Tuesday 3 March 2015

Project #2 - Conclusion

Bringing my three character designs together and discussing them with players familiar with their respective intended games, I was able to draw a conclusion from them.


 
The bottom line is, significant characters need to exist within a game space for a reason. A prominent character that has no impact on the game space, character and consequently the player can potentially break a player's experience within that world. The theme of family demonstrates this quite simply, in that it creates an emotional link between the player and character and by extension the game space. It is easier for a player to step into the shoes of a character when their situation is identifiable, even if said character belongs to a wildly different culture - for example, an entirely fictional one.

That said, a significant character - such as a brother in the cases of my project - can be significant in ways other than discussed in my case studies. Through feedback on the circumstances of my characters, it became apparent that they can be significant in other ways than the 'damsel-in-distress' scenario. While Links' brother, let's say, wouldn't strictly drive Link to start his adventure, it is he who would feel compelled to assist Link in his journey because of an invisible bond of blood relation. Of course, this doesn't always have to be the case, as was explored with Vyse's sibling.

Characters without rhyme or reason can potentially break a player's immersion within a game space. Significant characters such as family members aren't limited to being a catalyst for an adventure through simply needing to be saved. They could be a boon or a hindrance, and an excellent avenue for character development - i.e. unfolding mysteries previously unknown about the main character. They can add depth to a story and/or game space. The significant character could directly influence the main character and the player's emotions and/or choices. For example, would the player feel sorry for Vyse's brother, and would it be in Vyse's nature to do so too? If the player can see through Vyse's eyes, then the experience becomes that much more in depth.

To summarize, a character can exist comfortably within a game space and maintain the link between player, world and protagonist through providing a relatable situation for the main character that also blends within the culture of that game space. It stands to obvious reason that aesthetically this character should belong within that game space.

In other words, a character can belong to any culture - real or entirely fictional- as long as they provide a strong link between the the game space, character and player. 




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