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Of Sephiroth and Ganondorf
Sviel- 06/05/2014 11:45 PM
- 1733 views

If you don't know who Sephiroth and/or Ganondorf are, then I sincerely apologize. The world has failed you, but I shall do my best to make amends. You can also look them up on Wikipedia or some such, if desired.
These two are some of the most iconic video game villains around, though others such as Bowser or GlaDOS deserve mention (as do many others, but you shall have to mention them yourself). When I set out to make Whisper, I first decided to figure out what made them so special to see if I could emulate it.
Sephiroth was designed to be the "direct physical opposite" of Cloud Strife, the main character. However, he was far from the manifestation of pure evil. His goals (fulfill the wish of his alien 'mother' and take over the planet) were abstract enough that most players could not relate to them, but had obvious effects (catastrophic damage to the planet) that every player knew to be Very Awful. As if that wasn't bad enough, he goes and kills one of the characters so hard that even a Phoenix Down can't revive them, and that's Terrible.
The result is that he feels like an actual character, rather than just the Bad Guy. On some level, it is possible to sympathize with him, but it is a rare person who would cheer for him over the protagonist.
Ganondorf, on the other hand, is "the ultimate embodiment of pure evil and hatred." His motives are varied across games, but generally involve taking over the world, which usually is kicked off by kidnapping Zelda. There is basically nothing for the player to relate to in terms of sympathizing with him, though it's obvious that he must be stopped.
Despite this, Ganondorf is still quite popular. While there doesn't seem to be an official list, he often is voted above Sephiroth. Of course, there are so many other factors in fan-voted lists that...well...yeah...
Simply, what made both of them work was that they threatened something that was immediately important to the player. They managed to make players want to stop them without embarking on a single long-winded explanation of their plans, though they sometimes explained anyway.
Thus, when deciding how Whisper would play out, I focused on making sure that whatever was happening, it was something that the player didn't have to be convinced to be concerned about. The details make the game, yes, but the villainy seems to work better when it hits on a very basic level.
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My opinion is that even if you want to make a character deep, it's actions should still hit even if the player doesn't dig and stays at the surface. Making digging a requirement seems suicidal too me, chance is the player won't dig at all, especially if there's noting on the surface.
As for a villain specifically, other than making it hit on a basic level, try giving it a lot of style.
As for a villain specifically, other than making it hit on a basic level, try giving it a lot of style.
A very good point. If they player doesn't experience the content, then it effectively does not exist.
author=Crystalgate
My opinion is that even if you want to make a character deep, it's actions should still hit even if the player doesn't dig and stays at the surface. Making digging a requirement seems suicidal too me, chance is the player won't dig at all, especially if there's noting on the surface.
As for a villain specifically, other than making it hit on a basic level, try giving it a lot of style.
"Style" is awfully vague though; I feel like, as advice, this is basically on the level of "write them well." Trying to aim for "style" without a clear, concrete idea of something that will appeal to players, the results are usually cringe-worthy.
Not having owned a Zelda game since Link to the Past, I have nothing to say about Ganondorf, but-
For Sephiroth, I think that a major component of what made him work as a character was something that basically everyone adapting and reusing his character has failed to imitate. When Sephiroth has appeared in later works written by Square/Square-Enix, he tends to come off as a grandiose, Evil Is Hammy figure. But this really wasn't the case in his original incarnation. Sephiroth's character arc is that of someone who goes from being relatable and accessible to other people, to alien and inaccessible. He and Cloud share some significant history together, but this means much, much more to Cloud than to Sephiroth. Their rivalry is almost completely one-sided. Sephiroth is a villain who has personally, by his own hands, wrecked Cloud's life, and he doesn't care, because he hardly regards Cloud as a person at all; Cloud is just an incidental figure to him.
It's really not even a case of their past having lopsided, significance, a But For Me, It Was Tuesday situation. Cloud was there for some experiences that were formative to Sephiroth as well, but Sephiroth has basically stopped identifying with human beings. Sephiroth doesn't assign importance to Cloud for being there during some of the most important events of his life, any more than an ordinary person would assign importance to a bird for being present on an important occasion. It doesn't matter, it's just a bird.
(This also ties in to the central reveal of Cloud's character. Whereas most Final Fantasy protagonists find that they're prophesied heroes, or have some close personal connection to the antagonist which is meaningful to the antagonist as well, or are otherwise Chosen or special, Cloud's reveal is that he really isn't anyone special or important, except, like anyone else, on a personal level to a few people who know him.)
This, I think, is the significance of that final scripted battle between Cloud and Sephiroth at the very end of the game; it's not enough that Sephiroth be defeated, he must be brought down to a level where he can personally acknowledge the one defeating him.
Of course, while the conflict dynamic was interesting, it might not have meant much without all the length that the creators went to to characterize the Planet itself (the way that they constantly capitalize the word throughout the game is yet another measure to encourage you to think of it as a character in its own right.) Loads of villains have a goal of destroying the world, but very, very few games go to comparable pains to make you take the destruction of the world personally. For all that people joke today about the block-people graphics of Final Fantasy VII, the pre-rendered environmental graphics of the game, in many locations, still look really good today, and by the standards of the time were absolutely jaw-dropping. And over that, the writers developed a theme of exploring the Planet and humanity's place in it, and how we relate to our world.
These are the sort of considerations that made Sephiroth such a powerful figure in his original incarnation. Developers in later games trying to reduce those factors to "style" is, I think, why he's been so poorly copied in subsequent games.
In terms of making a character "deep," I think that what you should really be aiming for is to develop some kind of theme which will affect the player even if they never consciously notice and analyze it. The player doesn't have to notice that the writers of Final Fantasy VII were developing a theme of exploring humanity's relationship with the world they live in to be affected by it and feel a closer relationship to the setting of the game than they would to the settings of most other games.
If Sephiroth is poorly copied, I credit the old "let's try what worked for someone else without actually understanding why it worked" method. It's what caused a lot of people to attempt flight by strapping wings to their arms.
Style is rarely transferable. What works on one character will look out of place on almost anyone else. For an extreme example, if you've played Breath of Fire IV, try transferring Kefka's laugh to Fou Lu or Fou Lu's speech pattern to Kefka and see how well it works. If you're taking a successful character and then transfer it's style to another character, you're committing an error on a very basic level.
Style is hard to give a guideline to since what works is pretty much individual to each character. But here's a test to try; when you want to add a style to a character, try imagining it one other characters instead. Does it fit the intended character better than the others? If the answer isn't yes, then chance is the style doesn't really add to the intended character.
Style is rarely transferable. What works on one character will look out of place on almost anyone else. For an extreme example, if you've played Breath of Fire IV, try transferring Kefka's laugh to Fou Lu or Fou Lu's speech pattern to Kefka and see how well it works. If you're taking a successful character and then transfer it's style to another character, you're committing an error on a very basic level.
Style is hard to give a guideline to since what works is pretty much individual to each character. But here's a test to try; when you want to add a style to a character, try imagining it one other characters instead. Does it fit the intended character better than the others? If the answer isn't yes, then chance is the style doesn't really add to the intended character.
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