WHAT SHOULD GO IN A CHARACTER FOCUSED GAME
Posts
In a game that I'm working on, I've decided to make the characters the
focus of the game. I don't want to get into detail now, but I need
help with what people think character driven means. Besides obvious
things such as character unique skills and scenes in the game
were characters all gather round a dinner table or a camp fire or
some such thing and talk about who they are, their feelings and stuff,
what would you guys like to see in a game like this?
focus of the game. I don't want to get into detail now, but I need
help with what people think character driven means. Besides obvious
things such as character unique skills and scenes in the game
were characters all gather round a dinner table or a camp fire or
some such thing and talk about who they are, their feelings and stuff,
what would you guys like to see in a game like this?
Besides that obvious stuff?
Well, on the mechanics side, little quirks and exceptions to the rules and such per character. For instance, in EarthBound, the character Poo is an ascetic kung-fu monk/prince from the far East. Though never stated in text, its apparent he doesn't like western foods like Burgers and such because they don't heal him nearly as much as foods from his country do. Also, Bottled Water is an MP restoring item that's normally really pitiful for the other characters, but for him its practically a full restore.
Plot-wise, I would say that if you're really going to push it as "character driven", then the plot events should be caused by the characters, and not off-screen, cardboard villains, Gods, or "Destiny". I'd give an example but I can't think of crap right now.
Also, you really need to expose the characters to a wide variety of situations. People complain about "filler" arcs in stuff a lot, but I don't usually mind it since they're often the only situations where characters get to do stuff other than kick ass, have sex, and get pissed off, sulk, or freak out over plot developments.
Well, on the mechanics side, little quirks and exceptions to the rules and such per character. For instance, in EarthBound, the character Poo is an ascetic kung-fu monk/prince from the far East. Though never stated in text, its apparent he doesn't like western foods like Burgers and such because they don't heal him nearly as much as foods from his country do. Also, Bottled Water is an MP restoring item that's normally really pitiful for the other characters, but for him its practically a full restore.
Plot-wise, I would say that if you're really going to push it as "character driven", then the plot events should be caused by the characters, and not off-screen, cardboard villains, Gods, or "Destiny". I'd give an example but I can't think of crap right now.
Also, you really need to expose the characters to a wide variety of situations. People complain about "filler" arcs in stuff a lot, but I don't usually mind it since they're often the only situations where characters get to do stuff other than kick ass, have sex, and get pissed off, sulk, or freak out over plot developments.
Thanks for you input! I'll make sure to take what you said into account when I'm
developing my characters! I'm glad you reminded me of Poo, that was a
really cool thing they did.
developing my characters! I'm glad you reminded me of Poo, that was a
really cool thing they did.
I think the most important thing is to get players actually like the characters and feel connected to them.
Then you kill off the most liked character.
And then everybody will talk about your game.
Then you kill off the most liked character.
And then everybody will talk about your game.
I think that in a character driven story, they should have a very personal stake in whatever they are doing. They should not join the adventure mainly out of a practical "if the world is destroyed/enslaved, it's a bad thing for me too" reasoning. That said, very often characters will evolve from fighting for their personal reason towards fighting for protecting the world.
It's a sensitive balance though. Scenes like "I know the world is in danger, but please watch how the fact that I had a bad childhood means I'm going to put our mission into jeopardy" will almost certainly annoy me. Very personal should not mean angst.
It's a sensitive balance though. Scenes like "I know the world is in danger, but please watch how the fact that I had a bad childhood means I'm going to put our mission into jeopardy" will almost certainly annoy me. Very personal should not mean angst.
Thanks for all your input guys! Do you guys know any games that focus on
the characters, preferably an RPG maker game.
the characters, preferably an RPG maker game.
author=macblo
Thanks for all your input guys! Do you guys know any games that focus on
the characters, preferably an RPG maker game.
Indra and Fomar's games are great to look into for this. If anything, the fact that I keep recommending In Search of Immortality for anything and everything should be a good indicator of how amazingly well they made their stuff. I hear that The Grumpy Knight also has a great cast of characters but I haven't gotten into it yet.
Both of these are fairly short and mostly comedic games (though In Search of Immortality has dark/serious undertones), but they have interesting characters that players fall in love with, which is the main thing you were asking for, right?
author=acchaauthor=macbloIndra and Fomar's games are great to look into for this. If anything, the fact that I keep recommending In Search of Immortality for anything and everything should be a good indicator of how amazingly well they made their stuff. I hear that The Grumpy Knight also has a great cast of characters but I haven't gotten into it yet.
Thanks for all your input guys! Do you guys know any games that focus on
the characters, preferably an RPG maker game.
Both of these are fairly short and mostly comedic games (though In Search of Immortality has dark/serious undertones), but they have interesting characters that players fall in love with, which is the main thing you were asking for, right?
I have played In Search of Immortality and while I've only had a chance to play
through about half way, it was great! I'll try to finish it this week.
author=macblo
Kill of the most liked character? It'll be just like final fantasy 7.
FFVII is a bad example. It's not too good in doing it. Also it's fairly debatable if Aeris is the most liked character.
Wanna see an amazing character driven game? Play Alundra 1.
Vignettes couldn't hurt. Have you ever played any of Namco's "Tales of..." games? They have optional skits between the characters that flesh out their personalities. It's arguably one of the strongest trademarks of the series.
I suppose that's a bit of a passive way to go, though. You could expand them into side-quests, or weave them into the main plot.
Another good thing to do is MAKE A MIND MAP (I hate the way that sounds, it reminds me of grade school). Write some very basic characteristics such as "hates swimming" or "plays the trumpet", then expand on those ideas.
I suppose that's a bit of a passive way to go, though. You could expand them into side-quests, or weave them into the main plot.
Another good thing to do is MAKE A MIND MAP (I hate the way that sounds, it reminds me of grade school). Write some very basic characteristics such as "hates swimming" or "plays the trumpet", then expand on those ideas.
"Press the select button quick enough to see this optional skit" always felt so disconnected to the game. I can't really recommend that system.
Bad memories?
(I hate the way that sounds, it reminds me of grade school)
Bad memories?
Yeah, agreed. I didn't mean that type of vignette-triggering system, but some way of including short character-fleshing flavour stories.
Not so much bad, it's just that everybody's so condescending when you're a child.
Not so much bad, it's just that everybody's so condescending when you're a child.
I guess it's generally good to just let characters talk about everyday problems sometimes. Letting the player hear the characters talk about something they are directly connected to (aka had thoughts about) is a really good way to get them connected to the characters.
That's why slice of life animes (and lately even slice of life movies) are so popular. People actually like seeing four people talk about whether you should eat the strawberry on a cake slice first or keep it for last (Lucky Star reference).
That's why slice of life animes (and lately even slice of life movies) are so popular. People actually like seeing four people talk about whether you should eat the strawberry on a cake slice first or keep it for last (Lucky Star reference).
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
I think Xenoblade Chronicles is a good example of character-driven stories. Sure, then characters themselves are super generic initially, but I loved the way they all react to each other during battle, as well as the Heart-to-Heart system.
A tried and true method of developing characters (For me, at least), is having them get angry at each other. The whole, "Group of friends going to save the world," trope is really boring for me, so I make characters with vastly different opinions, values, and beliefs. So when one character does something that violates another character's beliefs, the other character will get angry and argue. Through arguments, characters have their chances to stand up for their beliefs, and explain their reasoning why they believe such. This allows the players to really get to know them and understand them, even if they don't agree with them. I think a well developed character that I hate is much more satisfying to get to know than a poorly developed character with one or two good qualities.
One thing to avoid at all costs is the One Trick Pony character. That is a character who's entire likability is centered around one trait that overshadows all else. An example would be the Airhead character. Sure, the character could be fighting for the entire world's future, but if this person's sole identifying trait is being a klutz, then the character's depth is thinner than a piece of paper. A good example of this is Kaguya from Super Robot Taisen OG: Endless Frontier. Her sole character trait is she's a shy girl who wore a skimpy outfit. SNORE!
Kaguya actually is a good segue into another point. Something else to avoid is a massive disconnect between story and gameplay when it comes to a characters personality. If a character is super shy and timid, they SHOULD NOT be able to unleash super powerful, flashy abilities immediately in combat. Likewise, if a character is outgoing, strong willed, and brave, they should have skills and stats that reflect that. As the story goes on, those changes can be made. However, it's very hard to believe that a character that is too shy to talk to someone is capable of saying badass quotes in battle while throwing a bunch of group obliterating fireballs.
You're making a game, not writing a book. Use the medium you have to your advantage. Part of playing an RPG is being able to lead a group of characters through the story and watching how characters develop physically, mentally, psychologically, and emotionally. The best way to do that is knowing the character's individual strengths and weaknesses. That is also a great way to get to know characters.
A tried and true method of developing characters (For me, at least), is having them get angry at each other. The whole, "Group of friends going to save the world," trope is really boring for me, so I make characters with vastly different opinions, values, and beliefs. So when one character does something that violates another character's beliefs, the other character will get angry and argue. Through arguments, characters have their chances to stand up for their beliefs, and explain their reasoning why they believe such. This allows the players to really get to know them and understand them, even if they don't agree with them. I think a well developed character that I hate is much more satisfying to get to know than a poorly developed character with one or two good qualities.
One thing to avoid at all costs is the One Trick Pony character. That is a character who's entire likability is centered around one trait that overshadows all else. An example would be the Airhead character. Sure, the character could be fighting for the entire world's future, but if this person's sole identifying trait is being a klutz, then the character's depth is thinner than a piece of paper. A good example of this is Kaguya from Super Robot Taisen OG: Endless Frontier. Her sole character trait is she's a shy girl who wore a skimpy outfit. SNORE!
Kaguya actually is a good segue into another point. Something else to avoid is a massive disconnect between story and gameplay when it comes to a characters personality. If a character is super shy and timid, they SHOULD NOT be able to unleash super powerful, flashy abilities immediately in combat. Likewise, if a character is outgoing, strong willed, and brave, they should have skills and stats that reflect that. As the story goes on, those changes can be made. However, it's very hard to believe that a character that is too shy to talk to someone is capable of saying badass quotes in battle while throwing a bunch of group obliterating fireballs.
You're making a game, not writing a book. Use the medium you have to your advantage. Part of playing an RPG is being able to lead a group of characters through the story and watching how characters develop physically, mentally, psychologically, and emotionally. The best way to do that is knowing the character's individual strengths and weaknesses. That is also a great way to get to know characters.
Thanks for all the feed back guys! I've never played a Xenoblade game and
I've only played like 2 Tales of Games so thanks for telling me some stuff
from those games. I originally had most of the plot written out but after
I started going into more detail in the characters I had to scrap the whole
plot since it don't fit the characters. While I'm a little disappointed, but
it did help me flush out the characters a little so... I'm going to write
more details about the characters while I start trying to figure out
what I want to do for the plot.
I've only played like 2 Tales of Games so thanks for telling me some stuff
from those games. I originally had most of the plot written out but after
I started going into more detail in the characters I had to scrap the whole
plot since it don't fit the characters. While I'm a little disappointed, but
it did help me flush out the characters a little so... I'm going to write
more details about the characters while I start trying to figure out
what I want to do for the plot.
Character-focussed games focus on the characters and how they fight against whatever they need to. There's an external world issue but the issues within the group help to drive the story along. Usually the characters go on the Hero's Journey - except an internal one as well as the external. That is, they each go on a personalised version of the journey that helps them grow as people while also engaging in the larger Hero's Journey to save the world.
If your characters are exactly the same as they were when they began the journey, then there's an issue. Changes can be subtle or large but there should be something there that shows that they've progressed from the person they were at the start of the story in some way.
It may be as simple as a country lad who was torn between the city life and the country life finally realising that what he wanted wasn't adventure in the city, but to feel connected to something, and finally leaving his hometown and returning he has come to cherish the peace of the place.
It could also be a once-drunken piratess who was in mourning over her lost family finally coming to terms with them never returning and deciding to get back up and live life to the fullest.
Even a shy priestess who grew to understand her own strength and finally claim her right as the leader of the religious order in which she served, now that her bonds have deepened with the Goddess of said religion.
The journey to those changes being explored is how you show character focus - the story of their journey is tied to those self-discoveries and what moves the story along. External stories can interject - an evil Overlord who sought to steal the Priestess brings her to meet the naive country lad in the first place - the but main story is about the group, how they meet, how they grow and how they do what the story asks them to do.
If your characters are exactly the same as they were when they began the journey, then there's an issue. Changes can be subtle or large but there should be something there that shows that they've progressed from the person they were at the start of the story in some way.
It may be as simple as a country lad who was torn between the city life and the country life finally realising that what he wanted wasn't adventure in the city, but to feel connected to something, and finally leaving his hometown and returning he has come to cherish the peace of the place.
It could also be a once-drunken piratess who was in mourning over her lost family finally coming to terms with them never returning and deciding to get back up and live life to the fullest.
Even a shy priestess who grew to understand her own strength and finally claim her right as the leader of the religious order in which she served, now that her bonds have deepened with the Goddess of said religion.
The journey to those changes being explored is how you show character focus - the story of their journey is tied to those self-discoveries and what moves the story along. External stories can interject - an evil Overlord who sought to steal the Priestess brings her to meet the naive country lad in the first place - the but main story is about the group, how they meet, how they grow and how they do what the story asks them to do.
I'd recommend reading this tutorial if you want tips on how to make protagonists more believable.
Also, try to characterize people both through their dialogue and their actions. The way someone argues about principles and how they behave in difficult situations says a lot about who they are - and what they think about themselves.
Also, try to characterize people both through their dialogue and their actions. The way someone argues about principles and how they behave in difficult situations says a lot about who they are - and what they think about themselves.



















