Video Game Characterization Originally published in print March 2020.

The interactive and frequently player-driven nature of video games allows for unique and interesting approaches to character building in narrative terms.

Characterization is at the center of most modern storytelling, and is the engine that drives the majority of modern media. While historically, the focus of storytelling has more often been the plot, or whatever moral the story is trying to convey; there are many modern genres – such as sitcoms or slice-of-life anime – which focus almost exclusively on the characters. In these genres the characters are the hook which keeps the audience engaged and the plots are usually just excuses to see how the characters react to unusual situations. As character is such a central part of modern media, the unique ways in which video games can express character is a worthwhile topic of conversation.

In particular, the interactive nature of video games puts an interesting wrinkle in the construction of the player character. Depending on the game, the level of disconnect between player and protagonist can vary wildly. Some player characters are almost totally separate individuals with their own motivations and history, while others are blank slates onto which the player can project themselves. While more distinctive than blank slates, fleshed-out protagonists differ very little from main characters in other media, an expected player stand-in is usually constructed very differently. They are usually customizable in appearance, to better act as a stand-in for the player; and usually have a greater degree of free choice within the game, to give the player the chance to express themselves through play.

This also means that player stand-ins are usually written with as little pre-existing personality and backstory as possible, so that the decisions of the player don’t feel contradictory to any previously established personality traits. Depending on the writing, this can allow for a more immersive experience for the player, as they are free to make whatever choices they want. Done badly, this can produce a very thin main character, or one whose decisions come off as inconsistent and unmotivated.

Gameplay elements like items or abilities can be used to convey information about the characters without having them blurt out their backstory to the player. For example, in RPGs, a player stat (A number based on ability in a given area) which is normally used for combat could have non-combat uses, like a character with high constitution having a harder time getting drunk. Or a character’s abilities may reference some aspect of their character or background, like royal heritage or magical abilities.

Sometimes a character’s initial equipment will reflect their background, like a poor farmer starting with a pitchfork rather than a real weapon, or a married character will have a wedding ring in their inventory like the protagonist in Fallout 4. This can flesh out minor characters and add more depth to major characters without simply having them state facts about themselves through dialogue. This more subtle storytelling can help flesh out a game world without resorting to clunky exposition.

In addition, sometimes the game mechanics themselves can be used to express changes the characters undergo over the course of the story; how they grow and change. Alongside standard level-up or advancement mechanics, sometimes a character having a moment of personal growth or revelation can be expressed through gameplay by a new skill or ability. Sometimes an injury or illness is expressed mechanically, allowing the player to experience the pain and frustration of the player character. For example, in Red Dead Redemption 2 the main character encounters physical health issues throughout the story, reducing their HP and causing them to cough.

Finally, the interactive nature of videogames means that there is also room for the player to define the character, in addition to the author. This is most often seen in the form of dialogue options, by which the player can define aspects of the protagonist. These can be decisions the character makes, but sometimes dialogue options are used to define the characters backstory or simply their reactions to events. These sorts of varying dialogue options can be used to allow the player to affect non-player characters as well. This is most commonly done using some sort of approval mechanic, where making decisions that the supporting cast approves or disapproves of, changing how much they like and trust the player character. Some franchises, like the Dragon Age series, even allow the player to change the opinions and outlook of some supporting characters through dialogue by encouraging them to see the world in a different light.

While video games have some unique challenges in creating fleshed-out, believable characters; there are also some unique advantages. The blank-slate protagonist can be an implausibly passive piece of cardboard that the more interesting characters talk at, or a genuinely engaging character in their own right, acting as a window through which the player views the game world. The large quantity of information about each character that most games give to the player can be totally divorced from the narrative, or it can reinforce and foreshadow important character beats. Like most aspects of writing, what determines whether the medium of video games enhances or hampers its characters depends on the skill and craft of the creators. 

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