RETHINKING ANTAGONISTS
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author=RyaReisender
If you don't make the player hate the antagonist, then the villain simply won't be memorable.
Nah, some of my favourite antagonists are characters that I actually liked or could respect. In fact, I think them being that way makes it harder for them to fade from memory because they accomplish something that a MWUHAHAHA villain doesn't. Somebody earlier mentioned Shadow Hearts 2. I have mad respect for the true final boss of that and never once hated him.
The thing about showstopping villains is that they are so much fun to write. Who doesn't love making characters that just are the bad guy.
I guess hopeless games would have fighting the bureaucracy. I guess that'd be like Papers, Please. I've found in dystopic YA, where it's all about fighting the system and before the ending in the sixth or twentieth book all the victories before it are hollow since a new bureaucrat will take the defeated one's place.
There is something compelling about fighting (and always losing to) the faceless evil. Where all the individuals are decent folks but the whole is just incredibly messed up.
This, of course, is hard to put into a game. Especially a lengthy RPG. Ending a game with a pyrrhic victory and still make it... not feel pyrrhic for the player is really difficult. Games like that are often shorter experiences, so there isn't as much investment.
That's just one of the takes I'd like with a nonpersonal antagonist. (I also gotta love the antagonist that often is a part of these stories. You know, like the guy in Les Miserables. Who in the end gets a massive crisis of faith.)
I guess hopeless games would have fighting the bureaucracy. I guess that'd be like Papers, Please. I've found in dystopic YA, where it's all about fighting the system and before the ending in the sixth or twentieth book all the victories before it are hollow since a new bureaucrat will take the defeated one's place.
There is something compelling about fighting (and always losing to) the faceless evil. Where all the individuals are decent folks but the whole is just incredibly messed up.
This, of course, is hard to put into a game. Especially a lengthy RPG. Ending a game with a pyrrhic victory and still make it... not feel pyrrhic for the player is really difficult. Games like that are often shorter experiences, so there isn't as much investment.
That's just one of the takes I'd like with a nonpersonal antagonist. (I also gotta love the antagonist that often is a part of these stories. You know, like the guy in Les Miserables. Who in the end gets a massive crisis of faith.)
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 think it's okay to have a game, even a JRPG, that doesn't end in victory. Tragedies are valuable stories, and the amount of investment the player has only makes the message more meaningful. You have to be very careful how the final battle works, though. You do still want the player to feel like they won the fight and beat the game.
If you do want a game where the real enemy is The System and the game ends without it being fixed but still feeling like victory, Final Fantasy Tactics is probably the best example I can think of. The final boss is the reincarnation of Lucifer, because the game has a very standard enemy of The Evil Empire That Is Also Summoning Demons, but you end the game beating only the demons. The final scene about the empire in the game's ending shows it being taken over by a murderous, manipulative dirtbag who betrayed you and everyone he ever loved after being gripped by an unstoppable lust for power. It's definitely not a happy ending, but it's somehow still a satisfying outcome, because it's a big climactic world-changing event that the whole game was leading up to. Essentially, the ending of FF Tactics is that the game's faceless antagonist is at last given a face - that of your best friend - and then the credits roll.
If you do want a game where the real enemy is The System and the game ends without it being fixed but still feeling like victory, Final Fantasy Tactics is probably the best example I can think of. The final boss is the reincarnation of Lucifer, because the game has a very standard enemy of The Evil Empire That Is Also Summoning Demons, but you end the game beating only the demons. The final scene about the empire in the game's ending shows it being taken over by a murderous, manipulative dirtbag who betrayed you and everyone he ever loved after being gripped by an unstoppable lust for power. It's definitely not a happy ending, but it's somehow still a satisfying outcome, because it's a big climactic world-changing event that the whole game was leading up to. Essentially, the ending of FF Tactics is that the game's faceless antagonist is at last given a face - that of your best friend - and then the credits roll.
Very true. There's also the bittersweet fact that, since the narrative is framed as a historian uncovering the truth, even though you vanished after completing your task and the murderous, manipulative dirtbag took the throne, your deeds and the truth about him are finally uncovered in the present.
author=Satedauthor=LockeZI tried doing this in Sore Losers, but popular opinion suggests that I failed. Sad times.
If you do want a game where the real enemy is The System and the game ends without it being fixed but still feeling like victory, Final Fantasy Tactics is probably the best example I can think of.
It's difficult to pull off and have the player still feel fulfilled. I feel like Tactics handled it well as even though history painted you as a heretic, you did indeed save the world and there's hints of the truth coming to light in the future.
Even if nothing good at all comes from the players actions, it's that feeling of fulfillment or purpose (or just a really good end to a story) that makes those kinds of endings work, in my opinion.
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
@Sated: Do you think you could analyze what you did wrong in Sore Losers, or at least explain what you tried to mimic from FFT and how, so that other people could try to analyze it? I'd be very interested in that discussion. We can spend all day naming bestselling games that are awesome, but it's much easier to point out what they did right than it is to actually do it right ourselves, and an analysis of where people go wrong would be really helpful. Especially if we have the actual designers of those games to explain what they were trying to do, instead of just guessing what Square-Enix writers were probably trying to do.
So as to not make you feel like you're being put on the spot as much, I'll diss my own game first:
When I made Vindication I was trying to make a tragedy, tracing the downfall of the hero who was too obsessed with hatred to really follow the path of the rest of the party and who eventually left the team. The hero's hatred, not the evil empire controlled by demons, was supposed to be the most important obstacle to overcome in the game. (Overcoming that hatred is the "vindication" being referenced in the game's title.) And I tried, in the final battle - the hero didn't forgive his foil, but was willing to put his hatred aside in his final hour to save his daughter's life.
But the mix of serious and humorous tones was done with no skill, and the game's ending felt like it came out of nowhere, especially the Mary Sue character suddenly letting the hero and his foil both die for an out-of-character and mostly-unexplained reason. Up until the game's very last scene, Mary Sue had been trying to get them to make peace, and then in the last scene he pretended to try again, knowing that it would actually get them both killed. It made no fucking sense. And then he was a fucking dumbass and got it wrong anyway! Why did I even include that? Also, it can't possibly have helped that I am just incompetent at writing dialogue.
So as to not make you feel like you're being put on the spot as much, I'll diss my own game first:
When I made Vindication I was trying to make a tragedy, tracing the downfall of the hero who was too obsessed with hatred to really follow the path of the rest of the party and who eventually left the team. The hero's hatred, not the evil empire controlled by demons, was supposed to be the most important obstacle to overcome in the game. (Overcoming that hatred is the "vindication" being referenced in the game's title.) And I tried, in the final battle - the hero didn't forgive his foil, but was willing to put his hatred aside in his final hour to save his daughter's life.
But the mix of serious and humorous tones was done with no skill, and the game's ending felt like it came out of nowhere, especially the Mary Sue character suddenly letting the hero and his foil both die for an out-of-character and mostly-unexplained reason. Up until the game's very last scene, Mary Sue had been trying to get them to make peace, and then in the last scene he pretended to try again, knowing that it would actually get them both killed. It made no fucking sense. And then he was a fucking dumbass and got it wrong anyway! Why did I even include that? Also, it can't possibly have helped that I am just incompetent at writing dialogue.
author=Rya
I actually agree with Kloe. Also, if we go by critically acclaimed games, they often also have "MWAHAHA" villains.
And a lot of critically acclaimed games don't! Games like the Witcher 3 and Deus Ex are considered some of the best games, and some of the best written games of all time, but not because of their villain (even though both have "mwahaha villains".) I enjoy FFVI and FFVII very much, but when I think of 'best written games', they're not usually on the list. Games like Deus Ex and the Witcher are. FFT is another good example.
The characters fight against so much more than the villains in those stories, and their struggle is what makes it memorable, even if it's not boiled down to a single character. In these games (and FFT is another excellent example), the characters fight more against a system, or are even pursuing their own goals independent of any of that (in the Witcher, all Geralt wants to do is save his adopted daughter Ciri, everything else he fights is on the way to do that).
It's also not very difficult to write in a final boss with this in mind. The final boss doesn't have to be the culmination of everything wrong in the world, the final boss just simply has to be the last thing on the to-do list in that character's story. The world is indeed saved after you defeat Bob Page in Deus Ex (the original) and the Wild Hunt in the Witcher 3, but that doesn't solve all the problems in the world, but it does wrap up that character's main struggle, which is what a story is ultimately about.
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
The antagonist in Virtual Grappi is the constant incursion of terrible things into a life of innocence and happiness.
Red_Nova
Sir Redd of Novus: He who made Prayer of the Faithless that one time, and that was pretty dang rad! :D
9192
author=Feld
The point that I'm trying to make is that are we limiting ourselves with the expectation that games must have 'villains' in the form of dramatic characters such Sephiroth and the like?
Short answer: Yes.
Cop out answer: Sooz's linked post is a goldmine of helpful info, and anyone who hasn't read it yet should do so. Seriously. There's not much I can add here that isn't just a reiteration of what Sooz said.
But hey, I'll try!
What makes an antagonist "better" than others is purely subjective due to what a person wants to see. The divisive responses in this thread alone are already proof enough of that. However, you can write your antagonists better within their own archetype.
In the case of the MUAHAHA villain, chances are you're not going to get too intimate with motivations and psychological complexities beyond a line or two of reasoning. If I see an antagonist like that, I assume that they would be focused more on DOING stuff. One of the reasons why Kefka is loved so much (from what I've seen. I actually haven't finished FFVI), was that he actually destroyed the world. Where most villains at the time were TRYING to destroy the world, Kefka actually does it. That alone makes him memorable. Complex and three-dimensional? Maybe. Like I said, I didn't beat the game, so I can't attest to the depths of Kefka's character, but I see that he was a villain that actually followed through on his MUAHAHAHA personality.
This shows that you can get more depth from a MUAHAHA villain by focusing less on the villain itself and more on the impact the villain's conquest had around the world around you. When traveling the world, you can put more emphasis on the effects the villain had on the people, the environment, and others. Those effects create issues, which in turn can potentially create more antagonists. Perhaps the problems the villain created are so great that they become the primary issue of a story, and "beating the antagonist," is just a wrap-up after the main issue is solved.
Dragon Age: Origins is a good example of this, I feel. The primary threat to the world in that game was the Blight, a horde of monstrous creatures known as Darkspawn. However, you spend about 90% of the game amassing an army and dealing with a man named Loghain, a half-crazed war hero who doesn't see the Blight for the danger it really is. While doing so, you see the effect the Blight has on the world, and see how the different races are dealing with the growing horde of Darkspawn. The Blight itself is as deep and complex as a shot glass: They evil, you kill, roll credits. However, they are still a fearsome threat because you feel their effects on the world itself, even more so once you learn exactly how to stop it.
It's made very clear that defeating the Blight is not a magical, "the world is saved and everyone lives happily ever after" scenario, either. It's made clear that the Archdemon is a old god brought back to life from the corruption of the Darkspawn. An exact number of old gods are even given somewhere in the lore, and this current Blight is far from the last one.
On the side of the central antagonist being more than just a person, Souls games are good examples. The biggest threat the world isn't some mad human or world-ending monster, but rather the inevitable decay of a world on its last legs. Each game takes places right at the end of an Age of Fire. When the Age of Fire ends, humans die, and the sun is forever blotted out. At the end of each game, you have the option to link the fire, a ritual the keeps the sun and humanity from dying out for just a little longer.
Note the choice of words there: Keeps them from dying for just a little longer. You never save the world in Souls games. You just add more kindle to the fire to delay it's inevitable death. It's a bittersweet ending, and one that fits into the idea of the primary antagonist being something more than just an overarching evil that must be destroyed.
In these examples, there are major villains that are defeated in a "final" battle, but the primary threat is never completely solved. You still feel like you accomplished a great goal and wrapped up the story nicely, but your achievement carries a kind of depressing weight that you haven't achievement a fairytale ending of solving all the world's problems. If you can somehow work in that kind of overarching threat into your stories, you'll have a lot of material to add an extra dimension to your world and it's inhabitants.
I always liked the Emperor as a villain better than Kefka. Kefka's goal was complete destruction, which is kind of a stupid goal to have. It makes it easy to root again, and he was a good villain from a colourful character standpoint, but I really felt like the Emperor was a better rounded villain. Maybe not personally, but there was substance to his legacy; the cities of the Empire, its soldiers and citizens. His aim was clear: control by whatever means necessary. Every member of the Empire's armed forces were an extension of his character; Leo was his belief that he was making the world a better place, Kekfa his ruthlessness personified. Every sword-wielding sergeant and Magitek-piloting officer was a reminder of his personal reach. Their thoughts and worries, their hopes and dreams, all his. In the end, his hubris blinded him, but he was a man. He sought not destruction but domination. Was this because he felt he was the best man for the job? No doubt. Was he wrong? Probably. But he was human, and mostly sane, and had weaknesses and strengths; he was cunning, thinking steps ahead of his enemies, and by the time the story picks up he's established himself as an immeasurable dictator. Hell, the Empire is named after him. Even the Caesars couldn't claim that.
His final act, as he tries uselessly to stop Kefka from destroying the world, is brilliant. It marks his end, but not the end of his character. His ruthlessness has won out, his madness has defeated his sanity, but through it all his character continues on to the end. It's his legacy you fight; he made Kefka, gave him power, meaning, a will of his own, and every action carried out by Kefka is an action carried out by the Emperor himself, even after he is dead. Kefka is spoken about only in hurried whisper, and we never see his psyche past its insane exterior. But Gestahl? We hear his thoughts, his worries, dripping from the lips of his loyal soldiers. We hear his aims, his dreams, shouted as curses from the frothing mouths of the Returners, who it turns out are also a part of his legacy. His foils, it would seem, but more often his puppets. Defeated completely at a time of his choosing, and dooming the world with their failure to protect the Espers.
He's a pretty good fucking antagonist, especially considering you never come close to fighting him. He's the will of the entire world.
His final act, as he tries uselessly to stop Kefka from destroying the world, is brilliant. It marks his end, but not the end of his character. His ruthlessness has won out, his madness has defeated his sanity, but through it all his character continues on to the end. It's his legacy you fight; he made Kefka, gave him power, meaning, a will of his own, and every action carried out by Kefka is an action carried out by the Emperor himself, even after he is dead. Kefka is spoken about only in hurried whisper, and we never see his psyche past its insane exterior. But Gestahl? We hear his thoughts, his worries, dripping from the lips of his loyal soldiers. We hear his aims, his dreams, shouted as curses from the frothing mouths of the Returners, who it turns out are also a part of his legacy. His foils, it would seem, but more often his puppets. Defeated completely at a time of his choosing, and dooming the world with their failure to protect the Espers.
He's a pretty good fucking antagonist, especially considering you never come close to fighting him. He's the will of the entire world.
Kaempfer
Kefka's goal was complete destruction, which is kind of a stupid goal to have.
“...some men aren't looking for anything logical, like money. They can't be bought, bullied, reasoned, or negotiated with. Some men just want to watch the world burn.”
― Michael Caine
EDIT: Sorry, I'm not actually contributing to the conversation here. I just couldn't resist.
author=Michael Caine
“...some men aren't looking for anything logical, like money. They can't be bought, bullied, reasoned, or negotiated with. Some men just want to watch the world burn.”
Absolutely, but it's hard to craft a 60 hour story around that guy's motivations when they're literally just:

like literally just that. I'm not saying he's not a great character, but I prefer Gestahl.
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
Hundreds of Voices Screaming in Unison confirmed as Kefka's next burst soul break. Effect: Performs bard abilities and deals poison+water elemental damage to all enemies.
Well, of course it's limiting to expect a certain type of character in every RPG. I have NEVER found Kefka to be interesting, ever, and I am pretty indifferent about Sephiroth. The games, from the limited number I've played, that I've always felt to have much more interesting antagonists (and characters and plots overall) have been GTA IV & V, the Dragon Age series, FF IX and X, Fallout: New Vegas. And I am greatly interested in the atypical characters and plots (always speaking in terms of within video games) of games I haven't had the fortune of playing such as Drakengard and Vagrant Story (latter isn't so atypical in the sense that it's about the hero's journey, but whatever).
I for one definitely want more complexity, depth and variety in plot and characters.
GTA V, for a character-based example: I would say that Trevor is an antagonist to Michael's protagonist, at least while you're playing from Michael's perspective. And while Trevor is rather a "mwahahahaha!!" villain, he's also a playable character whom you discover to be a complex, and no less disturbing, anti-villain. Much of the conflict in the plot is between Michael & Trevor as they begrudgingly reconcile despite their considerable grievances with each other.
I agree that in DA Origins the blight, as a means of conflict, was effective. In fact, story & character wise, that game does many deceptively simple things very well (though it's not without its daggy moments). The human drama (such as the summit in Denerim) is dwarfed by the inhuman blight & its darkspawn, which is the point - people will busy themselves with petty conflict out of denial or pride while real destruction and terror happens underneath their nose.
So there are certainly more interesting ways to have conflict in a game's story than by relying on an evil, over-the-top villain that the player is detached from but still expected to hate... how can you hate someone who is one-dimensional and corny? (in a genuine "this is a convincing character and I loathe them" way, not a "this character is shite and that's why I hate them" way)
I for one definitely want more complexity, depth and variety in plot and characters.
GTA V, for a character-based example: I would say that Trevor is an antagonist to Michael's protagonist, at least while you're playing from Michael's perspective. And while Trevor is rather a "mwahahahaha!!" villain, he's also a playable character whom you discover to be a complex, and no less disturbing, anti-villain. Much of the conflict in the plot is between Michael & Trevor as they begrudgingly reconcile despite their considerable grievances with each other.
I agree that in DA Origins the blight, as a means of conflict, was effective. In fact, story & character wise, that game does many deceptively simple things very well (though it's not without its daggy moments). The human drama (such as the summit in Denerim) is dwarfed by the inhuman blight & its darkspawn, which is the point - people will busy themselves with petty conflict out of denial or pride while real destruction and terror happens underneath their nose.
So there are certainly more interesting ways to have conflict in a game's story than by relying on an evil, over-the-top villain that the player is detached from but still expected to hate... how can you hate someone who is one-dimensional and corny? (in a genuine "this is a convincing character and I loathe them" way, not a "this character is shite and that's why I hate them" way)
author=Feldschlacht IVauthor=RyaAnd a lot of critically acclaimed games don't! Games like the Witcher 3 and Deus Ex are considered some of the best games, and some of the best written games of all time, but not because of their villain (even though both have "mwahaha villains".)
I actually agree with Kloe. Also, if we go by critically acclaimed games, they often also have "MWAHAHA" villains.
You start off the sentence that critically acclaimed games don't have "mwahaha villains" and then end the sentence saying that they do...
Note that I didn't like Witcher 3, Deus Ex and FFT, so I never played them very far and don't know how their villains are and so can't comment on that.
I said that a lot of critically acclaimed game don't, not all of them. And you have uh, different tastes in games, I'm aware!
Sooz
They told me I was mad when I said I was going to create a spidertable. Who’s laughing now!!!
5354
Yes, such critically acclaimed games as BioShock, Shadow of the Colossus, the Last of Us, Silent Hill 2, and Xenogears sure do have uncomplicated antagonists who are just in it for the sake of being evil.
EDIT: Like even if that weren't the case, it is still always worth it to sit back and think about your stories, like, "Hm, do I really need to keep doing it like this? Maybe I could do it a different way and that would be cooler." Maybe your personal conclusion is, "No, the Old Ways are best after all," but you and others will benefit from the thought process.
Just knee jerking with "Well, I like it and it's popular, so anything else sucks!" is a really shallow and uncritical way to make stories. Even if you personally have come to the conclusion that the Old Ways are best, it's crap to shut down others' discussions. Maybe they'll come to a different conclusion; the diversity that results from these differing, thought-out opinions is what keeps stories from becoming stagnant, and is the biggest strength of indie gam mak.
EDIT: Like even if that weren't the case, it is still always worth it to sit back and think about your stories, like, "Hm, do I really need to keep doing it like this? Maybe I could do it a different way and that would be cooler." Maybe your personal conclusion is, "No, the Old Ways are best after all," but you and others will benefit from the thought process.
Just knee jerking with "Well, I like it and it's popular, so anything else sucks!" is a really shallow and uncritical way to make stories. Even if you personally have come to the conclusion that the Old Ways are best, it's crap to shut down others' discussions. Maybe they'll come to a different conclusion; the diversity that results from these differing, thought-out opinions is what keeps stories from becoming stagnant, and is the biggest strength of indie gam mak.



















