LET'S TALK PCS: AVATARS, VIEWPOINTS, AND CUSTOMIZATION
Posts
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Been thinking about player characters in RPGs and the different forms they take. You got your (more or less) fully-rendered mains in JRPGs, with their own design and personality; you got your mostly-customizable avatars in WRPGs, with a level of wiggle room for roleplay purposes; and you've got the in-between blank slate characters, who aren't terribly customizable but don't have much definition in personality, so the player can kind of project onto them in gameplay.
What do y'all think of these different types of PC? Are there games where you think one or another type works better? Do you have a particular preference in playing? In developing? TELL ME YOUR THOUGHTS.
What do y'all think of these different types of PC? Are there games where you think one or another type works better? Do you have a particular preference in playing? In developing? TELL ME YOUR THOUGHTS.
I personally like being able to roleplay, even in games where it isn't appropriate, so I tend to gravitate towards games that focus on it.
Overall, I think every type of PC can work well in their own right, but I do feel like preset characters run a lot more risky ground. While it allows for a stronger focus on narrative, there is a chance that players might be put off by their main character's personality, or playing someone that doesn't appeal to them.
When you are playing as some asshole, for instance, and they do things that completely go against how a player would approach an issue, there is a chance that the player feels so detached from what's going on that they'll lose engagement, and maybe go play another game.
At least, I felt this way when I played a female monk in Diablo III. She had such a generic "I AM DA HERO WE MUST FIGHT DA COWARDS" personality and the exaggerated accent in her voice didn't help keep me from constantly cringing.
Overall, I think every type of PC can work well in their own right, but I do feel like preset characters run a lot more risky ground. While it allows for a stronger focus on narrative, there is a chance that players might be put off by their main character's personality, or playing someone that doesn't appeal to them.
When you are playing as some asshole, for instance, and they do things that completely go against how a player would approach an issue, there is a chance that the player feels so detached from what's going on that they'll lose engagement, and maybe go play another game.
At least, I felt this way when I played a female monk in Diablo III. She had such a generic "I AM DA HERO WE MUST FIGHT DA COWARDS" personality and the exaggerated accent in her voice didn't help keep me from constantly cringing.
I will agree with Ratty in that I believe any type can work well enough, but overall I prefer defined player characters, and that includes when I work on my own ideas.
Depending on the narrative, sometimes the ability to customize the pc has resulted in something really neat; playing as a lady elf in DA Inquisition & Trespasser springs to mind. That was reliant on world building over the course of the series and the inclusion of a (broadly speaking) unconventional romance option.
Depending on the narrative, sometimes the ability to customize the pc has resulted in something really neat; playing as a lady elf in DA Inquisition & Trespasser springs to mind. That was reliant on world building over the course of the series and the inclusion of a (broadly speaking) unconventional romance option.
I find myself enjoying both the full-rounded characters, as well as the blank-slates. The characters I use in my game are full-rounded, since they all have a backstory and unique personalities. Sometimes I really enjoy the blank-slates though: some games I just can't stand the main characters, and I'd rather project myself through the silent protagonist. I find it more refreshing sometimes to imagine the conversation my silent protagonist has, and then roam around the world and getting things done.
My least favorite would be the customizable PC. I do enjoy them, but they're my least favorite mainly because of what tends to happen: say you get a new game, customize your character and begin throwing their stats and abilities around until you get them just where you want... and then you start playing the game and realize that the character you made is worse than a level 1 rat, and that now you must start over.
But like I said I'm a fan of all of different types and I think they all can be leaned on heavily depending on the kind of story you are trying to tell.
My least favorite would be the customizable PC. I do enjoy them, but they're my least favorite mainly because of what tends to happen: say you get a new game, customize your character and begin throwing their stats and abilities around until you get them just where you want... and then you start playing the game and realize that the character you made is worse than a level 1 rat, and that now you must start over.
But like I said I'm a fan of all of different types and I think they all can be leaned on heavily depending on the kind of story you are trying to tell.
I'd like to break down the various types of PCs in games and tell what they can do well and where I see issues (listed from most to least customizable):
Custom character approaches
1) Blank Slate
You determine almost every aspect of this character yourself. You don't start out with any ties to the plot or choose the ones you do have.
Examples: Dragon Age Origins, Might & Magic series, Temple of Elemental Evil
Perks: The avatar will be adjustable to the exact specifications the player wants and you'll have a feeling of making all the decisions by yourself.
Issues: You'll need a whole lot of customization to not disappoint your player that they can't play a certain type of character. Furthermore, not having any relevant ties to the story means you'll have a hard time making the player care for the game world and its inhabitants.
2) AFGNCAAP
You have little to no means to customize this character, but they generally don't have any traits that influence the story in a meaningful way.
Examples: Undertale, Zork, Pokémon
Perks: This particular player character greatly enhances the setting as it dials down the importance of the avatar. Furthermore, not being given any traits prevents the character from being unrelatable.
Issues: Not being given any traits will dissuade players that want their avatar to be special. It also stifles character-driven narratives greatly.
Hybrid approaches
3) Take this role
You customize your avatar, but the character has some significant traits and plot involvement laid out already.
Examples: Neverwinter Nights 2, Dragon Quest IX, The Elder Scrolls 3: Morrowind
Perks: You gain the advantage of letting the player make a character to their liking, but also have a laid-out character-driven narrative.
Issues: Certain points in the story may alter the character or force a decision the player wouldn't want to make, causing them to feel cheated if it happens.
4) Follow the main
You get to design a character like in type 1) or 3), but you'll follow a main character provided by the story.
Examples: Fire Emblem: Awakening, Lords of Xulima, Final Fantasy Tactics
Perks: You can fully focus on your main character's development in the story without having to enforce anything on the player and their character.
Issues: A strong segration between the avatar and the main character is likely - the main could either make the player feel like a meaningless extra or the main could feel like a useless load on the player.
Provided character approaches
5) You are that one
You can enter a name for an established character and maybe tweak them a bit to your liking.
Examples: SNES/PSX Final Fantasy games
Perks: If the character is likable and acts like the player would, it's incredible for them as they can be in the shoes of their favourite hero.
Issues: If the player hates the character, they can get constantly annoyed to the point of losing interest in the story.
6) Play someone else
You don't customize the character in any personal way. The game makes it clear that it isn't you.
Examples: most licensed games
Perks: Similar to type 5, you can make the player cheer for the main character. You do have a failsafe in that the player will generally tolerate actions not matching their own personality, as well.
Issues: Not having an avatar can prevent the player from being immersed. Furthermore, a bad lead character will also discourage the player.
Custom character approaches
1) Blank Slate
You determine almost every aspect of this character yourself. You don't start out with any ties to the plot or choose the ones you do have.
Examples: Dragon Age Origins, Might & Magic series, Temple of Elemental Evil
Perks: The avatar will be adjustable to the exact specifications the player wants and you'll have a feeling of making all the decisions by yourself.
Issues: You'll need a whole lot of customization to not disappoint your player that they can't play a certain type of character. Furthermore, not having any relevant ties to the story means you'll have a hard time making the player care for the game world and its inhabitants.
2) AFGNCAAP
You have little to no means to customize this character, but they generally don't have any traits that influence the story in a meaningful way.
Examples: Undertale, Zork, Pokémon
Perks: This particular player character greatly enhances the setting as it dials down the importance of the avatar. Furthermore, not being given any traits prevents the character from being unrelatable.
Issues: Not being given any traits will dissuade players that want their avatar to be special. It also stifles character-driven narratives greatly.
Hybrid approaches
3) Take this role
You customize your avatar, but the character has some significant traits and plot involvement laid out already.
Examples: Neverwinter Nights 2, Dragon Quest IX, The Elder Scrolls 3: Morrowind
Perks: You gain the advantage of letting the player make a character to their liking, but also have a laid-out character-driven narrative.
Issues: Certain points in the story may alter the character or force a decision the player wouldn't want to make, causing them to feel cheated if it happens.
4) Follow the main
You get to design a character like in type 1) or 3), but you'll follow a main character provided by the story.
Examples: Fire Emblem: Awakening, Lords of Xulima, Final Fantasy Tactics
Perks: You can fully focus on your main character's development in the story without having to enforce anything on the player and their character.
Issues: A strong segration between the avatar and the main character is likely - the main could either make the player feel like a meaningless extra or the main could feel like a useless load on the player.
Provided character approaches
5) You are that one
You can enter a name for an established character and maybe tweak them a bit to your liking.
Examples: SNES/PSX Final Fantasy games
Perks: If the character is likable and acts like the player would, it's incredible for them as they can be in the shoes of their favourite hero.
Issues: If the player hates the character, they can get constantly annoyed to the point of losing interest in the story.
6) Play someone else
You don't customize the character in any personal way. The game makes it clear that it isn't you.
Examples: most licensed games
Perks: Similar to type 5, you can make the player cheer for the main character. You do have a failsafe in that the player will generally tolerate actions not matching their own personality, as well.
Issues: Not having an avatar can prevent the player from being immersed. Furthermore, a bad lead character will also discourage the player.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
I'll go ahead and tell what got me to thinking about this:
I'm in the process of doing a game where the PC is someone with a somewhat fixed identity, but the player is allowed a certain range of choices in dialog, some of which are mutually exclusive. (Something like a visual novel in this particular aspect.)
Originally, I'd planned for the option of naming the protag as well as choosing their gender, and, in an attempt to allow for more "immersion" into the game, went for a blank slate personality approach, with only a few character traits.
The more I thought about it, however, the more I felt that having a bland PC was a detriment, particularly since I'm keeping several aspects of the PC's identity set in stone for story purposes. It feels kind of wishywashy to have a set identity but a minimally-defined personality, and I feel like the kind of audience I'm hoping to attract would have little problem with playing a non-avatar.
So I've pretty much concluded that the player won't get to pick the name; however, I am still pretty inclined to keep gender a selectable option, partly because one aspect of the game is romantic, and I like being able to have the ability to go gay, but also because I like offering the player some level of identification. (Though the choice would be almost entirely superficial, since I'm not too interested in pursuing social gender differences for an already somewhat complicated game.)
What are y'all's thoughts on this kind of thing?
I'm in the process of doing a game where the PC is someone with a somewhat fixed identity, but the player is allowed a certain range of choices in dialog, some of which are mutually exclusive. (Something like a visual novel in this particular aspect.)
Originally, I'd planned for the option of naming the protag as well as choosing their gender, and, in an attempt to allow for more "immersion" into the game, went for a blank slate personality approach, with only a few character traits.
The more I thought about it, however, the more I felt that having a bland PC was a detriment, particularly since I'm keeping several aspects of the PC's identity set in stone for story purposes. It feels kind of wishywashy to have a set identity but a minimally-defined personality, and I feel like the kind of audience I'm hoping to attract would have little problem with playing a non-avatar.
So I've pretty much concluded that the player won't get to pick the name; however, I am still pretty inclined to keep gender a selectable option, partly because one aspect of the game is romantic, and I like being able to have the ability to go gay, but also because I like offering the player some level of identification. (Though the choice would be almost entirely superficial, since I'm not too interested in pursuing social gender differences for an already somewhat complicated game.)
What are y'all's thoughts on this kind of thing?
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
You mean you're doing something like Mass Effect, where a player creates their own personal Shepard and chooses their dialogue? Yeah, I can get behind it.
I'm a pretty boring guy, so I typically like to interact with the game's world in the shoes of a defined character, especially if there's some unique aspect about that character that makes playing as them interesting. Having a complete blank slate like what you see in Skyim or other similar RPGs takes me out of the immersion since I don't feel a part of the world I'm in.
I'm a pretty boring guy, so I typically like to interact with the game's world in the shoes of a defined character, especially if there's some unique aspect about that character that makes playing as them interesting. Having a complete blank slate like what you see in Skyim or other similar RPGs takes me out of the immersion since I don't feel a part of the world I'm in.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Red_Nova
You mean you're doing something like Mass Effect, where a player creates their own personal Shepard and chooses their dialogue? Yeah, I can get behind it.
Not quite; it's more like I'm offering a standard protag, but with the option of tits/no tits and control over some dialog choices.
I guess it's the unholy offspring of adventure games with Bioware's dialog, with a sprinkling of Pokemon.
I'm a pretty boring guy, so I typically like to interact with the game's world in the shoes of a defined character, especially if there's some unique aspect about that character that makes playing as them interesting. Having a complete blank slate like what you see in Skyim or other similar RPGs takes me out of the immersion since I don't feel a part of the world I'm in.
Yeah, I tried playing DA:O and paradoxically felt really limited by the variety, where I wouldn't have had much problem at all if I were just presented with a regular protag. I understand pre-4 Fallout was better about that kind of thing, but in the end, having played TTRPG, I have trouble accepting video game attempts, since they're by necessity extremely limited. It's much more fulfilling to me to follow a heavily-defined character, rather than have very minor control over a sparsely-defined one.
Then again, I'm a creator, so I don't know how it is for someone who hasn't spent their life crafting characters and narratives of their own. :/a
I've never played a TTRPG, so perhaps the variety in DA Origins didn't feel quite so limited to me because I haven't really experienced that sort of role-playing before?
Origins was so much more effective for me than, say, Fallout 3, because the surrounding characters, lore, and plot were much more engaging, despite the latter having an addictive dimension of exploration that coerced you into learning about the game world. The pull of the narrative in the latter was not great enough, and the player character too flat. Even though, as far as I can remember, the dialogue for the pc in both games was delivered in more or less the same way (both in tone & the exclusion of voiced dialogue for that character).
So I suppose it is about execution and personal taste, to a large extent. And wider experience. If you are well-versed in TTRPG then you naturally would identify the flaws and limitations of games trying to mimic, in an inorganic way, that type and degree of world building and character creation.
Origins was so much more effective for me than, say, Fallout 3, because the surrounding characters, lore, and plot were much more engaging, despite the latter having an addictive dimension of exploration that coerced you into learning about the game world. The pull of the narrative in the latter was not great enough, and the player character too flat. Even though, as far as I can remember, the dialogue for the pc in both games was delivered in more or less the same way (both in tone & the exclusion of voiced dialogue for that character).
So I suppose it is about execution and personal taste, to a large extent. And wider experience. If you are well-versed in TTRPG then you naturally would identify the flaws and limitations of games trying to mimic, in an inorganic way, that type and degree of world building and character creation.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Part of my problem is just that I like doing really unconventional characters, so I always feel frustrated because I'm usually wanting options that the dev never wrote in. Most of the fun of TTRPG is being able to do creative, unpredictable things, especially if you make the GM facepalm or have to take a break to recalibrate because you just turned the entire scenario on its head.
Also you couldn't date Sten, despite the fact that he was clearly the superior option. >:(
It's my topic I can derail it if I want to!
Also you couldn't date Sten, despite the fact that he was clearly the superior option. >:(
It's my topic I can derail it if I want to!
Ratty
Overall, I think every type of PC can work well in their own right, but I do feel like preset characters run a lot more risky ground. While it allows for a stronger focus on narrative, there is a chance that players might be put off by their main character's personality, or playing someone that doesn't appeal to them.
I think that this can be used as a very effective tool to aid certain kinds of narratives. I also don't think that it's necessarily disengaging, although the interactive nature of the medium definitely can make the player feel worse about the character's actions (but again, this can be a good thing). There are plenty of films and shows about antiheroes, after all. Examples of effective narratives in which the player is required to do awful things might include, hmm... Knights in the Nightmare comes to mind. I know there are others but my brain's not fully firing right now. I would not include Undertale or other player-choice games because you're not forced into doing the awful thing.
Games simply about antiheroes, or that explore the antagonist far more than the player's avatar, also have merit as compelling narratives even if they might be unsettling. Wine & Roses did pretty well, after all, although the gameplay is probably what drew more people to it than the somewhat Faustian central character. To tie this a bit more into Sooz's original topic: while you controlled the Roses in battle, the actual "protagonist" is up for debate (and I say this as the sole developer). I purposefully designed the playable characters to be very customizable, but still have a specific strength. While they all had text written by them, it was never dialogue. Nobody in that entire game actually talks to another character except for the final boss. To this end, they're a blank slate except they're defined. What? I don't know. The antagonist is the most personable and talkative character. It worked, I think.
I think that's what's important to me. Does your choice of character, preset or not, fit and enhance the narrative? If so, you're golden. No need for categories.
As a third and final concept to bring up: I think that silent/blank slate characters can be fully defined in their own right. Think of either Portal, and the first time you saw Chel through the portals. What a defiant, determined and creative woman. Wait, but she's also you. You're Chel... but Chel is a definite, known entity. What a game! It works. It enhances the narrative of test subject #50815 escaping the Aperture complex. Chel is you, you are Chel, but Chel is Chel and you are you and nothing Glad0s or <spoilers> do can take that away from either of you.
author=Craze
I think that this can be used as a very effective tool to aid certain kinds of narratives. I also don't think that it's necessarily disengaging, although the interactive nature of the medium definitely can make the player feel worse about the character's actions (but again, this can be a good thing). There are plenty of films and shows about antiheroes, after all. Examples of effective narratives in which the player is required to do awful things might include, hmm... Knights in the Nightmare comes to mind. I know there are others but my brain's not fully firing right now. I would not include Undertale or other player-choice games because you're not forced into doing the awful thing.
I think I tolerate it more in film because everything in film is given to you as is. There is no interaction, so it's easier to detach yourself from the story and characters.
You raise a great point overall, though. I mean, when if the point of your game IS to put players into questionable situations they wouldn't regularly do to make some kind of commentary or fit with a theme? I think asking "which PC do you prefer" isn't really the right question in general, and should be more along the lines of "what does each PC do and how do they impact my game?"
Or screw it, I can't help but kiss up to all of your insightful responses about game design, Craze.
You can do interesting things with it, as well as terrible things like Hatred.
I finally remembered: Hotline Miami. I cannot play the game because the graphics and music do bad things to my brain, but I've read a lot about it and find it fascinating. There's a few steps going on to justify the mass killing to the character and the player's brain: those are Bad Men (you can uncover that you're weeding out russian spies or something), you're just a player and not the killer, you wear a mask so clearly you're not crazy enough to want your face known, etc.
But then the character breaks down. Things go wrong, you have to start killing police, your apartment becomes disgusting... but you keep doing this mass murder, even shooting your way out of a hospital. Is there any real justification? Probably not.
Like either Portal, it's an interesting take on having a set character appearance (mask aside) with a scripted personality shown through their apartment and other details -- but also having the character as a mirror for the player. Once the music gets you, the effects blind you, and you're just killing... who are you? Why are you doing this? What would your mother think? Hotline Miami asks you these questions without blatantly asking you like some dumb indie games would. I'd consider Hotline Miami to be a work of art, to be honest.
i'd rather have discourse than sycophants, ratty
I finally remembered: Hotline Miami. I cannot play the game because the graphics and music do bad things to my brain, but I've read a lot about it and find it fascinating. There's a few steps going on to justify the mass killing to the character and the player's brain: those are Bad Men (you can uncover that you're weeding out russian spies or something), you're just a player and not the killer, you wear a mask so clearly you're not crazy enough to want your face known, etc.
But then the character breaks down. Things go wrong, you have to start killing police, your apartment becomes disgusting... but you keep doing this mass murder, even shooting your way out of a hospital. Is there any real justification? Probably not.
Like either Portal, it's an interesting take on having a set character appearance (mask aside) with a scripted personality shown through their apartment and other details -- but also having the character as a mirror for the player. Once the music gets you, the effects blind you, and you're just killing... who are you? Why are you doing this? What would your mother think? Hotline Miami asks you these questions without blatantly asking you like some dumb indie games would. I'd consider Hotline Miami to be a work of art, to be honest.
i'd rather have discourse than sycophants, ratty
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
author=Craze
I think that's what's important to me. Does your choice of character, preset or not, fit and enhance the narrative? If so, you're golden. No need for categories.
Honestly, I was hoping the categories would kick off a discussion about how different kinds of characters fit in different kinds of narrative. >_>;
I don't think any game could be disqualified from being considered art (Though I agree on the fact that art can be terrible).
But Craze, Undertale giving you a choice to be terrible makes it kind of more interesting in that you're against your own morality in a sense. But I think Flowey can explain this better (pretty big ending spoilers):
But Craze, Undertale giving you a choice to be terrible makes it kind of more interesting in that you're against your own morality in a sense. But I think Flowey can explain this better (pretty big ending spoilers):
author=Flowey the FlowerI was back at the garden. Back at my "save point." Interested, I decided to experiment. Again and again, I brought myself to the edge of death. At any point, I could have let this world continue on without me. But as long as I was determined to live... I could go back. Amazing, isn't it, (Player)? I was amazed, too.
At first, I used my powers for good. I became "friends" with everyone. I solved all their problems flawlessly. Their companionship was amusing... For a while. As time repeated, people proved themselves predictable. What would this person say if I gave them this? What would they do if I said this to them? Once you know the answer, that's it. That's all they are. It all started because I was curious. Curious what would happen if I killed them. "I don't like this," I told myself. "I'm just doing this because I HAVE to know what happens." Ha ha ha... What an excuse! You of all people must know how liberating it is to act this way.
@LightningLord: His point is that regardless of that post, you still have a choice in doing awful things or not. That's why it doesn't count it.
At the same time, it doesn't necessarily mean that you're not allowed to have those self-reflective themes when playing as a "good guy". One thing Undertale does really well is that it actually lets you experience the consequences for your actions and gets you to question your morals, regardless of whether you play as a killer or not, whereas in games like Skyrim you could murder a whole village and your only real penalty is a stat progression punishment that hardly affects the game as a whole.
At the same time, it doesn't necessarily mean that you're not allowed to have those self-reflective themes when playing as a "good guy". One thing Undertale does really well is that it actually lets you experience the consequences for your actions and gets you to question your morals, regardless of whether you play as a killer or not, whereas in games like Skyrim you could murder a whole village and your only real penalty is a stat progression punishment that hardly affects the game as a whole.
Yeah, Undertale does what it does very well. What I'm saying is that it's not an example of the kind of defined character that something like Hotline Miami or Knights in the Nightmare has.
That, Craze, is correct I admit. However, I'd refer to OFF for a game that makes the player do something they normally wouldn't. What makes it stand out is that 1. you don't really know that until way late into the game and 2. the game clarifies at the very beginning that The Batter (the player character) is someone other than you (The Batter himself acknowledges that).
LockeZ
I'd really like to get rid of LockeZ. His play style is way too unpredictable. He's always like this too. If he ran a country, he'd just kill and imprison people at random until crime stopped.
5958
Warcraft 3 is a really good example of what Craze is talking about. It forces the player to play as about ten different main characters as the game goes on, fighting on six different sides of a worldwide war. One of these characters is an honorable and compassionate hero, while another is literally trying to destroy the world. The rest are somewhere in between; there are even a couple of Macbeth-style tragic heroes.
I think that the changing viewpoint works very well in combination with less-than-heroic main characters, and also with any character that you're worried the player will be unable to relate to. It doesn't prevent the problem where the player says to themselves, "I just don't like playing as this character," but it prevents them from quitting your game over that problem. It's also extremely effective at telling both sides of a conflict, which is how it's used in Warcraft games and a lot of other RTS games (though most RTS games don't actually have a defined character whom the player is playing as; Warcraft 3 is pretty unusual in this regard).
Surprisingly, JRPGs seem to only rarely use a changing viewpoint, even though it seems like such an obvious choice for them. FF6, FF13 and Suikoden 3 all did it pretty well, but when most other JRPGs change the player's viewpoint it's only for an short side-segment, and then we're back to the main character.
I think that the changing viewpoint works very well in combination with less-than-heroic main characters, and also with any character that you're worried the player will be unable to relate to. It doesn't prevent the problem where the player says to themselves, "I just don't like playing as this character," but it prevents them from quitting your game over that problem. It's also extremely effective at telling both sides of a conflict, which is how it's used in Warcraft games and a lot of other RTS games (though most RTS games don't actually have a defined character whom the player is playing as; Warcraft 3 is pretty unusual in this regard).
Surprisingly, JRPGs seem to only rarely use a changing viewpoint, even though it seems like such an obvious choice for them. FF6, FF13 and Suikoden 3 all did it pretty well, but when most other JRPGs change the player's viewpoint it's only for an short side-segment, and then we're back to the main character.
















