Creating Strong Video Game Characters

L’essentiel 🎯

Ref Description Duration
Creating strong video game characters Conference on character creation and how to make them interesting. 52 minutes

Jeremy Bernstein presents a model for understanding what makes a character and how to use it to create a character with depth that will touch the player.

A character’s key points
  • Set in an emotional context
  • Helps the player connect to the story
  • What you remember most
  • Very much tied to the story

 

Someone wants something but struggle to get it.

(Definition of the basic element of a story and a character.)

 

The actions that the character will do to get what he wants are what define him.

💠 For example, a villain will not hesitate to perform immoral actions.

The actions of the character in a video game are translated by the gameplay.

⚠️ It’s important that the gameplay matches the character.

 

The author invokes a model composed of 3 units :

  1. 🎯 Goal unit  What the character wants
  2. 🤸‍♂️ Unit of actions  The actions they perform to get what they want.
  3. 👺 Appearance unit How does it show itself?

Video game character 👯‍♀️ 👯‍♂️

How to distinguishavatars and characters.
  • An avatar is simply a set of pixels manipulated by the player (e.g. a brick in tetris, pacman, early zelda, mario, etc.).

    It acts at the level of mechanics.

  • A character is deeply rooted in the story, with a purpose and an emotional context.

 

/charsAndGames.JPG
3 character types common to video games

The 3 main types of characters in video games are :

  • The non-speaking character
  • The cinematic character
  • The open character

The model 📋

The model presented by Jeremy Bernstein is composed of 3 questions about the character:

  1. What does the character want?
  2. What does he do to get what he wants?
  3. How does he show himself?

From these 3 questions he evokes 3 units:

  1. 🎯 Unit of purpose
  2. 🤸‍♂️ Unit of actions
  3. 👺 Appearance unit

1️⃣According to the author, 🎯 the goal unit is the most important. This is because if there is a ❌ dissociation between 🎯 the player’s unit of purpose and the character’s unit of purpose, the game experience falls apart.

💠 For instance, if the character doesn’t want to talk to anyone, and we keep talking to NPCs.

2️⃣The second most important unit (🤸‍♂️ of actions) is the 🤸‍♂️ unit of actions. It’s less damaging in the event of dissociation, and can work even if it’s only aligned with the character.

💠 For example, when you play a Batman game, you’re not surprised to do things that none of us would do.

3️⃣The last unit (👺 appearance), according to the author, is not a problem if the player and character are not aligned.

Conclusion 📝

The conference is a useful tool for understanding character creation, and through its model offers tools to feed this reflection work, which must take place upstream of development.