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]
© Copyright 2026 Paperzz