CAN YOU HAVE TOO MANY CHARACTERS IN A GAME?

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My first game, and my most well received game so far, was Bamford Tenement which included around 20 to 25 uniquely named characters and about 18 of them had individual story archs.

In the sequel, if I ever do a sequel, I plan on having even more than that.

So I guess the question is: is it possible to have too many characters in one game? What games can you think of that had too many characters? What is a good limit?

Just a general discussion on how characters can effect a game.

Any feedback is appreciate: the board is pretty open-ended.

-DoctorRocket
I don't think so. Keep in mind it depends on what you want to do with your characters. More in depth characters get harder/make your game be longer. Since your game can be as long as it needs to be, it's not really an issue unless you want to avoid having a game that's super long (which you very well may want to avoid!).

Suikoden had a lot of characters and isn't too too long because most of the characters only get a few minutes of time to shine and then they're yours. Depends on how much you want/need to communicate!
Most Compile Heart games generally throw loads of party members at you, with many of them being functionally identical and only a small handful of them ever having good enough stats to use in your party. But I think a lot of that can be chalked up to most CH games being visual novels with some semblance of an RPG attached, so a lot of characters that had an impact on the story just get dumped into the wagon for all eternity.

Generally, I find that a lot of games that focus on multitudes of characters tend to end up with bloated rosters. And even if it means you're give players options for party composition, most players are going to find the proven formula and stick with the handful of characters that optimize the gameplay experience. I find that RPGs generally work best with fewer characters and tighter mechanics based around them and the battle system.
Suikoden series - 108 characters to collect (about 60-80 of which could enter your party). As long as it's all balanced and works story-wise it's fine.

author=Gourd_Clae
Suikoden had a lot of characters and isn't too too long because most of the characters only get a few minutes of time to shine and then they're yours. Depends on how much you want/need to communicate!
The thing with Suikoden games, though, is that whilst most characters were just "Grab and Got", they each and every one of them reacted to stuff going down in the world (had dialogue changes due to those things), could be seen around your base and interacted with (their rooms, who they hung out with, what they did in base showed some character), they had unique in-and-out-of-party dialogue (when you moved them into or out of your party they commented - some would comment something different when someone else was in your party, too), had a detective who would search up their background histories (3 'secrets' about them, some more detailed than others), expansion across games (people (or their heirs) would show up in other games, in person or just mentioned, letting you find out how their lives changed during the time between then and now), unique battle animations/skills/actions (certain people who were close story-wise would beserk if their friends went down or protect a friend who was close to death, and each had their own way of attacking which leant a lot to making them all seem different or show some character).

There's a lot of ways to expand on a larger group of people. I recommend playing some Suikoden games if you haven't already - might give you ideas... and they're pretty awesome to boot. (1, 2, 3 and 5 highly recommended... in that order)

>.<)b
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
At some point they just become playable units and not characters. Suikoden and Chrono Cross have so many playable units that most of them are completely devoid of personality, and add nothing to the story.

But if you need them for gameplay reasons, then fine, go ahead. Chrono Cross needed to have 2-3 characters per element on Serge's team, since a typical player would miss about half the characters. And then it needed to have that many again on Lynx's team, because you lost your entire party for story reasons and had to start building a new group of party members.

From a purely story perspective, the more characters you have, the harder it is to make the player care about them. About half the party members in Chrono Cross have no more than five lines of dialogue in the whole game. Many of the ones who do have dialogue are totally uninteresting and simply act as plot devices. Or they have story roles that in any other game would be NPC roles, but then when they're done they just randomly decide to start following you around and fighting for you, and they never speak again. None of this makes for remotely interesting storytelling. The only reason why the game didn't just have recruitable generic units you could buy from a shop is because the party members were designed to be a reward for exploring the world.

I can imagine a version of Chrono Cross where the only playable characters were Serge, Kid, Fargo, Lynx, Harle, and Norris. Gameplay-wise, that causes some major problems, but they're probably solvable problems. Story-wise, it just straight up results in a better game. The temptation is always to add more to your game, because of course you want to add more, creating is what creators do! But most of the time, you make games better by pruning, not adding. It's an instict you need to learn to temper.
author=SgtMettool
Most Compile Heart games generally throw loads of party members at you, with many of them being functionally identical and only a small handful of them ever having good enough stats to use in your party. But I think a lot of that can be chalked up to most CH games being visual novels with some semblance of an RPG attached, so a lot of characters that had an impact on the story just get dumped into the wagon for all eternity.

---

It's interesting that you bring up Compile Heart games. Neptunia is one of my most favorite series of all time. But you're right, they do have a ton of characters in their game.

But yeah, I guess it's natural for people to stick to a specific set of characters instead of trying to connect with every single one of them.


author=Liberty
Suikoden series - 108 characters to collect (about 60-80 of which could enter your party). As long as it's all balanced and works story-wise it's fine.

author=Gourd_Clae
Suikoden had a lot of characters and isn't too too long because most of the characters only get a few minutes of time to shine and then they're yours. Depends on how much you want/need to communicate!

The thing with Suikoden games, though, is that whilst most characters were just "Grab and Got", they each and every one of them reacted to stuff going down in the world (had dialogue changes due to those things), could be seen around your base and interacted with (their rooms, who they hung out with, what they did in base showed some character), they had unique in-and-out-of-party dialogue (when you moved them into or out of your party they commented - some would comment something different when someone else was in your party, too), had a detective who would search up their background histories (3 'secrets' about them, some more detailed than others), expansion across games (people (or their heirs) would show up in other games, in person or just mentioned, letting you find out how their lives changed during the time between then and now), unique battle animations/skills/actions (certain people who were close story-wise would beserk if their friends went down or protect a friend who was close to death, and each had their own way of attacking which leant a lot to making them all seem different or show some character).

There's a lot of ways to expand on a larger group of people. I recommend playing some Suikoden games if you haven't already - might give you ideas... and they're pretty awesome to boot. (1, 2, 3 and 5 highly recommended... in that order)

>.<)b


108 characters over a series? I wonder how much that is per game. But that's still a lot. In The Bamford Tenement, I tried to make the characters seem like they were aware of each other. They lived in seperate rooms, but in the same building. Though my limited programming knowledge limited what I could do.

But I'd like to see what I can do in the future with more character interactions.
108 characters per game. XD
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
Science fact: Suikoden doesn't have any more characters than FF7. It just makes 98 more of the characters join the player's party than FF7.

Tenkai (天魁) Cloud Strife
Tengou (天罡) Tifa Lockheart
Tenki (天機) Barret Wallace
Tenkan (天閒) Aerith Gainsborough
Ten'yuu (天勇) Red XIII
Ten'yuu (天雄) Yuffie Kisaragi
Tenmou (天猛) Cid Highwind
Ten'i (天威) Vincent Valentine
Ten'ei (天英) Cait Sith
Tenki (天貴) Reno
Tenfu (天富) Rude
Tenmen (天滿) Elena
Tenko (天孤) Tseng
Tenshou (天傷) Godo Kisaragi
Tenritsu (天立) Chekov
Tenshou (天捷) Staniv
Ten'an (天暗) Shake
Tenyuu (天祐) Gorki
Tenkuu (天空) Don Corneo
Tensoku (天速) Elmyra Gainsborough
Ten'i (天異) Lucrecia Crescent
Tensatsu (天殺) Butch
Tenbi (天微) Choco Bill
Tenkyuu (天究) Choco Billy
Tentai (天退) Chole
Tenju (天壽) Chocobo Sage
Tenken (天劍) Fort Condor Head Dude
Tenpei (天平) Bugenhagen
Tenzai (天罪) Shinra Tower Receptionist
Tenson (天損) Reeve Tuesti
Tenpai (天敗) Palmer
Tenrou (天牢) Ester
Tensui (天慧) Coates
Tenbou (天暴) Dio
Tenkoku (天哭) Zangan
Tenkou (天巧) Shera
Chikai (地魁) Joe
Chisatsu (地煞) Teioh the Chocobo
Chiyuu (地勇) Priscilla
Chiketsu (地傑) Priscilla's Father
Chiyuu (地雄) Mukki
Chii (地威) Kotch
Chiei (地英) Johnny
Chiki (地奇) Dyne
Chimou (地猛) Snow
Chibun (地文) Lost Number
Chisei (地正) Mayor Domino
Chikatsu (地闊) Deputy Mayor Hart
Chikou (地闔) Heidegger
Chikyou (地強) Scarlet
Chian (地暗) Elder Bughe
Chifu (地輔) Junon Submarine Captain
Chikai (地會) Junon Submarine Private
Chisa (地佐) Holzoff
Chiyou (地佑) Holzoff's Wife
Chirei (地靈) Wall Market Dress Shop Owner
Chiju (地獸) Honeybee Inn Queen
Chibi (地微) Beautiful Bro
Chikei (地慧) Weapon Seller Who Gives You Great Gospel
Chibaku (地暴) Tiger Lily
Chizen (地然) The Dolphin
Chishou (地猖) Cait Sith #2
Chikyou (地狂) Guy Who Are Sick
Chihi (地飛) Nibelheim Lead Researcher
Chisou (地走) Mog
Chikou (地巧) Ifrit
Chimei (地明) Shiva
Chisin (地進) Ramuh
Chitai (地退) Titan
Chiman (地滿) Hades
Chisui (地遂) Typhoon
Chishuu (地周) Kjata
Chiin (地隱) Bahamut
Chii (地異) Neo Bahamut
Chiri (地理) Bahamut-ZERO
Chishun (地俊) Alexander
Chigaku (地樂) Odin
Chishou (地捷) Leviathan
Chisoku (地速) Phoenix
Chichin (地鎮) King Arthur
Chikei (地稽) Lancelot
Chima (地魔) Galahad
Chiyou (地妖) Bedivere
Chiyuu (地幽) Percival
Chifuku (地伏) Gawain
Chihi (地僻) Bone Village Foreman
Chikuu (地空) Baby Condor
Chiko (地孤) Cargo Ship Captain
Chizen (地全) Mideel Doctor
Chitan (地短) Highwind Pilot, Level 10
Chikaku (地角) Goblin
Chishuu (地藏) Cactuar
Chizou (地囚) Snowboarder
Chihei (地平) Professor Gast
Chison (地損) Ifalna
Chido (地奴) Rocket Town's Professional Comedian
Chisatsu (地察) Marlene Wallace
Chiaku (地惡) Old Miner in Kalm
Chishuu (地丑) Midgar Zolom
Chisu (地數) Seto
Chiin (地陰) Kalm Traveler
Chikei (地刑) Shinra Manager
Chisou (地壯) Dark Nation
Chiretsu (地劣) Biggs
Chiken (地健) Wedge
Chikou (地耗) Jessie
Chizoku (地賊) Zack Fair
Chikou (地狗) Sephiroth

Man. Imagine if all of those characters joined your team in FF7 though. It would feel exactly like a Suikoden game. And would add basically nothing to the story whatsoever, aside from forcing the developers to give some of them names.
Fun fact, Suikoden has more characters than those that join your base, so actually it -does- have more. Yes, there are 108 you can have join your army (well, more in some games since there's some Stars of Destiny that you have to choose between or optional ones (like the octopus family or the four extra squirrels you can grab)), but there's a lot of people who are named and/or have faces in each game who aren't part of your crew after all.

108 (plus extras) are just the number you can convince to join your side of the war and thus help you out (becoming shop sellers, restaurant owners, minigame providers, bath housing, libraries, detective work, etc if they're not fighters), and the number required to gain the best endings in each game. This is not counting, you know, the villains, enemies, important story NPCs and important named NPCs or that random blacksmith who gives you a great gospel silver hammer you meet along the way.


There's a big difference in the story of FF7 and Suikoden however. One is about amassing an army to fight against an invading force/hold a revolution against a corrupt government. The other is about saving the world with the power of ass-kicking. One needs characters for an army in order to feel right (and is based off a classic novel called The Water Margin, about, hey, 108 peeps who banded together to take down a corrupt government (who'd a thunk!)) whilst the other is fine with an overpowered group of people. One is about saving a country through use of politics, outwitting the enemy on the battle-field and trying to break the bonds of fate that bind, the other about saving the planet from an environmental issue that can only be resolved by dealing big-ass damage to that one guy who has hidden himself away.

They're very different games in very big ways, so saying 'lol, you can do this better with less characters' is pretty silly, when you consider what each was meant to do.
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
Yeah, I guess. To really feel like Suikoden you'd probably have to add even more throwaway characters. 50% of the scenes that involve the main cast would need to be rewritten to involve new characters instead, doing the same things that the main cast did and saying the same things they said in the original version of FF7.

Like when you got to Wall Market, it would be someone new there instead of Tifa to help you crossdress. When you got to Corel Prison, you'd meet a new character who used to live there, instead of finding out that Barret used to. When you stopped the train from crashing into North Corel, it would be a new character instead of Cid. When you were about to reach Cosmo Canyon, you'd meet two more members of Red XIII's species who escorted you across the world map to the town, and all the events there would happen to those two characters instead of to Red XIII. Etc.

That would fill in the blanks in the same way that Suikoden does. But unfortunately, none of those characters would really have any extra characterization later, they'd mostly just be siphoning characterization off of the main cast. You'd need more dialogue than the original game just to introduce each of them, but the core cast would suffer greatly.

Every time you write a new character into your game, you should be thinking about whether you can use an existing one instead. One character who shows up in twenty scenes is infinitely better than five characters who each show up in four scenes, which is still infinitely better than twenty characters who each show up in one scene.
Corfaisus
"It's frustrating because - as much as Corf is otherwise an irredeemable person - his 2k/3 mapping is on point." ~ psy_wombats
7874
The more information you have to take in, the less is going to stick. This is especially so if it's at the very beginning of the game and there's no point of reference to tie these things together. Just keep that in mind when you're inflating your roster.
...most of the characters in Suikoden have quite a bit more characterisation than you'd think. They just don't get much in the way of dialogue. (But then, dialogue is not the only way to add character.)

Don't rely on just the blah blah to make a character. Differ how they move, how they react (to each other, to the world), all kinds of things.

There's nothing wrong with a large cast if you need or want it, but at least pay attention to the many varied ways of giving them characterisation outside of just talking. Talk's cheap, after all~

Cap_H
DIGITAL IDENTITY CRISIS
6625
You never need more than three or four characters for the story purposes at once. The additional characters are mostly adding their own storylines and the basic triangle stays the same. Usually your character works as an add-on character in personal side stories or a deus ex machina. The most popular non-epic rm games work with the minimum of them.
Epics in general work with a confusing amount of characters. But again, they're not all important at once. In Arthurian legends the story usually focuses on a single knight. And the number is increased more with the scale. Its usually really confusing and hard to write a scene which contains dozen or more characters and reflects their relations. Its not impossible, tho.
So, i suggest to start small in your early projects and work on compelling characters. Mario is a great example of this development. The basic premise contains Mario, Peach and Bowser. We already know about Kong and Luigi from pre-NES games, so they're logical additions to the world. Luigi is added as Mario's brother and Donkey kong as a protagonist of his own adcenture. And rooster logically grows with follow-ups.
Mario is not probably the best example. Rpgs in general tend to have many characters and most of them are not directly connected to the main and personal story of the hero. Also we can have a situation that we start with multiple characters and its hard to decide, who is an actual protagonist. So my final advice is to have three or four important characters and more can be added if the game is long/big enough for you to start care about them.
Or take a different approach and have many units for the player to enjoy and don't care about the story so much.
Kloe
I lost my arms in a tragic chibi accident
2236
I'm not really sure. As long as there is enough time spent on each, then I think as many or as little. It's like a ratio, you need enough time per character to make them mean something and be memorable, e.g like 3hours - 1 character, if you wanted 10, 30hours - 10 characters, ect.
Cap_H
DIGITAL IDENTITY CRISIS
6625
I wanted to write something like that, just got trapped in the mobile screen's size.
You would get bored with 3 characters after few hours in a story heavy game. On the other hand gameplay focused games like Metroid can do with a single Samus.
Maybe I'm just a minimalist, but I've always felt that a game should have a maximum of maybe 3 main characters, one of them being the main character that you play as.
I'm used to games from NES and up, where you'd have maybe 1 player character, and a handful at most that had backstory.
Examples:
Metroid: Samus - Main Character, 3 other secondary mains were Kraid, Ridley, and Mother Brain.
Zelda: Link - Main Character, 2 other secondary mains were Zelda and Ganon (then spelled Gannon)

Of course, this depends on the genre of game, the 'age' of the game (if you want retro, best to use 1 or 2), and the overall intent vs. your target audience.
Game creation, in every aspect, is really a game of balance, too much of anything can be bad if it's not equalized by something else.

Just my two-cents. Good luck! :)
InfectionFiles
the world ends in whatever my makerscore currently is
4622
I say yes for personality reasons, because less and more rounded out characters you have the more likely the player will become attached to them. You want memorable characters.

No if the focus isn't about strong back stories or personalities and more about different techniques or fighting styles etc.
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
Uh, wow. Someone who thinks Pacman was overly complex because it had too many characters? That's a new one.
Craze
why would i heal when i could equip a morningstar
15170
you can never have too many. i add more and more playable characters to every game i make. literally never enough. karsuman and i's current game has 40+.

if you're talking about your narrative, then you'll have to design the narrative around your group size.

if you're talking about mechanics, you'll have to design your mechanics around your group size.
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