Chapter 6A Characters… Add depth to the story and game world Aid in the Suspension of Disbelief Player’s link to the game world.

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Presentation transcript:

Chapter 6A

Characters… Add depth to the story and game world Aid in the Suspension of Disbelief Player’s link to the game world

Player Appeal Believability Someone/thing to Identify With

Avatars Industry term referring to any protagonist under the player’s control Avatars need more and better animations, more care and more detail while being designed The relationship between player and avatar depends on many factors, including control mechanisms, visual and audio clues, self creation, and many more

Player Designed Avatars Most prominent in RPG and online multiplayer games Physical design – race, hair, colouring, clothes, attributes… Persona – acts like the player’s mask while in the game world Allow for personal expression, often the best way for players to connect to their avatar

Game Supplied Avatars Connection is dependant on how well defined the designer makes the avatar Can be specific, non-specific, or somewhere in between

Non-Specific Avatars Avatars that are written as if the player themselves inhabit the world Cannot be depicted or described because nothing was specified for them

Specific Avatars Used when the designers feel limited by having a character that is not specified A better sense of belonging, rather than just visiting Allows the character to appear on screen The player is not the avatar, but still feels emotions related to actions taken by the avatar Important for story-based games

Somewhere In Between….

Male and Female Avatars Males will play through a game as any avatar, as long as that avatar engages in traditionally male activities Generally, males do not identify with their avatars Women appreciate the chance to play female avatars, as long as they look somewhat like a real female Females see the avatar as an extension of the self and a conduit for self expression

Designing Avatars FIRST decide how you want the player to relate to the avatar you are designing Decide on psychological and social details as well as visual details How an avatar speaks says a lot about them Gordon Freeman never speaks Mario and Lara Croft speak very little Fang and Ezio speak a lot Also need to determine control mechanisms

Control Mechanisms Indirect control: the player is a guide and the avatar follows directions, but is not actually controlled The avatar is instinctively someone else Direct control: the player has full control of the avatars movements The avatar is the player

Visual Appearances How a character is drawn has a huge impact on how the player feels about them Art-Driven Design Often chosen by visual inclined designers Good if your character does not change over the course of the game Often used when other media is exploited

Body Types Humanoids Always have two arms, two legs, one head Body parts and facial features are arranged like a human’s Non Humanoids Characters that look nothing like humans Animals and slime monsters fall in this category Hybrids Have a combination of humanoid and alien qualities

Cartoonlike Qualities Cool Tough Cute Goofy

Cool Never get too upset about things Detachment, often with a rebellious attitude Often wear sunglasses and slouch when not doing anything Clever, witty – often use wits over strength Game actions are often fast and focused

Tough Exemplify physical aggression Often also hyper-sexualized Typically male Exaggerated height and bulk Large, expansive gestures, speak with their fists Animations are usually big and abrupt, fast moving and aggressive Forward leaning posture

Cute Drawn with large eyes and oversized heads Rounded features, dress in light colours Often personify cheerfulness, with moments of irritation or determination Animations often let the characters achieve feats that they would not be able to in real life Look innocent and detached

Goofy Slightly odd proportions, funny looking Behaviour is largely comedic Seldom upset about anything for long Animations can be comedic, as long as it does not interrupt the player’s control

Hyper-Sexualized Characters Exaggerating the sexual attributes of an avatar to make them more sexually appealing Usually aimed at male teenagers and young men Often unrealistic proportions and height This also extends to traditional comic book characters Clichéd, discouraging older players and females Often overshadows the other qualities of the game

Expressing Personality Clothing, weapons, symbolic objects, names Used to uniquely identify a character Very crucial for characters, especially when players are required to make snap decisions, i.e. Who should I shoot next? Jewellery has a long history of magic, meaning and mysticism Distinctive names are also used to set a character apart Can also extend to choice of voice actor

Don’t add too much detail! Two or three distinctive features is often enough for one character

Colour Palette This is especially important for clothing Also used to visually set characters apart from everything else Colours are chosen to reflect a character’s attitudes and emotional temperaments

Sidekicks Help explore additional dimensions of the hero character and often used as comic relief Some allow for additional actions that a single character could not believably do alone Expand the emotional range of the hero by offering a contrast Offer the player information that they would not otherwise know

Design Tools Concept Art Drawings made in early stages of production to give an idea of what it will look like Used by all departments – art, programming, marketing, audio…

Model Sheets Draws lots of poses for a single character on one page Used to represent different emotions and attitudes that may be used in animations Allows for comparison to get a better idea of what a character is like