Can You Feel the Love Tonight?

Posted April 3, 2009, by Tom Conroy    Comments (3)

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When it comes to the realm of character development, we gamers are left high and dry. Undoubtedly we have our memorable characters throughout our short-but-turbulent history, but there hasn’t been a lot of innovation on that forefront, compared to other entertainment mediums. Whenever I inquire to other PC gamers about the depth and development of game characters, I typically receive several pre-canned responses. The most common one I seem to get is the age old, “If you want a deep story and characters, read a book or rent a movie!”, usually followed by some other snark comments as well as a jab at my mother.

On the flip side, you have the desperate defender of gaming characters and stories – the ones who act like the plot in BioShock is the greatest fictional epic since Ulysses and that wish Lara Croft was their girlfriend. Still, is this the best our medium has to offer? Is the reason we’ve been relatively absent in the area of character development and complex stories is simply because most gamers don’t want that? Does it all boil down to a case of “Excuse me waiter, but there’s some character development in my games?”

Christopher Blair
Wing Commander III’s character development was a good start.

Perhaps I’m being too harsh. In recent years, developers have been attempting to make some headway into the realm of character development and story. I’ll admit that the atmosphere found in BioShock was excellent, even if the characters were as stale as last weeks’ plasmids. Half-Life 2 has perhaps created some of the most interesting and lifelike characters of recent memory, but there is still plenty of room for improvement. The typical problem most games face when it comes to character development is the dynamic nature that every games face – it’s not a camera sitting there watching a story roll out, but rather you, the gamer, controlling it.

We all know that one guy who mashes buttons whenever a cutscene pops onto the screen. He’ll play through the entire game, sometimes more than once, but if you ask him what the character names or the general plot of the game was and he’ll stare at you like you’re asking him to recite King Lear backwards. I think this is the core problem of getting rich, deep and complex characters and stories into games – gamers are really split right down the middle on the subject. Some gamers are playing simply for the fun factor. They just want to be entertained, to see some explosions and cool effects. On the other end of the spectrum, there are gamers who desire more fulfillment from games – who are playing games as opposed to reading a book or watching a movie. To them, an interesting story and setting are just as important, if not more so, than how cool the action or how fun the gameplay. I personally fall between these two extremes, with a slight tilt towards the latter. While I’ve had days where all I wanted to do was sit down and watch gibs of people flying everywhere in Team Fortress 2, I’ve had even more days where I’ve craved an interesting multi-faceted story and involving characters.

Sander Cohen
BioShock’s character development was a bad continuation.

The Witcher was a fantastic RPG. Role-playing games are typically associated with having the best stories and characters out of any genre, and indeed The Witcher succeeded in the realm of story. However, I felt almost no attachment to the characters – especially the characters which the protagonist can potentially “get his shag on” with if you play your cards right. The whole sexual notion presented in The Witcher felt like a total prepubescent joke, like some sort of peculiar minigame where after you screw that greatful barmaid she hands you a miniature portrait of herself that looks like it belongs on a centerfold in Playboy. Instead of using sex as a means to deepen the story and enhance character development, the game used sex as a gimmick. What is the point of sex in games if it has no substance to deepen or progress the story or characters in any conceivable manner? Without that, you’re left with two 3d models smacking themselves together in a virtual world – which is uninteresting (and not to mention slightly awkward) to watch.

Interesting and fleshed out characters should be the norm for single-player games, not the exception. I’m not asking for characters which redefine storytelling, but simply ones that are believable and interesting to the player. I would feel much more motivated fighting to save a character’s life if I had grown attached to them throughout the game than if I had to save them “just because” that is how the game goes. Not to mention you feel so much more accomplished and a much greater sense of fulfillment out of finishing a game in which you were emotionally invested into the characters, or at least I sure as hell do.

My dream for the future is simple – we will have characters and stories in games that are as interesting as those found in other mediums. Many gamers feel that because of the fact that a player is in control, games will never have completely fluid and engaging stories. But a gamer can dream, can’t they?

3 Responses to “Can You Feel the Love Tonight?”

  1. thezeus18

    Amusing use of a gender-neutral pronoun in that last sentence.

  2. Andrew W.

    I agree that Bioshock could have done more in character development, but for as consolized as it was, do you agree that it was a step in the right direction for that specific console audience?

  3. Samy M.

    Character development in games is simply not the focus for game narrative construction. As scholarly work in game studies explains, “Game designers don’t simply tell stories: they design worlds and sculpt spaces. It is no accident, for example, that game design documents have historically been more interested in issues of level design than plotting or character motivation” –Henry Jenkins, “Game Design as Narrative Architechture”. Most games, Jenkins also says, are more like traditional spacial stories, such as Homer’s The Odyssey or the more recent The Lord of the Rings, which have the characters guide us through the well-developed worlds rather than have them develop psychologically.

    As you said, the extent of character development does rely on the genre. In terms of the content, games will most often pull from the the traditional spatial genres: fantasy, adventure, science fiction, horror, and war that do exactly what Jenkins explains. But in terms of game genre, character development in shooters, for instance, is particularly more difficult to pull off than in RPGs.

    Even if most games have terrible character development, that automatically means that some games will have just the opposite. All of the (3D) Prince of Persia games come to mind. And with the most recent one, I felt that what the Prince does at the end, as an example, was perfectly motivated by the development of his relationship with Elika that continuously builds throughout the game.

    That being said, only some games need character development to have good narratives. I think the question shouldn’t be “why don’t games contain character development?” but instead “do games need character development in the first place?”

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