WHAT DRIVES YOUR VILLAINS?

Yes, this again =P

  • Sam
  • 01/07/2010 05:46 PM
  • 10463 views
Most games need a villain, and that villain should be as interesting, important and memorable as your main hero. Too often I have played a game where the villain is living definition of the word evil, with no real motivation or character. This article is designed to help you make your antagonists that little bit more interesting and believable.

First things first, what is your villain's goal? What do they want to achieve? This has to be well established before you can continue, because once you know what your character wants, you know how they might go about fulfilling this goal and how they might act. You should also figure out a way in which they can achieve their goal too, even if you have to make up some mystical mumbo jumbo about stone tablets or something to do so. This gives them a purpose and direction.

This is extremely important because a villain that just acts on a whim doesn't seem overly threatening, and a villain that doesn't know how to do what they want to do just comes across as being frustrated and useless.

Don't assume that world domination is too cliche to be a valid goal. Any goal is a valid goal so long as you can justify it and provide a means for them to be able to do it. Your villain can want anything, but there has to be a reason for it, and they have to be presented with the oppurtunity to do it.

OK, next, we'll tackle a question that will really help to build your character. Why do they do whatever it is that they do? If you know your villain's past, their backstory, you know their motivation. If you know their motivation you'll find it becomes that much easier to write their lines and direct their actions.

It can just be that they're insane. Some of the best villains ever give off the sense that they're a little mad, particularly villains in Batman, but they always have a hint of genius and sophistication behind it all. A madman with a gun isn't an issue, a madman with a gun who's smart enough to quickly figure out the most efficient way to use it is deadly. It could be that they feel they have something to prove, it could be that they're plain disgusting by humanity for a variety of reasons. So long as it's believable, it's A-OK.

OK, so we know their goal, we know their motivation. What means do they have to complete their objective? What makes them a genuine threat? A dog can bark as loudly as it likes, but if it's not got teeth or claws then it won't matter.

They could have an army, they could have important and valuable knowledge, they could have access to a power only a select few possess, hell, it could even be a mixture of these things. A threat isn't a threat unless the person making the threat can follow through on it.

What's important is that your facts should be adding up by this point. If your character is a thief who wants to gain treasures to force his way into high society and be known and respected, then why wuold they have an army? If your villain is a king who has been brought up by his parents to never let anyone question them, and that he is superior to all other life, why would he dirty his hands by fighting his enemies himself?

Now you have a lot of the main facts about your villain, it's time to narrow things down. What weapons do they use? What, if any, are their powers? What's their hair colour? Build? Clothing? It should all be relevant to the setting, their origins and their goals. Everything about the physical design and look of your villain should communicate something about them.

A man from a rich kingdom would more likely wear gleaming armour and have pretty good equipment, a man from the desert would likely wear robes to protect themselves from sandstorms. A person with a slender build would use agility to their advantage, a person with a larger build would likely use brute strength and technique, taking their enemies head on. An agile character would not want heavy armour weighing them down, and a tank of a character would have no use for running shoes.

Your vaillain could even be a woman, have you ever angered one? I know my girlfriend is the person I fear most in this world. There are lots of powerful men in games and few strong women. Off the top of my head I can think only of Natla from Tomb Raider.

Everything in this article seems like common sense, but a lot of people fail to consider any of this and their villains often seem like they little thought or development put into them. Hopefully, reading this article will have given you some ideas or made you change something about the current design of your villain. Also, please remember their henchmen should be quite well thought out too.

Posts

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Good point here, far too many RPGs have hopelessly cliched villains, or those without depth. My first game (sigh) as bad as it was, still managed to define the main villain's goal as a misguided desire to create a utopia, without understanding that nobody would be happy with it.

In my latest game, three different villains are detailed. The first, a dark wizard, is duped by a demon into releasing it because he believes that (among other rewards) the demon will help raise his wife from the dead. The second, the demon itself, is driven by an all-consuming need to rule the universe, in addition to vengeance at having been sealed in the first place. Then there is the villain from the sequel, who after witnessing the evil and destruction of the demon, decides that the world needs to be reformed into one where such malice cannot exist (ironically creating her own brand of evil, by seeking after a world without free will).
Those are cliche villains. All of them. It would be impressing to see the game which has an anti-hero or anti-villain archetype, carefully thought out and not just crudely tacked on.
Oddly in both my 'serious' games the main villain is trying simply to hold on to their existing power rather acquire more.
You know...my villain just basically wants to be free o_o
"If we could read the secret history of our enemies, we should find in each man's life sorrow and suffering enough to disarm all hostility."

- Henry Wadsworth Longfellow
I suppose that Henry Wadsworth Longfellow never met a psychopath.
I don't want to post the motive of my villain from my current project, but I'll post some motives from abandoned ideas.

One villain simple wanted to extend her life.

One villain was a reborn demon lord. At late teenage her power and memory of her former life awakened. However, she was at this point used to be a human and the thought of being a demon scared her. In an attempt to rid herself of those troubles, she gave her power away to somebody else (that person wasn't aware of it happening). Unfortunately for her, the memories would not go away with the power, she kept remembering more and more about her former life as a demon lord. Eventually she got more comfortable with the idea of being a demon and wondered if she shouldn't try to shed her humanity instead. The problem is that she had given away her power and now her desires is to get it back.

One villain is also a demon lord. Actually, he's not so much a demon lord as a lord in a different world, but humans call creatures from that world demons. Anyway, in the demon world power determines your social position and other attributes like intellect and social graze helps very little. The villain happened to be rather weak for being a demon lord, but also rather clever. As such, he wasn't pleased with how things worked in his world and wanted to figure out a way to topple that social structure. He realized that the other demon lords would have killed him if they find out what he's trying to do, so he moved to the human world to carry out various experiments. This ends up causing trouble for humans as well, but one plot twist is the heroes finding out that his plans would be far more devastating to the demon world than the human world.

Another idea didn't have a specific main villain, but had a desperate government which used questionable methods. The land was under big threat of being attacked, and consequently conquered, by another country and the government desperately sought a way to bolster their defenses.
The Dreadlord Awesomo von Uberevil needs to keep showing everyone how awesome and evil he is or they'll start to realize that he's just a giant douchebag who's not half the villain his father was.
Not wanting to give too much away, but the motives of my characters (protagonist and antogonist) are the same. They both want revenge. It's just the final outcome and they achieve that, that ends up defining them.

I have tried to make characters that the players will understand... well, try to show that the evil guys are not that different from the good guys. There will be cutscenes that will also provide a backstory to the characters... show why the are what they are, and basically to fill in plot gaps.
My villian just wants to hang out with his older brother but since he knows that won't happen he causes mischief in Light Town which his brother investigates until finally he figures out it's his little brother.
The most common and the best motives:
World Domination
World Destruction
Avenging a Loved One/Family (maybe they were good once, and the death(s) drove them to being evil)
Blood Feud/Ongoing Battle
Need (rather Want) for Ultimate Power/Wealth
"Team" Rivalry (maybe Gangs, Cults or Nations at war)
Insanity (no true motive, just the will for death and destruction)
Villains will be most cool if they got cunning plans and strategies. That's one aspect to be feared from villains. Also, some villains desire immortality (If they were human) and seeks to remain so (If they achieved it) by feasting on the life of others. (Like soul or blood for vampires)
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