Tuesday 5 March 2013

Elements of Game Design, Part 3: Character


A set of interesting and well-designed character are what drive a game and its story. Characters help us, the viewer, form a bond with what’s happen around us, giving us a first person insight into the world we are driven to explore. They help us interact and be a part of the story. In books, TV and film this is also apparent. Seeing a characters emotion and reaction to situations, we are able to see for ourselves, we see into the characters mind and empathise with this person in front of us, bearing our soul. In games you do anything to stop your character from dying or being injured, there is an embedded fear of being attacked or anything bad happening to a character. It makes us cautious, we change how we are, our mood, our body language, anything and everything to do whatever it takes to make sure your character succeeds by any means necessary. It's this bond that immerses our emotions into a game, as the link below shows, all be it in very extreme ways:  


From personal experience of characters in games, I grew a close bond to a certain game. To say these characters felt like family is highly cliché, but there is no other way to describe it. I saw these character from a young age and they have always been in my memory. I’m talking about final fantasy 7………again, but this shows what I mean by how much this game means to me and how much it has impacted my outlook on life. 


To me every aspect of the game, makes it the perfect game, but a big part is the characters. Even though technology wasn't its best at the time, to the point where the characters couldn't even speak, but this didn't stop characters from developing personalities. Everybody is seen and ‘heard’ even though they don’t speak. This is where script comes in, and how it is more important that the script is right. With modern games, the script is still important but it’s the voice acting that makes the script shine. Back in the days of final fantasy 7, the player had to gauge a characters emotion from written words alone. Script in terms of punctuation was crucial. Sure it could make for lengthy conversation and cut scenes having to read what a character is saying, but it still managed to grip you and keep on hanging onto every last word. 



In a game like Metal Gear Solid 4, acting and body language played huge parts in the cut scenes. Again, as the above video shows, the cut scenes are lengthy in this game, and I did find myself fading in and out of conversation, but it was the acting and body language that distracted me. The emotion in characters faces and the pain in there body when they twist and contort, makes for a realistic, believable scenario. 

To me, a story that shows in depth character development and a heavy focus on an interestingly intricate story line, is key to a memorable experience. Whether it be film, TV, books or games, a story can be gripping when all the ingredients are well balanced and of good quality. Characters help us become part of the story. We look for qualities in the characters that we can also see in ourselves. This gives us connections, makes us feel a part of what we’re viewing and this is so true in computer games, more so than any other form of media.

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