

NPCs Merchant Trainer Quest giver Higher self

Page 3: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

Threshold guardian Progress delayer

Trickster Mischief maker

Herald Used to facilitate

change in the story

CHARACTER ROLES

Higher self Hero as he aspires to

be Mentor

Teaches the hero Ally

Meant to aid the hero Shadow

Ultimate evil

Page 4: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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

Page 5: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

CHARACTER GROWTH

Page 6: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

GOALS OF CHARACTER DESIGN

Enhance story Emotional response Characters to identify with and care

about Credible within the game style

Page 7: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

GOALS OF CHARACTER DESIGN

Create characters that people …find intriguing (even if a villain)can believe incan identify with

Distinctive enough to be memorable

Page 8: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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

Page 9: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

NONSPECIFIC AVATARS

Designer doesn’t specify anything Text-based adventure games

Allows very tight connection between player and avatar Half-Life’s Gordon Freeman

Limiting for designer

Page 10: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

SPECIFIC AVATARS

Goals Personality of their own Belong in the game

Begins with visual depiction Player’s relationship more complex

Identify with, not become

Page 11: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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, “Lara’s Story”

Page 12: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

CONTROLLING AVATARS

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

Page 13: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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

Page 14: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

ART-DRIVEN CHARACTER DESIGN

Creating a character by first thinking about his visual appearance

Visual design Character physical types Physical design Defining attributes Sidekicks

Page 15: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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

Page 16: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

CHARACTER PHYSICAL TYPES

Humanoids Non-humanoids Hybrids

Page 17: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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

Page 18: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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

Page 19: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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 couldn’t

get otherwise

Page 20: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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

Page 21: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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

Page 22: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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

Page 23: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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

Page 24: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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

Page 25: Protagonist  Usually hero  Outer and inner problems  Antagonist  Sidekick  Servant  Pet  NPCs  Merchant  Trainer  Quest giver  Higher self

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