The Base of Characterizing
Last week we talked about how we could develop characters using nothing but a skill tree. Obviously, that much knowledge is pretty advanced for the common developer, so today I'm going to be talking about something that's a bit lower scale than that. Making a character feel real.
Since this is more of an overall writing skill I'm going to use my knowledge of character development in creative writing, rather than what you may be used to in typical story driven games (except the outstanding narratives). Today, I'm going to show you a few methods of easily creating a character, without having to put too much through into their existence, development, etc., because it will already be reasonably self explanatory past that point... Well, let's get started, shall we?
Now, don't get me wrong, this doesn't mean that every character will be at least slightly evil, but rather that every real character is in some way flawed. And quite often, when characters overcome, or use that flaw to their advantage, it is when they shine in the narrative, and really draw the character in.
This form of character define is literally known well as "Character Flaw" and can (but doesn't have to be to make it all more interesting) be one of the main focuses of the entire story. As Wikipedia describes it, it is: "In the creation and criticism of fictional works, a character flaw is a limitation, imperfection, problem, phobia, or deficiency present in a character who may be otherwise very functional."
Further study of this topic can be done here: Character Flaws: The Seven Chief Features of Ego by Barry Mcguinness. Just to warn you though, this is a bit complicated (and maybe a bit too much information for such a simple
But the point of this article is easy application of characters with depth to their personality, not professional writing skills, so I'll let you delve deeper into that topic yourself if you do so please.
The Bartle's Taxonomy Method
Bartle's Taxonomy is an age old study of Player's interests in games, and how these interests can best be used effectively in game design to appeal to the largest possible crowd, or to appeal to each grouped parts of the crowd especially well. You can read more about it's overall point and application here: Bartle's Taxonomy of Player Types (And Why It Doesn't Apply To Everything)
I'm not going to explain Bartle's taxonomy here, so if you haven't already learned about it yet, please read the link post, and specifically that article.
Now, many of you may be wondering why I shared an article that discusses the importance of not applying Bartle's Taxonomy to anything and everything is that the usage of it narratively is not only a bit strange, but is
interact with the world. How they would make choices, and how they would behave toward other characters. Oddly enough, this system that was created to group players can also be used to group and/or define your characters, and make them feel like actual people, rather than making every character feel the same by making them all seemingly behave the same way in any given way.
This provides us with a way to easily
The "KIIRA" Method
Take these methods lightly though. Obviously, I'm not a skilled writer, nor a skilled character designer. I just know some simple tricks to make a believable character, that's all. And by no means should any character be constricted by these methods, because that could end up making them feel limited and unrealistic.
Until Next Time!
Anyways, I'll see you here with game design breakdown next week, as I discuss my viewpoints on game marketing and why I don't sell games, or make FTP games!