From Zero to Hero: Making Swell Protagonists out of Game Characters
Being a hero's hardly a jaunt in the haunt, especially if said hero happens to be starring in a video game.
On the one hand, video game protagonists must contend with obstacles—external and internal—that stand in the way of their wants and needs, whether the hurdles along the way are of a narrative and/or gameplay nature.
On the other hand, game protagonists must prove fun to play as and allow enough room for players to project themselves onto their in-game avatar. Lest the immersion factor be hampered by scripted actions that may look out of character and/or be something that players couldn't imagine themselves performing (hence the term "ludonarrative dissonance" in gaming discourse).
It's a fine balance that developers strove to maintain over the course of sundry decades, one that increasingly became a tightrope as technological advances allowed for more complex storytelling and mechanics that can make or break game protagonists if one is(n't) careful with how they shape and portray the player's virtual vessel. Whether said vessel whizzes across a war-torn FPS arena or bandies words with NPCs in an RPG or visual novel.
Between the smooth-narrating Silas Greaves in Call of Juarez: Gunslinger (2013) and the more Shakespearan-sounding Raziel in Legacy of Kain: Soul Reaver (1999), gaming pulls nary a punch when it comes to having players assume the role of personalities from all genres and walks of life.
Such are the lengths to which developers go to capitalize on the promise of a power fantasy and/or character study that entertains as much as it enlightens. Even with the aforementioned need to have players project themselves onto protagonists, however, the experience can become one that sticks to players' minds if developers are eager to push the envelope on the protagonistic front.
More specifically, the heroes themselves should feel believable on a mental and emotional level without deviating from the player's desire to enjoy and beat the game in a way that has gameplay and story complement one another.
Between performing consequential actions that reflect their personality and gameplay abilities, and reacting to plot points and gameplay obstacles in an appropriately characteristic fashion, game protagonists bear more than just a responsibility to fulfill their heroic duties. They also possess the sort of potential that can make players want to know more about their virtual selves and form a bond with their avatar that can hardly break—no matter how far away players walk away from the screen once they've done their heroic part.
NOTE: The tips in this article may or may not be compatible with every game depending on the designer's vision, but they serve as general tenets that can benefit the experience when well implemented. Spoilers abound since details about the protagonist shall be discussed.
Make their personalities engaging, but flawed enough for character development
When it comes to characterization, first impressions matter a great deal. Players are likely going to be spending the whole game with the protagonist, so having an avatar who boasts intriguing mannerisms and lines of thinking can prove beneficial to keeping players immersed throughout the experience.
This can mean anything from a dark sense of humor that sharply contrasts with the cheeriness of the world in which the protagonist lives to an atypical occupation that sheds light on the avatar's normal life before adventure calls. That said, the purpose of a story is to have the protagonist undergo a physical and figurative journey that molds them into a new (and better) person—hence the need to incorporate character flaws into the protagonist.
Such flaws aren't just there to humanize the character, however.
They also serve as a bogeyman of sorts that the protagonist can look to so that they may be further compelled to indulge in character development. This in turn adds to the feeling that the player's embarking on a journey that has more than just the environment change around them, for the protagonist's also shedding their proverbial skin and changing form along the way.
Take, for example, Manny Calavera from Grim Fandango (1998).
From his charismatic disposition to his salesman pitches, Manny hardly misses an emotional beat upon being introduced in the opening cutscene. But all of this contrasts with a mental wrinkle—that being his insatiable lust for pure-hearted clients he can have whisked away to the Land of Eternal Rest.
Between the frustration he feels toward being stuck in a rut and the feeling of jealousy he embodies whenever fellow salesman Domino is brought up, Manny's the sort of feller who'd do anything to nab himself a golden client. Even if this means stealing said client from Domino. What unfolds is a series of events that sees Manny fleeing the confines of his office and traversing the outside world for four years alongside his newfound chum Glottis.
The protagonist retains his charm and one-liners in the face of adversity, yet his lesser traits do abate the closer he gets to his ultimate goal. Such a process gradually reveals a desire not just to have the golden client escorted to the Land of Eternal Rest, but also to redeem oneself in light of the inciting incident that stemmed from Manny's impatience and go-getter attributes.
But because the hero established himself as likable from the get-go, players are willing to put up with his initial woes. They know that Manny's more heroic traits—such as persistence and courage—will outweigh his flaws.
Honorable Mention: Niko Bellic from Grand Theft Auto IV (2008). Despite the cynical worldview he inherited from his wartime experience, Niko is not above being courteous toward those he bonds with (e.g. his female acquaintances) and he tries at many points in the story to resolve conflicts between two parties peacefully. Yes, Niko won't hesitate to pull the trigger if his hands become tied, yet his scruples help him develop as a character and weather the worst that the world of crime has to offer.
Have them believably react to the world and its goings-on
No matter which species or world they identify as and belong to, a protagonist is still very much the product of human hands and minds.
As such, players can expect their avatar to behave like their fellow folks. Not necessarily in terms of gameplay abilities, but rather with regards to how they approach events and characters. After all, if players are represented in-game by the protagonist, then it's safe to say that the latter may speak and (re)act on the former's behalf in ways that feel familiar and even innermost.
But the reason for the above goes much further than just reinforcing the protagonist's believable nature. Human reactions that are in keeping with their personality and character arc also help reveal more of the protagonist's inner self to players, solidifying the bond that both parties share.
This is before mentioning how the protagonist may take the time to ruminate on their (re)actions and past, usually to determine the best course of action for bettering themselves on a physical and mental level (more on that later).
Alex Chen from Life is Strange: True Colors (2021) particularly stands out in that regard. As an empath endowed with supernatural powers, Alex is able to visualize and read the emotions of those around her. While useful for making gameplay progress, such a flood of intense thoughts and feelings is understandably a lot to take in. When combined with a troubled childhood, it's easy to imagine how Alex may have trouble processing her findings.
From drawing upon another's anger before assaulting that same person, to sucking grief out of a shopkeeper and then venting it out via an outburst in front of her friends, Alex and the player understand that the former's superpower is indeed a double-edged sword that should be carefully used.
This point is driven home by the notes Alex takes in her diary, which recounts some of the more heated encounters she's had with folks in the past and present. Not only does this highlight the fact that Alex's inner woes existed and persisted long before the game itself started, but it also provides a visual understanding of the character arc she went through in the past.
As a result, players are able to buy into the longevity and depth of Alex's general way of reacting to things beyond her control—making them want to see how the protagonist will overcome her demons and conclude her journey.
Honorable Mention: Terra Brandford from Final Fantasy VI (1994). Having been mentally slaved on account of her magical powers, Terra bears guilt upon having to reckon with the memories of the destruction she wrought beforehand. Along the quest she shares with the rebellious Returners, however, Terra gradually comes to terms with the potential good she could do in order to make up for the past and leave the world more wholesome than she had found it. Such is the initial trepidation and eventual acceptance that players can expect from a traumatized soul who fears herself.
Ensure that their deeds leave consequences on their world and/or character
Everyone in life wishes to leave their mark on Earth wherever they go. It is thus reasonable for one to be able to do the same in a virtual environment.
With regards to the protagonist, the need to have their actions leave lasting consequences on their surroundings—and themselves where character development is concerned—forms a sizable part of the fantasy that the game promises. That fantasy being the possibility to be someone else, someone boasting abilities and the drive to use said abilities in order to make a difference and feel like they matter in the grand scheme of things.
Of course, consequences for performing certain actions shouldn't materialize solely for the sake of having consequences: having too many of them in trivial form would only make them less character-defining and meaningful.
Consequences should instead exist as proverbial ripples that shake the protagonist's inner and outer worlds to their core. By making them tangible and having the protagonist react to them in a way that reminds players of how seriously they should take their actions, developers can guarantee an experience in which the protagonist is in the driver's seat from a narrative and gameplay perspective. Instead of just having stuff happen around them, the protagonist should have a tangible say in how said stuff comes to pass.
Tyranny (2016) takes consequential decision-making to 11 via the Fatebinder's ability to shape people, events, and their personality via dialog, combat, and other gameplay segments—albeit in service of evil forces.
Speaking of other gameplay segments, the Fatebinder can shape their world's past events and lore via the Conquest mode that succeeds the character creation screen. Right from the get-go, Tyranny tells players that the Fatebinder is not your average antihero or pawn in an authoritarian game. They get to call the shots on behalf of their overlord, ruining lives or showing relative mercy toward them. Either way, the level of wrath, fear, and loyalty they build throughout their journey impacts the story and gameplay.
From being partial toward either the Disfavored or Scarlet Chorus in matters of pre-battle planning to choosing between killing an enemy combatant and letting them flee in humiliating fashion, few to no scripted encounters or bouts of emergent gameplay are spared from consequentiality.
In a world where one's master watches over them and sizes them up from the shadows, the Fatebinder can't afford to make hurried choices—even if they're on the dark side of the moral spectrum and given extrajudicial powers.
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After all, damning rulers and servants must instill order to tighten iron fists.
Honorable Mention: Lee Everett and Clementine from The Walking Dead series (2012 - 2019). As in other Telltale titles, Lee's and Clementine's actions play a role in defining their relationships with other characters and the situations they find themselves in. That specific people can die depending on the choices the player characters made—choices that come with time limits—adds to the tension and the fact that both leads must live in the moment. Lest they jeopardize their well-being and that of fellow survivors.
Give them (down)time to reflect on their actions and character flaws
On top of how convincingly they react to their circumstances and the outcome of their actions, protagonists should also evoke behavioral believability by slowing their roll from time to time and entertaining thoughts they may have about their current situation or some other matter.
The simple act of processing one's feelings and looking at things outside the heat of the moment does more than just modulate the pacing. It also opens a window into the protagonist's authentic self, inviting players into their avatar's inner realm and making them realize that there's a lot more to their virtual buddy than meets the eye. This not only humanizes the protagonist in the here and now, but it can also provide them with a chance to think about what they should do in future endeavors so they may get closer to their goals.
But it's not all about plot and character development. Bouts of reflection also allow developers to sneak in fun facts about the protagonist that don't have any other logical time at which they may be spelled out. It shows that the protagonist has a life outside their narrative duties, emphasizing the fact they've been around long before players began manning the steering wheel.
Speaking of steering wheels, Agent Morgan from Deadly Premonition (2010) can't help but ponder all sorts of matters while driving around town.
On top of being a special agent who allows an imaginary friend to live rent-free in his mind, Morgan happens to be a maven of pop culture. This can be keenly felt in his lengthy monologs about the peculiar qualities of movies he recalls watching, reminding players of how eccentric and weirdly compelling their avatar is. Not that Morgan doesn't also think about past criminal cases.
Yet it's not just while he's alone that he passes the time with reflective banter.
Morgan isn't above striking up a chat with other NPCs as his passengers, including the town's deputy sheriff Emily Wyatt. Such scenarios do double duty by having the protagonist's bouts of reflection encourage NPCs to chime in with their own thoughts on things, however odd they may be.
The result is a protagonist who isn't a mere pawn for players to move from one end of the world to another: Morgan is instead someone who believably wishes to make time fly faster with esoteric musings and other people with whom he bandies words. Therefore, Morgan appears colorful and lively—a stark contrast to the grim case and goings-on he's charged with investigating.
Honorable Mention: Jackie Estacado from The Darkness series (2007 - 2012). Via an ingenious use of loading screens, Starbreeze Studios fleshed out Jackie's troubled mind and "I've seen many things" life story by having the protagonist impart his raw takes on events and people. This helps players understand that they're not controlling a mere hitman who happens to have a supernatural entity on his person. Rather, they're controlling a rogue who's doing his best to hold onto his conscience during the darkest day of his life—especially when his moral anchor Jenny is taken away from him early on.
Define them by their present-day actions and proactivity
Let's get one thing out of the way: while backstory can greatly add weight to their mien and goals, what ultimately defines a character in the eyes of players is the series of decisions they make and actions they take throughout the course of the adventure. Ideally, such decisions and actions should be something that can shape and inform the character's psyche and worldview.
Nowhere is this more crucial than with the protagonist, the same figure players control and through which they define themselves in the game world.
Since gaming's an active medium, having a protagonist who feels more like a cipher than a driving force—either in "save the world" stories or in tales focused solely on self-discovery—can create a mismatch between the player's desire to make things happen and the hero's lack of personal drive.
Having a (personal) goal is one thing. How one achieves their goal, however, is another. Such a distinction can separate memorably proactive leads from less indelible and more indolent ones. As mentioned before, the protagonist's actions should lead to palpable consequences, and these consequences can be made all the more hard-hitting when the protagonist performs actions of their own volition and in accordance with goals and values that are unique to them rather than purely dictated by external forces.
Enter the Nameless One from Planescape: Torment (1999).
From the moment he awakens in a mortuary, the amnesiac protagonist is free to define his pursuit of self-discovery through the present-day actions he takes and the choices he makes with NPCs and companions. While dark forces do cast a pall upon the narrative, the Nameless One is the one who asserts himself in every scene he's in—which is helped by his ability to shape his personality through gameplay rather than on the skill allocation screen.
From bending characters to his will via philosophical debates to sacrificing party members to a pillar of skulls, the Nameless One goes from a blank slate to a full-fledged saint or lout depending on how he aims to learn the truth about his immortality. Ergo, no action taken by the protagonist seems out of character, one-note, or like it came from obedience to someone else.
By the end of the game, then, players will feel like they've reached the top of their protagonist's character arc on account of the proactive choices that serve as rungs in the proverbial ladder toward enlightenment. This makes the final cutscene all the more poignant, for the Nameless One's coming to terms with fate feels well-earned. He bore an agenda from the get-go and saw to it that every action would not only fulfill his goals, but also reveal more of his current self as he delved deeper into the mystery behind his predicament.
Honorable Mention: Aigis from Persona 3's "The Answer" plotline (2008). Following the death of the original game's protagonist, Aigis embarks on a journey paved with her own demons—learning through self-determination how to get along with the rest of her party and let go of the past. When coupled with the appearance of an initially hostile being who symbolizes Aigis's humanity, "The Answer" doubles down on the original game's theme of death and spiritual rebirth. Aigis thus goes from a character who reacts forlornly to a loved one's demise to a proactive figure who's willing to get out of her comfort zone and live in the moment by actively helping others.
Justify the protagonist's being uniquely equipped for the task
While it's important to have a protagonist who makes things happen in the here and now, it's similarly crucial for the game to detail why a specific soul should be charged with driving the story—lest players feel that their avatar is interchangeable and lacking in importance within the game world's context.
That's not to say that developers should fall back on whipping out the "chosen one prophecy" card seen in many a title. After all, such a solution could potentially rob the initially clueless protagonist of any agency they may've had in the past—making the shift from casually going about one's business in life to shaking the earth with weighty decisions quite abrupt.
At the same time, having an average Joe or Jane assume the driver's seat can undermine developers' ability to bring character idiosyncrasies to the table and use them as narrative and gameplay mechanics for players to leverage.
This is where backstory—particularly the kind that strongly informs a soul's mien and problem-solving approach—can be used to justify an individual's reason for braving character-defining challenges and moments of truth. Whether their backstory involves being an heir to the throne before assuming it in light of their parent's death or being a warlord's right-hand person before getting framed for their master's murder, the protagonist should feel like they already have one or two things at stake before or in the game's beginning.
One game character who boasts valid reasons for being the driving force in the tale is the Pict warrior Senua from Hellblade: Senua's Sacrifice (2017).
Between the traumas she suffered at the hands of her father and the death of the only person who didn't deem her psychosis to be a curse, Senua's the kind of individual who carries so much emotional baggage that the only way to unload it is to undergo a trial that puts her psyche and blade to the test.
All of this means that the quest Senua's on is far too reliant upon her life experiences for players to think that any other person could have the moxie to storm Helheim and lay waste to any supernatural entity standing in their way. It's because of Senua's idiosyncrasies, not in spite of them, that she can take on sights and obstacles too ghastly for any normal soul to stomach.
Let alone cut down without the help of the voices Senua carries in her head.
And if that weren't enough, the frequent flashbacks and references to past events that contextualize and inform Senua's actions individualize the challenges she tries to clear—including the Darkness that torments her mind. This results in a story that stands out not just because of its exploration of psychosis, but also because the discrete experience of living with it warrants a protagonist who can do justice to the topic via perseverance and bravery.
Honorable Mention: Rosangela Blackwell from the Blackwell series (2006 - 2014). Because of her connection to her deceased and spiritually gifted aunt, Rosangela naturally assumes the role of a medium between the human and spirit worlds—with her guide Joey Mallone assisting her in their attempts to help ghosts transition to the afterlife. Over the course of the series, Rosangela settles into her newfound vocation—honoring her aunt's legacy by growing as a character and an effective medium along the way.
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