Designing and Writing Great Game Characters by Tom

GALATEA 3.0
Designing and Writing the
Great Game Characters of the Future
Tom Abernathy
Microsoft Game Studios
Goals
 Examine fundamental questions about
creating characters
 Good characters/story make good design better
 Explore approaches to characterization from
other media
 Establish a vision for the interaction of writing
and design in the future
Overview
 Characters Matter
 The Relationship Between Character, Story, and
Gameplay
 Designing and Writing Player Characters
 Actor Preparation
 Designing and Writing Nonplayer Characters
 The Future: Integrating Characterization and
Game Design
Characters Matter
Especially Player Characters
 Experiential
•  Fantasy/aspiration
•  Environmental feedback
 Commercial
  Intellectual property
  Marketing hook
 Creative
  Story derived from character
Point being …
Character
Story
Gameplay
Player Characters
Variables
 First person or third person?
 RPG? FPS? Platformer?
Something else?
 Avatar or distinct? Or split the
difference?
 Everyman/woman? Iconic
hero? Anti-hero?
 Male? Female?
Player Characters
Choices  Questions
 How does person/game type influence “avatar vs.
distinct”?
 How does “avatar vs. distinct” influence name
choice?
Names impact not just character but tone of game.
Player Characters
Taking It to the Next Level
 More fully realized game experiences

More fully realized characters
 Deeper, more detailed questions
 Draw from other media, other creative
techniques – like acting
WWAAA?
(What Would an Actor Ask?)
Actor Preparation
Objectives: What does he want?
 Super-objectives – span entire story
 Objectives within sequences
 Objectives within scenes
 How do these relate to each other?
Actor Preparation
Tactics: How does she get it?
 What tactics would this person use?
 Especially vital in games!
  Player will be taking action as character
  Thus tactics = gameplay mechanics
Actor Preparation
Needs: What is he compelled by?
 When needs conflict with wants, the result 
DRAMA
 Needs help provide obstacles
 Obstacles + tactics = gameplay
  Suddenly you’re a designer’s new
best friend. 
Nonplayer Characters
NPCs are people too!
 Every major character should have an arc
  Arc = his/her own mini-plotline
  Arcs make characters more satisfying 
seem more REAL
 Especially true when choices are made in concert
with designers and integrated into gameplay design
MOVING FORWARD:
Writing and Design in Concert
Sean Devlinn, Saboteur
Jack, Bioshock
Character inspires mechanics and level design –
which in turn inform character arc.
The Future: Integration
 Strong characterization inextricable from strong
game design in narrative games
 Writers and designers doing both well – and
in concert
 We need each other, and we need to work together
Discussion
[email protected]