Today Characters Arno Kamphuis Game Design 2010-2011d • Last ’tale’ of storytelling • Characters • Archetypes • Exercise • Assignments The Monomyth 1 2 3 4 5 6 7 8 9 10 11 12 The ordinary world (can be ignored) The call to adventure The refusal of the call (can be ignored) The meeting with the mentor Crossing the first threshold Tests, allies, and enemies The approach to the innermost cave The ordeal The reward The road back The resurrection The return with the reward Three act structure • Act 1: Development. until crossing the first threshold • Act 2: Complication. until the road back • Act 3: Resolution. the final part • In normal stories: 6%, 88%, 6% • In games often: 2%, 97%, 1% • Crisis appears at the threshold and at the ordeal • The climax appears at the resurrection • Second crisis can either be at the end of the second act or halfway the second act Multipart stories • Many stories are told in multiple parts • Series • Limited sequence of episodes • Each is self contained story • Often an overriding theme/storyline • Common in games Narrative • Non-interactive part of the game • You tell the player things without letting him do things • Often required to tell the story • Gameplay involves the interactive parts • You must make the balance between the two • Narrative helps to create the setting • It provides motivation and justification • It provides an easy entrance into the game world • But it hampers interactivity Multipart stories • Serials • Infinite sequence of episodes • Plot threads not resolved in each episode but run over multiple • • • • • • • Creates cliffhanger situations Multiple plot strands No overall storyline Contain many archetypes Character driven rather than plot driven From time to time plot twists Might become more common in games Characters Characters • Must be developed carefully • Create a backstory • Must fit in the story or the game • Or conflict with it for humor • E.g. animals in a human setting • Must fit the target audience • Good visual design • Artistic • Realistic or not • Device/resolution plays a role • Sprites versus 3D model • Both graphics and animations Characters Characters • Super sensuality • Exaggerate those features dominant in the sexes • Creates sexual desirability • But be careful, people can get insulted/distracted by it • It has to match the game setting and game play • Cuteness • Exaggerate those features dominant in younger people or (pet) animals • Large head • Large eyes • Style is culture dependent • Mouth size in Japanese characters • Americans find European cartoon characters ugly Characters • Sidekicks • Additional characters that support/contrast main character • Can make a game/story appeal to more people • Create a personality for the character • Using the beginning of the story • Based on the background story • Many game characters are weak in this • Strong characters help almost any game • Also arcade games, sport games, etc. • Strong characters become a brand • Mario, Sonic, · · · Characters Characters • Characters should have depth which is revealed throughout the story • They should intrigue the player • Player should “like” the character • Characters should grow through the story Character Growth • Story: • The ordinary world • The call... • The refusal... • The meeting... • Crossing the 1st ... • Tests, ... • The approach... • The ordeal • The reward • The road back • The resurrection • The return... • Character Growth: • Limited awareness • Increased awareness • Reluctance to change • Overcoming • Committing • Experimenting • Preparing • Big change • Consequences • Rededication • Final attempt • Mastery Archetypes • Archetypes play a standard role in a story • They are not necessarily individual character • A single character can play multiple roles • Carefully think about which ones to use in your games and when to use them Archetypes • Hero • Center of the story • Players avatar • Has one or more outer problems • Hero can also have an inner problem (flaw or dark secret) • Story tells how hero overcomes these • Stories are about conflict and how to resolve it • Player must identify with the hero • Hero’s goals must become the players goals • Hero can be an anti-hero • Hero can be a team of individuals • E.g. in RPG games • The players plays one or multiple of them Archetypes • Higher self • The way the hero wants to be • Object of the game can be to become this (although not explicitely) • Threshold guardian • Prevents progress of the hero until he has proven his worth • Doubt in the hero’s mind • Warnings by a mentor • End of level boss Archetypes • Mentor • Guides the hero/player • Wise man, supernatural aid, inner voice, ... • Sometimes the mentor can give bad advise • Hero/player must decide what is the good advise Archetypes • Allies • Those that help the hero • Shadow • The main enemy that must be defeated • The ulimate evil • Does not have to be a character • Sometimes more important than the hero • Can be very present or hidden until the end Archetypes • Shape shifter • Changes form/role in the story • For example, ally becomes a shadow, or mentor becomes a shadow • Often important for the plot twist Archetypes • Trickster • Neutral character that creates mischief • Can be a sidekick • Adds some comic relief • Can take the form of puzzles in games Archetypes • Herald • Propels story in a different direction • Can be a simple message • Angle (Mother) • Heals the hero • Father • Gives good advise and stimulates the hero • ··· DIY • Within the next 20 minutes • Read the story again • Find the characters that represent the following archetypes • • • • • • Hero Allies Herald Shadow Threshold Guardian Mother Practical Assignment Assignment 5 • Story!!! • Write a story (max. 1500 words) • The story must follow the 12 steps (monomyth) • You must indicate exactly which part of the story corresponds to what step • You need to provide the division in acts • You must describe the different character archetypes you use in the game (max. 500 words) • you must indicate how the story can be used as the basis for a game (max. 1000 words) Next lecture Level Design
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