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Character Design II
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Character Depth Story-Driven Character Design
Personality Moral beliefs Attitudes How character behaves in a given situation Etc. Story-Driven Character Design Personality Moral beliefs Attitudes How character behaves in a given situation Etc. Interactions between characters is one of the most important aspects of a story.
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Roles, Attitudes, Values
Steve Meretzky recommends creating a character backgrounder which gives information such as Where was the character born? What was his family life like as a kid? What was his education? Does he have phobias? Describe his important past romances. Describe his political beliefs, past and present. Does he drink tea or coffee?
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Ethics Moral philosophy
Defending and recommending concepts of right and wrong conduct Deontology vs. Utilitarianism
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Ethics: Deontology Means justify the ends
Nobody can know the consequences of their actions Do the right thing because it is right Lying is wrong, killing is wrong, etc. E.g. Batman
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Ethics: Utilitarianism
Ends justify the means Whatever it takes to achieve the best ends Lying to protect someone is good Killing innocents to save more innocents is good “for the Greater Good” e.g. Robin Hood
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Ethics: Virtue
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Consider the following
“The old fairy tale makes the hero a normal human boy; it is his adventures that are startling; they startle him because he is normal. But in the modern psychological novel the hero is abnormal; the centre is not central. Hence the fiercest adventures fail to affect him adequately, and the book is monotonous. You can make a story out of a hero among dragons; but not out of a dragon among dragons. The fairy tale discusses what a sane man will do in a mad world. The sober realistic novel of to-day discusses what an essential lunatic will do in a dull world.” - G.K.Chesterton
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Roles, Attitudes, Values
How to express your character to your audience Actions speak louder than words Avoid expressing a character through their own dialogue Place characters in situations where action reveals character Give the player time to understand
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Mr. A
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Attributes Status attributes Character attributes Change frequently
Change by large amounts e.g. health points, stamina Character attributes Change infrequently Change by small amounts e.g. S.P.E.C.I.A.L. From Fallout Games, strength perception, endurance, etc.
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(Character Attributes)
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(Status Attribute)
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Character Dimensionality
Zerodimensional Characters exhibit only discrete emotional states No continuum of states e.g. nameless orcs and goblins in Lord of The Rings only feel one of two emotions: fear and hate
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Character Dimensionality
Onedimensional single variable to characterize a changing feeling or attitude e.g. Gimili from Lord of the Rings is hostile and suspicious toward elves at first, but over time his respect for the elf Legolas grows until they are boon companions (more so in the movies than the books)
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Character Dimensionality
Twodimensional Described by multiple variables that express their impulses Impulses don't conflict e.g. Denethor from Lord of the Rings, has variety of strong emotions—pride, contempt, despair—but he never faces a moral dilemma. His senses of duty and tradition trump all other considerations, even when they are wildly inappropriate
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Character Dimensionality
Threedimensional Multiple emotional states that can produce conflicting impulses This distresses and confuses them, sometimes causing them to behave in inconsistent ways e.g. Frodo from Lord of the Rings
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Character Dimensionality
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Character Growth Decide which characters will grow and how Physically?
Intellectually? Morally? Emotionally?
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Archetypes Common types of characters seen in stories
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The Innocent Motto: Free to be you and me
Core desire: to get to paradise Goal: to be happy Greatest fear: to be punished for doing something bad or wrong Strategy: to do things right Weakness: boring for all their naive innocence Talent: faith and optimism
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The Orphan/Regular Guy or Gal
Motto: All men and women are created equal Core Desire: connecting with others Goal: to belong Greatest fear: to be left out or to stand out from the crowd Strategy: develop ordinary solid virtues, be down to earth, the common touch Weakness: losing one's own self in an effort to blend in or for the sake of superficial relationships Talent: realism, empathy, lack of pretense
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The Hero Motto: Where there's a will, there's a way
Core desire: to prove one's worth through courageous acts Goal: expert mastery in a way that improves the world Greatest fear: weakness, vulnerability, being a "chicken" Strategy: to be as strong and competent as possible Weakness: arrogance, always needing another battle to fight Talent: competence and courage
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The Rebel Motto: Rules are made to be broken
Core desire: revenge or revolution Goal: to overturn what isn't working Greatest fear: to be powerless or ineffectual Strategy: disrupt, destroy, or shock Weakness: crossing over to the dark side, crime Talent: outrageousness, radical freedom
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Archetypes Good to use as supporting characters
Good starting point for characters Good for bringing out contrast Not a substitute for designing characters
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Character Music Evil or bizarre characters often get themes in a minor key Good or heroic ones get themes in a major key Instruments playing in unison, especially to a monotonous rhythm, suggest enforced conformity (e.g. the Imperial March)
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Voice and Language: Vocabulary
Indicates the age, social class, and level of education Grammar and sentence construction Though not really valid, we associate articulateness and long, complex sentences with intelligence. Accent Tells us place of origin, social class Delivery Speed and tone (e.g. slow speech stereotypically suggests unintelligent) Vocal quirks things like a stutter (Porky Pig), lisp (Sylvester the cat)
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Voice and Language Consider the Simpsons Homer Marge Bart Lisa
limited vocabulary → not well educated Marge middlesized vocabulary → middleclass outlook Bart crude or ironically sophisticated → comical Lisa rich vocabulary for her age → intellegent
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