Monday, 27 May 2013

Elements of Game design, part 3: character



While I said earlier that game play would be the main thing that effects how successful a game is, it is true but pure game play alone gets boring eventually. But that’s where immersion within the game is so incredibly important after the game play. The games of the modern era usually always have a plot line nowadays and a character development of some sort.

http://www.bioware.com/_commonext/themes/masseffect/default/images/home_header_noflash_1000x467.jpgIt’s just become an essential in the world of game design. Games like Mass Effect and Dragon age, while not being the best games in terms of game play and mechanics, certainly make up for that fact with the sheer amount of depth, story and character gone into those games.

I love a game with a good character and story, or one that can connect to me on an emotional level.


From a guy who’s played WoW for 5 years I can tell you how important immersion and character are to game design. I mean... It kept me paying £8.99 for 5 years, isn’t that enough evidence already?
It wasn’t the game play that kept me in, that got boring eventually. It was being in a huge undiscovered world with tons of things to do and since you were your own character you had the choice of how it developed for yourself. But I have already explained this before in my previous blog post.

I really loved the characters in Team Fortress 2, the whole game was screaming out character to me. And it was really funny and enjoyable hearing Heavy mow down people with his machine gun and Pyro muffling through his gas mask. It’s cartoonish atmosphere and art style had a special charm about itself which kept me playing.



Another interesting gamasutra post talks about immersion and characters that are real to the game developer itself:



“To create a truly immersive game experience with a compelling fantasy world, you have to populate that world with real characters. Not just characters that behave realistically on the screen, but characters that ARE real to you, the game’s creator. The more you know your own characters, the more real they will become, and the more they will help draw the player into your game’s imaginary word. It’s not enough for your characters to have distinctive speech patterns and tics. They need actual histories, motives, dreams, and secrets. Then they will have real depth with which pull the player in, and your fantasy world will become a real place that the player loves to visit, and can't wait to get back to when they leave.




I thought about this quote and thought how cut scenes link into making the characters come to life to your eyes, showing storylines and character developments in Hollywood fashion, are almost common place nowadays in game design. In fact I sometimes only watch game plays of certain games just to watch the storyline specifically, such as “StarCraft 2: Heart of the swarm” and the new “Tomb Raider” game as well as all the Devil May Cry games which I’ll mention later.









Character Personalisation and customisation in games have also become a huge factor in game design too, to fully immerse the player and to make them feel like its their own character, tons of personalisation and customisation has been added into new games, which is a brilliant idea. It really immerses the player and gives a sense of belonging and attachment to your virtual character, as well as achievement, linking in with the reward system I talked about in my earlier blog post.
http://images1.wikia.nocookie.net/__cb20120802131202/blacklighttangodown/images/d/d7/Armor.jpgGames like Blacklight Retribution, WoW, Skyrim, Dragon Age, and many more really do a fantastic job of giving a sense of value to your character. More and more game companies are learning that customisation and rewards are one of the things that keep the player hooked. Heck even a game like Fruit Ninja had me addicted to it, since I wanted to collect all the different styles of blades and swords they had to offer. And the beat my 8 combo streak of fruits I just blitz.

I remember when I first heard of devil may cry and saw its amazing brilliant sword fighting mechanics and game play, but what really sold me and brought me into the game was the Characters, Dante, a Bad-ass half demon slaying demons and protecting humanity as well as being the coolest funniest calmest character in the game really entertained me. And I’m now a huge fan of the franchise just for the character and story developments. I saw the behind the scenes footage for the devil may cry 3 cut scenes and they had all these stuntmen from Hollywood doing crazy action and jumping scenes wearing motion capture suits just for the cut scenes because it was that important.

The industry is changing and for the better, with better characters visuals, story lines and more immersion and customisation than ever, as well as the ability to attach players to their characters emotionally, it’s where the industry is heading and where I want it to go further.


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