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VILLIANS: HOW DO YOU MAKE THEM UNIQUE?

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I'm planning on working on a future game where I have a few characters planned out, but I'm not so sure what to do for the antagonists.

I need some inspiration: a look into what villains in RPGs are like. What are some common design themes? What is their motivation? What is their backstory? Players always ask questions like that, even if they're not actively nitpicking the game.

So this is kind of an open ended forum. I'll ask two questions:

1: What is the most cliche, stereotypical or just boring backstory for a villain you can think of? I'd like to start from what not to do and work my way on up.

2: What are examples of truly unique villains that you can think of in the games you've played? What set them aside from all the others?

I'd just like to hear people's thoughts on the matter: the inspiration could really help. All feedback is appreciated.

Thanks.

-DoctorRocket.
They don't really have to be unique, they just have to be well written.

This goes for most things, really. I'll expand on this later in the topic.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Feldschlacht IV
They don't really have to be unique, they just have to be well written.


This pretty much. I wrote a small piece on villains back in 2013, but I don't consider it as groundbreaking as my other article. Just give the villains some actual motivation for what they're doing, a dash of humanity and one or two limitations and that's really all the realism you'll need to create an interesting villain.
Sailerius
did someone say angels
3214
1: What is the most cliche, stereotypical or just boring backstory for a villain you can think of? I'd like to start from what not to do and work my way on up.
The best way to identify a lacking villain is to start by asking yourself "why are they doing this?" If the answer is "because they're crazy/evil" or "because they hate people" or "because they think the world should be destroyed" or something like that, then you've got a boring villain.

An interesting antagonist inspires internal conflict within the protagonist and reveals some aspect about themselves or human nature.

If you already have a protagonist designed, then think what kind of person most strongly challenges their worldview. If your character is a strong advocate of freedom, then maybe the antagonist embodies the dark side of freedom (using one's freedom to limit the freedom of other people). This forces the protagonist to question and evaluate what it is they believe and why.

A common adage is that the villain should make sense as the hero of their own story. They should always believe strongly in what they're doing, because real people don't think of themselves as evil. This goes doubly if your villain has lackeys. After all, who would follow someone who they didn't agree with, like, or respect?

If you're looking for inspiration, two works with outstanding villains that I would recommend are Knights of the Old Republic 2 and Metal Gear Solid 2. In MGS2 in particular, you have multiple factions of characters all competing with each other, and everyone is acting in pursuit of their own personal goal. It has a lot of antagonists, and most of them stand out as very memorable.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
author=Sailerius
This goes doubly if your villain has lackeys. After all, who would follow someone who they didn't agree with, like, or respect?

There's room to say that a villain with lackeys who do as they're told because they're "in too deep" or scared to death of their overlord, while secretly despising them, could make for an effective plot device. Freedom by any means necessary - even if it means suicide - can also be used to express the extent of the villain's depravity.
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
I like it when there's an evil empire that is secretly controlled by space demons

In a typical RPG storyline where there's a powerful group threatening the future of the country/world, I always have trouble developing the villainous leader. I don't have as much of a problem with the lesser villains, maybe because I don't have as much of a mental block against making them actually have conversations, get in arguments, have goals and friends and romances, struggle to get what they want, and generally be likable three-dimensional characters. But then I end up liking them so much that I make them join the party. Whoops. Which means there needs to be some Great Evil, big enough and evil enough to make the heroes and the likable villains work together. Which I can't ever seem to make more interesting than Exdeath.
author=Sailerius
1: What is the most cliche, stereotypical or just boring backstory for a villain you can think of? I'd like to start from what not to do and work my way on up.
The best way to identify a lacking villain is to start by asking yourself "why are they doing this?" If the answer is "because they're crazy/evil" or "because they hate people" or "because they think the world should be destroyed" or something like that, then you've got a boring villain.


Not always. It depends on the why. Why do they hate people? Why are they crazy/evil? Why do they think the world should be destroyed?

Some of the most compelling villains were those kinds who had a reason, a backstory as to why they felt that way.

For example: Prince Luca Blight from Suikoden II was a very very good villain.
He hated people, he was crazy and evil and he wanted everyone in the other country to die. Why? Because when he was a child he, his father and mother were coming back from a trip when soldiers from the other country attacked. His father ran off and left he and his mother to their 'mercies'. After they were rescued his mother died giving birth to his younger sister... who was not his fathers' child. This drove him crazy with hate.

But that isn't his whole character. They could have stopped there and had a good back story but they developed him further.
- He hates his sister but she looks exactly like his mother so he can't hurt her.
- He hates his father for abandonning he and his mother and eventually kills him to take the throne in a very underhanded way.
- He sacrifices a whole city to one of the True Runes.
- He is very harsh towards failure but doesn't care about blood in his subordinates (he doesn't care if someone is noble-born or not, as long as they can succeed)
- He goes out onto the field of battle with his soldiers. (You meet him many times during the course of the game).
- He is not the last boss. (He dies about mid-way through the game, but his actions have lasting effects.)
- His battle was incredibly memorable (he took a faceful of arrows, then 3 teams of your strongest attackers, then another bunch of arrows, then a one-on-one duel in order to defeat).
- He was just a man. (In a game series where True Runes are gods that are wielded by quite a few people, including villains, he was just a very strong, very skilled man. In fact, the only rune he had on him was one of the weakest in the game, and he still kicked your ass around the block and back. That was just how powerful a man he was.)
- He loved killing and they weren't afraid to show it. He gloried in it and grew furious when he was denied a kill.

There was a lot more to him than just 'hates everyone/wants to destroy/is crazy and evil', but he falls under those headings when talking about general descriptors.


Honestly, what really matters is their reasons, how you reveal those reasons, how they interact with the party and whether you can feel the effect of their actions through-out the game.

Say what you will about Kefka, but you actually -felt- his actions through the game and he was an ever-present villain.

Most of all consider what kind of villain you're making and work on that. Give them connections to the world (if they have them - an eldritch force of nature isn't really going to have much of a connection to others (unless you give them one)), make them feel like they're another character with reasons and rules. Are they noble despite their actions? Do they have friends? A cutting wit? Do they have a soft spot for puppies?

Also, if you want to mess around with the formula a little and try something new, grab a few bits from the Evil Overlord's List. It has some cliches you could mess around with and might give you some ideas. It's also just fun to read through. ;p
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
I'm increasingly keen on villains that aren't antagonists so much as environmental or natural forces. The two major examples from my childhood are Phantasy Star IV's Dark Force, which had a lot of sub-villains but in itself was just a deity thing trying to get into reality because it wanted to be there, and Crusader of Centy/Soleil's* Five Senses/Spirit Force, which... IDEK, they were just there and fucking everything up so you had to destroy them. Also one of them was a creepy nose slug.

In terms of antagonists who are people, it depends greatly on what kind of story you want to tell. A lot of people will recommend a humanized villain, which I'm a fan of, but if you're making a traditional heroic fantasy, there's nothing wrong with a villain who's just plain evil, though of course they should have their own philosophy and motivation to their behavior. (I want to be in control is usually the go-to, and it works fine.)

A lot of things like villain motivation and characterization flow from the central ideas of the story itself. What kind of story is it? What's the real point- developing the protag's personal growth? Showing the futility of war? Straight up power fantasy?

In a character piece, I'd suggest an antagonist who functions as a foil for the protag, whether as a dark mirror of what they could become, or something to force them to question themself and their philosophy/goals. For the "futility of war" story, the villain should be heavily humanized, even a hero in their own right, maybe someone who was created by the suffering brought with war. In a power fantasy, the villain just needs to be hateable, so the player gets to revel in the joy of grinding their asshole face into the dirt; humanizing this character would have the wrong effect.

In any case, the most important aspect to any character, protag, antag, or otherwise, is their goal: What do they want, why do they want it, and what will they do to achieve it? In most RPGs, the villain's goal is the most important, because they're basically supplying the reason for the hero to do anything. In a way, these games could be considered the story of the villain, since they're (usually) the proactive character. If, at any time, you're not able to articulate why a villain is doing something, how it gets them toward their goal, you need to do some serious revising.

That's my thoughts as a narrative nerd. I can rattle off some more villains, or expand on what I think works in this or that, if anyone wants. I am always happy to ramble forever about story elements!

*This is a very interesting, but very poorly executed (at least in translation) story, so if you want to check it out, be warned that a lot of the time it don't make no goddamn sense. It is hella fun and cute, tho.
Yeah, the whole "villain had a bad childhood" thing is getting boring too. Giving a villain a good reason for why he is a villain does not necessarily make him a good villain.

A villain without who is just crazy can be fun too if well written. Of course he you never meet the villain until the final encounter and then he's like "I just like to kill everyone", then that's not very interesting. But if you have the player encounter him many times and he's always so over the top evil, that even the demons are scared of his evilness, then that can be pretty interesting too.

Interesting is probably the keyword in any case. Player need to find the villain interesting in one way or another. Whether that's because he's extreme in any way or because the players can identify themselves with his problems or because it's a mysterious natural disaster that needs to be unraveled, does not matter. It can be interesting in all three cases.
Sailerius
did someone say angels
3214
author=RyaReisender
Yeah, the whole "villain had a bad childhood" thing is getting boring too.
No one suggested that.

author=RyaReisender
Giving a villain a good reason for why he is a villain does not necessarily make him a good villain.
Not automatically, but it is a requirement.

author=RyaReisender
A villain without who is just crazy can be fun too if well written.
Can we please move on from villifying people with mental illnesses? Seriously. Not only is it a boring, lazy way to abdicate your responsibility as a writer to deliver a cohesive narrative, but it immediately projects to your players that you have no creativity.

But I'll play ball to be fair. If you're absolutely set on having a boring villain who's just "crazy," then do some research into mental illnesses. What is "crazy?" What specific mental illness do they suffer from? Why does it drive them to do evil things? And consider exploring the ethical ramifications of the protagonists trying to murder someone whose judgment is impaired by a disability. You're implicitly condoning killing people because of their disability, so at least try to raise an argument why you think that's okay.
'Crazy' doesn't always mean that someone has a legit, mental illness.
^
That.


My brother is crazy sometimes. Doesn't mean he has a mental illness of any kind, he's just that kind of person. :/
@Sailerius
That's exactly the point I'm disagreeing with. You don't need to give the villain a reason to make him interesting. You also don't have to think of a mental illness he is having either.

Maybe he just likes to kill people and hear the screaming of their children when they see their blood-covered parents. If you can show their evilness to the players properly the villains automatically become interesting without ever finding out any reason simply because they are going to such extremes.

The same works if you do a more comedic "everyone should just die" approach. They are so evil that when they go to hell, they enslave satan. Or the demon they are possessed by says "What, even the children? Oh man, I mean, I'm evil, but you take it to a different level."

The villains I remember best even today, weren't those normal humans that had their weaknesses or political goals. The villains I still clearly remember today are Kefka, Sephiroth, Lezard Valeth, Cyril (Star Ocean 2), Dark Force and the main character from Soul Nomad & The World Eaters if you chose to be the evil guy. And the most memorable villain on TV is probably Cartman from South Park.
You have to be careful with that, too. Even villains who may seem simple to the consumer are still usually pretty well thought out with fascinating themes.

For example, the Joker from Batman to a casual observer may seem to be a simple "lol i'm a murderous clown who got jokes lol", but he's considered one of the greatest fictional characters ever written for a reason; he's the culmination of literal decades of a narrative dichotomy to Batman's entire character. Someone knowledgeable on the character/canon could quite easily write a graduate level thesis paper on the Joker, but that's because you can't make that shit up; he's just that interesting of a character, even if he seems "lol i'm nutz" to someone who doesn't know much about him/comics/Batman.

Basically, even simple seeming villains can be quite deep.

Also, here's a thought; interesting, well written, and memorable are three different things. For example, you mentioned Cyril, but at most he's interesting to you and relatively memorable to some because he's the 2nd to last boss, but he gets almost no characterization next to a line or two about wanting to usurp the main bad guy. His memorable traits are rather a fluke because he looks cool and has some cool battle music, but other than that, he's in the game for like, 5 minutes and serves very little narrative purpose. But he's cool (?).

Is that something you want to shoot for in your main villain?

Lastly, keep in mind the demographic you're shooting for; someone who's enthralled by Edward Sallow (Caesar) from Fallout: New Vegas may be less impressed by like, Golbez. It's possible to have an overlap, but in general you want to narrow it down if you can.
Pretty sure the whole dealio with Sephiroth was the dichotomy of his relations between his father, his mother and his 'mother'. Like, that was the whole deal that set him off on the path of crazy god-attempt - the fact that he found out he wasn't who he thought and snapped.

I don't even remember who Cyril is and I've played SO2 plenty of times. I don't even know who the other villains you mentioned are, sorry, bar Kefka and even though he didn't have a detailed back story, he had a LOT of character and scenes that showed his character and established him as a threat. Even then, people still say that he's quite a shallow villain and not that good a one - he's very present in the story and his actions have a huge impact on the story, though, so his points in that aspect override his points in lacking actual depth.
author=Liberty
I don't even remember who Cyril is and I've played SO2 plenty of times.


author=Liberty
Pretty sure the whole dealio with Sephiroth was the dichotomy of his relations between his father, his mother and his 'mother'. Like, that was the whole deal that set him off on the path of crazy god-attempt - the fact that he found out he wasn't who he thought and snapped.

Yeah, I remember the character reasons for Sephiroth's madness (which is really; "I found out I had a fucked up origin, I'm gonna take over the planet"), but that's different than a narrative reason. As in, what is the narrative trying to 'teach' us with Sephiroth and his conflict? What's the moral? What's Sephiroth's narrative function in the plot other than villain?

The thing with Batman and the Joker for example is how they're mirrors, foils, and complements of each other and 'need' each other, and that's their narrative schtick. A narrative reasoning is thematic and different from a stated, character reasoning.

Kefka, for example, is a very shallow villain as a person, but if you wanted to argue that he's supposed to be more of a narrative tool and a force of nature rather than a person, then yeah, you can have that conversation.

Think out of the box and stop thinking of villains as straight up characters that is a collection of a bio and tropes, and start thinking of villains (and all of your characters, really) of more of narrative tools, themes, and the 'moral of the story'. What statement are you trying to get across to the audience? Why does your villain exist in the plot, as you wrote it, other than a final dude to fight? Think back to your high school/college English/Lit/Writing classes, because they were on to something.
Speaking of Fallout: New Vegas, I found Joshua Graham a.k.a. the Burned Man to be a very compelling character, because of the severity of his actions and beliefs, but also the way they were expressed in-game, so that you understood his motivations well. He had some sympathetic traits as far as I recall, but definitely felt like one of the more sinister characters the wasteland had produced.
I don't think stories need to have a moral. A theme, yeah, but a moral - not really. That said, a lot of FF7 was tied up in personal identities. Both Cloud and Sephiroth were not who they thought they were - Sephiroth decided to change who he was instead of learning to deal with the truth, whilst Cloud learned to accept his real self eventually. They mirrored and contrasted each other in a lot of ways through the course of the game. There was a femininity vs masculinity angle in the battle between Sephiroth and Cloud. A 'dreams vs reality' moral as well. And don't forget the whole environmental angle.

FF7 had quite a bit of depth that was lost in translation, but it did manage to at least touch on the themes it meant to convey, even if only in the abstract.

Sephiroth as a villain works with Cloud as the hero because they are very alike and also very different, but he is a compelling character who does not fall under the 'evil with no background, but awesome after all' descriptor that Rya was trying to pin him as. (I should get Nessy in here - she'll give a goddamn dissertation on the messages of FF7 and Cloud and Sephiroth's whole dealio. XD )
author=Liberty
I don't think stories need to have a moral. A theme, yeah, but a moral - not really. That said, a lot of FF7 was tied up in personal identities. Both Cloud and Sephiroth were not who they thought they were. They reacted to the truth in different ways, but they mirrored and contrasted each other quite a bit. There was a femininity vs masculinity angle in the battle between Sephiroth and Cloud. A 'dreams vs reality' moral as well. And don't forget the whole environmental message angle.

FF7 had quite a bit of lost in translation depth, but it did manage to at least touch on the themes it meant to convey.

When I say 'a moral', I don't mean some shit like "Always recycle, kids!" what I really mean is 'a message'. Something you want your players/viewers/readers to walk away with.

author=suzy_cheesedreams
Speaking of Fallout: New Vegas, I found Joshua Graham a.k.a. the Burned Man to be a very compelling character, because of the severity of his actions and beliefs, but also the way they were expressed in-game, so that you understood his motivations well. He had some sympathetic traits as far as I recall, but definitely felt like one of the more sinister characters the wasteland had produced.


Yes!
Joshua Graham is absolutely one of the most awesome characters I can remember from a video game; his difficulty reconciling his Mormon faith with his current status as leader of the Dead Horses is fascinating. Even more fascinating is how in the past, this former missionary was one of the brutal Legates of the Legion, and how his tarring and being burned alive, was a baptism (as he describes it) and it made him 'born again' in a sense.

To see a character that is supposed to be so gentle, in an odd way, and is trying so hard to atone, but capable (in the past and very much the present) of incredible, deadly, unfettered brutality is mesmerizing. Even his voice feels like a man trying, trying, to maintain control and harmony. I even wonder if his bandages are a narrative symbol of trying to keep himself 'under wraps'.
Lol, sorry, I did the 'add more to post' thing. >.<;

The, uh, environmental angle was a whole game thing, not really a Sephiroth thing (that was more the issue with ShinRa as villains, not Sephiroth). The point I was making is that he doesn't fall into the 'shallow and evil but cool and memorable' set that Rya pinned him as because he does have a history, motivations and isn't just evil for the sake of evil - he has a reason for why he does what he does. And all of that is shown during the game.



...is it bad that I still don't remember Cyril even after that video, though I remember the wise men? Because he's, uh, quite forgotten to me and I've finished that game at least twice. ^.^; I mean, of course I remember him after the video but I don't really think of him as... well, anything a good villain should be. He's quite bland (sorry! >.<; )
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