0% found this document useful (0 votes)
65 views

Fundamentals of Game Design, 2 Edition: by Ernest Adams

The document discusses character development in games, including the goals of character design, types of relationships players can have with avatars, techniques for creating characters, and attributes used to develop characters visually and behaviorally.

Uploaded by

longnguyeenx
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
0% found this document useful (0 votes)
65 views

Fundamentals of Game Design, 2 Edition: by Ernest Adams

The document discusses character development in games, including the goals of character design, types of relationships players can have with avatars, techniques for creating characters, and attributes used to develop characters visually and behaviorally.

Uploaded by

longnguyeenx
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PPT, PDF, TXT or read online on Scribd
You are on page 1/ 23

Fundamentals of

Game Design, 2 Edition


nd

by Ernest Adams

Chapter 6: Character Development


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

2009 by Pearson Chapter 6 Character 2


Education, Inc. Development
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

2009 by Pearson Chapter 6 Character 3


Education, Inc. Development
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

2009 by Pearson Chapter 6 Character 4


Education, Inc. Development
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?

2009 by Pearson Chapter 6 Character 5


Education, Inc. Development
Player-Designed Avatar Characters

Player creates the physical attributes


Player creates the personality

2009 by Pearson Chapter 6 Character 6


Education, Inc. Development
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

2009 by Pearson Chapter 6 Character 7


Education, Inc. Development
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

2009 by Pearson Chapter 6 Character 8


Education, Inc. Development
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

2009 by Pearson Chapter 6 Character 9


Education, Inc. Development
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

2009 by Pearson Chapter 6 Character 10


Education, Inc. Development
Visual Appearances

Art-driven character design


Best method for simple characters who dont
change during the game
Story-driven character design
Best method for complex characters or characters
who change during the game

2009 by Pearson Chapter 6 Character 11


Education, Inc. Development
Character Physical Types

Characters fall into three general categories:


Humanoidsphysical features like a humans
Nonhumanoidsshaped like vehicles or
machines, animals, or monsters
Hybridsbeings such as mermaids or
human/machine combinations
Art-driven characters are usually stereotypes:
Most common character stereotypes are cool,
tough, cute, and goofy

2009 by Pearson Chapter 6 Character 12


Education, Inc. Development
Character Physical Types (Cont.)

Hypersexualization is exaggerating sexual


attributes of characters
Avoid hypersexualized characters because:
They are clichs
They appeal only to a puerile audience
They may turn off part of your target audience

2009 by Pearson Chapter 6 Character 13


Education, Inc. Development
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 characters personality
or ethnic background
If you overuse this technique it will feel cartoony

2009 by Pearson Chapter 6 Character 14


Education, Inc. Development
Color Palette and Sidekicks

Use a signature color for the main character


Choose a color palette to reflect characters
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 wouldnt get any other way

2009 by Pearson Chapter 6 Character 15


Education, Inc. Development
Creating Character Depth

You can convey a lot about a character


through appearance, but not everything
If you begin character design with the
characters role, personality, and behavior,
you are doing story-driven character design
You decide these things first and then let
artists develop a visual appearance

2009 by Pearson Chapter 6 Character 16


Education, Inc. Development
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

2009 by Pearson Chapter 6 Character 17


Education, Inc. Development
Attributes

Attributes are the data values that show a


characters 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

2009 by Pearson Chapter 6 Character 18


Education, Inc. Development
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 dont conflict
Three-dimensional characters have multiple
emotional states that can produce conflicts
2009 by Pearson Chapter 6 Character 19
Education, Inc. Development
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

2009 by Pearson Chapter 6 Character 20


Education, Inc. Development
Character Archetypes

Many stories that follow the Heros 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
Dont implement them slavishly

2009 by Pearson Chapter 6 Character 21


Education, Inc. Development
Audio Design

Sounds reveal the character


Sound effects
Musical theme
Vocabulary
Grammar and sentence construction
Accent
Delivery
Vocal quirks

2009 by Pearson Chapter 6 Character 22


Education, Inc. Development
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

2009 by Pearson Chapter 6 Character 23


Education, Inc. Development

You might also like