Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 6: Character Development.

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Fundamentals of Game Design, 2 nd Edition by Ernest Adams Chapter 6: Character Development

Chapter 6 Character Development2 © 2009 by Pearson Education, Inc. Objectives Know the basic goals of character design in games Recognize the difference between a player-defined avatar and a specific or nonspecific avatar Know the issues involved in making non- gender-specific characters

Chapter 6 Character Development3 © 2009 by Pearson Education, Inc. Objectives (Cont.) Know the visual and behavioral attributes used to help create characters in games Use the techniques of either art-driven or story-driven character design to create your own game characters

Chapter 6 Character Development4 © 2009 by Pearson Education, Inc. The Goals of Character Design Games in many genres structure gameplay around characters Characters should be distinctive and credible The ultimate goal of character design is to create characters that  People find appealing  People can believe in  The player can identify with

Chapter 6 Character Development5 © 2009 by Pearson Education, Inc. The Relationship Between Player and Avatar Relationship varies from game to game Factors that affect the relationship  Did the player design the avatar?  Is the avatar visible?  How is the avatar controlled?

Chapter 6 Character Development6 © 2009 by Pearson Education, Inc. Player-Designed Avatar Characters Player creates the physical attributes Player creates the personality

Chapter 6 Character Development7 © 2009 by Pearson Education, Inc. Specific and Nonspecific Avatars Nonspecific avatars  Avatar is assumed to “be” the player, so appearance, personality, etc., are undefined  Very limiting to the designer  Common in early text-based games Specific avatars  Detailed characters with histories and personalities  Used in games with graphics and strong storylines

Chapter 6 Character Development8 © 2009 by Pearson Education, Inc. The Effects of Different Control Mechanisms Indirect control  Player clicks where the avatar should go  Player is a guide to the avatar Direct control  Player steers the avatar  Player is the avatar

Chapter 6 Character Development9 © 2009 by Pearson Education, Inc. Male and Female Players and Characters Male players do not identify strongly with their avatars  Men tend to treat avatars as puppets and often use default avatar without customizing Women identify with their avatars  Women tend to treat avatars as extensions of themselves and an opportunity for self-expression  To make a game more attractive to women, allow them to customize avatar

Chapter 6 Character Development10 © 2009 by Pearson Education, Inc. Designing Your Avatar Character How do you want the player to relate to the avatar? Select the control method Select the appearance and personality (unless the player designs the avatar)  More details create more independence  Select qualities the player will find appealing

Chapter 6 Character Development11 © 2009 by Pearson Education, Inc. Visual Appearances Art-driven character design  Best method for simple characters who don’t change during the game Story-driven character design  Best method for complex characters or characters who change during the game

Chapter 6 Character Development12 © 2009 by Pearson Education, Inc. Character Physical Types Characters fall into three general categories:  Humanoids—physical features like a human’s  Nonhumanoids—shaped like vehicles or machines, animals, or monsters  Hybrids—beings such as mermaids or human/machine combinations Art-driven characters are usually stereotypes:  Most common character stereotypes are cool, tough, cute, and goofy

Chapter 6 Character Development13 © 2009 by Pearson Education, Inc. Character Physical Types (Cont.) Hypersexualization is exaggerating sexual attributes of characters Avoid hypersexualized characters because:  They are clichés  They appeal only to a puerile audience  They may turn off part of your target audience

Chapter 6 Character Development14 © 2009 by Pearson Education, Inc. Clothing, Weapons, Symbolic Objects, and Names Accessories reveal personal style Choice of weapons can also be revealing Transferring an object can symbolically transfer a power or reward Names can reveal a character’s personality or ethnic background  If you overuse this technique it will feel cartoony

Chapter 6 Character Development15 © 2009 by Pearson Education, Inc. Color Palette and Sidekicks Use a signature color for the main character Choose a color palette to reflect character’s attitudes and emotional temperament Sidekicks offer several benefits:  They allow you to give the player additional moves and actions  They extend the emotional range  They can be used to give the player information he wouldn’t get any other way

Chapter 6 Character Development16 © 2009 by Pearson Education, Inc. Creating Character Depth You can convey a lot about a character through appearance, but not everything If you begin character design with the character’s role, personality, and behavior, you are doing story-driven character design You decide these things first and then let artists develop a visual appearance

Chapter 6 Character Development17 © 2009 by Pearson Education, Inc. Role, Attitude, and Values Every character in a game plays a role To design characters, you have to envision them and answer many questions about them Create a backgrounder, or character background paper, for major characters Show character personality through appearance, language, and behavior

Chapter 6 Character Development18 © 2009 by Pearson Education, Inc. Attributes Attributes are the data values that show a character’s location, health, property, etc. Attributes can be divided into:  Status attributes that change frequently  Characterization attributes that change infrequently Attributes a character needs depend on the genre and nature of the gameplay

Chapter 6 Character Development19 © 2009 by Pearson Education, Inc. Character Dimensionality Characters can be classified into four groups:  Zero-dimensional characters display only discrete emotional states  One-dimensional characters have only a single variable to characterize a changing attitude  Two-dimensional characters are described by multiple variables that express their impulses, but those impulses don’t conflict  Three-dimensional characters have multiple emotional states that can produce conflicts

Chapter 6 Character Development20 © 2009 by Pearson Education, Inc. Character Growth A game that aspires to be more than a simple adventure must include character growth To build character growth into a game, decide which characters will grow and how  Games often use physical growth because it is easy to show and implement  Show personality growth through changes in language and behavior

Chapter 6 Character Development21 © 2009 by Pearson Education, Inc. Character Archetypes Many stories that follow the Hero’s Journey pattern include archetypal characters  Characters fundamental to storytelling  Found in stories from all cultures  May be fundamental to the human psyche  Read the works of Joseph Campbell and Carl Jung for more ideas  Don’t implement them slavishly

Chapter 6 Character Development22 © 2009 by Pearson Education, Inc. Audio Design Sounds reveal the character  Sound effects  Musical theme  Vocabulary  Grammar and sentence construction  Accent  Delivery  Vocal quirks

Chapter 6 Character Development23 © 2009 by Pearson Education, Inc. Summary You should now understand  How to design a character  How to distinguish among a player-defined, specific, and nonspecific avatar  How to make non-gender-specific characters  How to use visual and behavioral attributes to create a character  How to create art-driven or story-driven characters  How to use sound to define characters