Master of puppets

By Mauricio Bowers

Master of Puppets

There’s only 1 thing worse than following a tool for hours: following a tool that doesn’t talk.

During the silent times, your tool not only does nothing, but continues to say nothing. During the frantic firefights, sure, we’re attacking but I’m not a fan of playing with a thoughtless puppet.

When you spend hours with any game, your avatar stops being a tour guide and becomes an interactive accomplice. A vast majority of our games focus on one main character and it’s important to consume the player through this gateway because the main character is responsible for the game’s progression.

A great example of providing insight into a lonely protagonist is shown through the movie I Am Legend (2007).

I Am Legend features a character named Robert Neville who finds himself in a lifeless Los Angeles as the last man standing, years after a cosmic apocalypse infects the world around him.

The drawing point of the movie is the focus of Neville in this mysterious situation and the delusional world that solitary confinement has cultivated around him.

In order to defend its self, Neville’s mind created life around him to preserve his sanity. This results in activities like turning mannequins into neighbors and animals into friends to protect his mind.

Neville vibrantly spoke to his neighbors about women that he was interested in. He holds conversations with his dog about his daily activities as if the dog were capable of understanding him as a human being would. He created his own world by interacting with his environment as if it were normal.

During one of the many acceptance speeches for the leading role inI Am Legend (2007), Will Smith mentioned how humbled he was by the award. To paraphrase one of his many speeches:

“[...] the movie featured only me for hours, and I’m thankful that the audience still enjoyed it enough to give me an award for my performance.”

Imagine if Robert Neville stayed silent the entire movie, only motivated to take action from the instruction of commanding officers. I have to admit that I don’t feel much attraction towards the idea of following a mute.

When you’re forced to spend so much time following anything, you begin to form a relationship: especially if that “thing” is a human being. If that particular thing lacks personality and depth, it will fail to gauge affection, interest or care for its well-being.

Let’s examine Dead Space’s main character, Issac Clarke, as another example of a protagonist in a secluded atmosphere.

  • Our avatar’s attire consists of a dull-toned, generic suit that has little personality. (Every variation seems to suck, no matter how many upgrades.)
  • Issac has no input on his missions because he has no voice, which portrays a lack of personal control, and thus, a tool.
  • Because he’s silent, and merely takes orders, the introduction of his life and family outside of his setting lose meaning. Why should I care about Issac’s wife when I don’t even care about Issac?

If there is supposed to be any synergy between the player and avatar, it would be benefit the relationship if both expressed the emotions that certain situations evoke.

When the surrounding environment stimulates extreme emotion, there is room to create a persona for the player to relate to and more importantly, attach him/herself to in order to dive into the world entirely.

It’s as if you’re putting on an intriguing mask, and your interest in what the mask will turn you into begins to grow.

  • What’s the story behind this thing?
  • What is the expression it’s trying to convey?
  • Could anyone recognize me if I went streaking?

In the videogame medium, it’s important to utilize our main strength to its highest potential: interaction. This extends further than commanding your character to pick up an item.

It’s about getting inside of your character’s head and gaining an understanding of the person that you’re spending the next 10+ hours with. If the person behind the character on screen is full of personality, why can’t the character be just as interesting?

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Categories: Analyze This

Reader Comments (7 Comments)

  1. Great post and I totally agree with you. It’s very important to have a protagonist with a personality as it adds to environment and the weight of the situation in the game. However, in some instances, the story of the environment and your supporting characters can overshadowing your mindless protagonist. For example, look at Bioshock. The story of Rapture and your guide, Atlas, immerses you into the environment and thus your character plays second fiddle to everything else. This is rare however as many games especially mission driven games you need a character that has personality and not being just some mindless tool.

  2. Thanks a lot Kenneth. Bioshock is a great example of what I was trying to get across in this post. I’d like to feel like more than just a gun waving in front of the screen. There’s so much more room for interaction with our game’s characters that I wish developers wouldn’t just ignore the task and begin to to implement them.

  3. Thats a very valid point. Protagainsts need some kind of depth to them to make them belivable. Coming from personal experiences I prefer a character you are able to relate to. Not just some no name character without any personality.

  4. Thanks for the comment, Darius! Very true, it’s not very exciting navigating a puppet for hours on end.

  5. The mention of Bioshock brings up an interesting thought. The protagonist of Bioshock was devoid of personality and was a tool…literally (according to the story too!). The game was well received but can you name a single soul who cared about whats-his-face?

    The life, personality, and emotion was built into the environment. The NPCs and the machines attached the player to Rapture. Highly interesting because for the sequel no one cared to see the protagonist. In fact, they only wanted to see Rapture. Any poor shmo could visit Rapture as long as we got to battle with giant scuba divers, chase little girls, chat with the locals, take pictures of your friendly neighbors, and my all time favorite – FIND SOME OLD DIRTY SYRINGES TO SHOOT UP WITH!!

    So personality, like you stated, is a must; either the protagonist has some or the environment makes up for the protagonist.

  6. Thanks for visiting George. Now that you mention it, Rapture sounds like a fun vacation destination. Well, without all the gun play and drugs.

    It’s a weird trend with 1st person shooters to focus on an interactive environment (Bioshock), versus 3rd person focusing on the character (Prototype). When games take elements from both sides and cohesively make an interesting title, it’s a special thing.

  7. [...] there are issues we’d love for Dead Space producer, Visceral Games, to address in its upcoming [...]

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