0:02 [Music]
0:18 [Applause]
0:46 [Applause]
0:49 all right I can't I can't I'm sorry I
0:51 just can't I just can't do it anymore I
0:53 cannot take it this guy Gordon Freeman
0:58 regularly makes every list of the
1:00 greatest video game characters of all
1:01 time and I don't understand why I can't
1:04 possibly be the only person in this room
1:06 who every time he picks up a controller
1:08 thinks that there is something wrong
1:09 with him
1:10 as he's walking around picking up ammo
1:13 and health packs and people are trying
1:15 to tell him important things before I go
1:22 on I've been asked to remind everyone to
1:25 turn off their cell phones and to please
1:28 fill out your evaluations after the
1:30 session unless of course you work for
1:33 valve in which case maybe that just got
1:35 a little awkward all right where was I
1:37 all right I was making fun of this guy
1:42 but this problem this Gordon Freeman
1:44 problem is to my mind just one
1:48 manifestation of a common problem in
1:50 video games today and that is weak
1:52 character work right now character is
1:55 hard and it's hard in any medium it's
1:57 particularly hard in games which have
1:58 some unique requirements for doing a
2:00 good job of establishing character right
2:03 first and foremost in games the audience
2:05 is expected to become the character we
2:08 are one of the characters it's not
2:10 enough to have empathy or sympathy with
2:12 the characters we actually have to have
2:14 a sense of oneness a sense of unity
2:15 between the two and secondly there are
2:19 so many different types of games so many
2:22 different subgenres and almost every one
2:25 of them has its own peculiar particular
2:27 requirements for establishing characters
2:30 I mean linear games write fully scripted
2:32 narratives these have completely
2:34 different requirements from open-world
2:35 sandbox games where anything can happen
2:38 and on top of the different types of
2:40 games we have different ways of
2:41 presenting characters within those games
2:43 we have the silent characters right the
2:45 ones who have no voice we have the
2:46 cinematic characters the ones who are
2:48 fully scripted we have the open
2:50 characters the ones where we let the
2:52 players choose who they are and most
2:55 games I think fit within these broad
2:58 category
2:58 they're spectrums right so there's some
3:00 hybrids that fall in between you have
3:02 game like a game like halo where your
3:04 character speaks but he doesn't really
3:06 say anything and you've got games like
3:08 Mass Effect right where there's lots of
3:10 player choice but it's still heavily
3:12 scripted so many different types of
3:16 games out there with so many different
3:18 demands is it even conceivable that
3:21 there could be some kind of grand
3:23 unified theory of character in games
3:26 that applies to all of them well as it
3:31 happens I think there is and over the
3:34 next 45 minutes I'd like to tell you all
3:35 about it but first I'd like to talk
3:38 about myself my name is Jeremy Bernstein
3:41 I am a - at writer and game designer I
3:43 have designed games about everything
3:46 from ben10 to congressional
3:48 redistricting super-sexy and I've
3:52 written games on everything from dead
3:54 space to to pretty in pink
3:57 I've also recently been working in
3:59 Hollywood as a television writer for the
4:01 hit series leverage now I've gone and
4:05 used a dirty word just there Hollywood
4:10 writers are not usually very well
4:12 thought of in the video game industry
4:13 it's generally perceived that they don't
4:16 understand the specifics of games as a
4:18 medium the things that make them
4:19 different from film or television and in
4:21 general I believe that's true
4:23 however as someone who's worked on both
4:26 sides of that particular divide I also
4:29 believe that sometimes we in the games
4:30 industry have a tendency to throw the
4:32 baby out with the bathwater when it
4:35 comes to the ideas that come out of
4:36 Hollywood because despite the problems
4:39 these ideas are grounded in 3,000 years
4:42 worth of fundamental human storytelling
4:44 traditions and whether you're talking
4:47 about Oedipus Rex or Walter White it all
4:51 kind of works the same so maybe just
4:55 maybe there's something that we can mine
4:56 out of these ideas that'll give us some
4:58 insight into this guy know before I go
5:02 any further a disclaimer every game that
5:05 I talk about today is a game that I love
5:08 games that I don't love I left out of
5:11 the talk
5:12 now as you may have noticed I am going
5:14 to be from time to time speaking
5:16 critically about some of these games
5:19 particularly about certain elements of
5:20 character right but these are bits these
5:23 are pieces these are moments that don't
5:25 work for me and I find deconstructing
5:27 those moments to find out why they don't
5:30 work to be extremely instructive but
5:33 every game I talk about is a game that I
5:35 love are we clear
5:37 all right let's start off with a
5:40 question then why bother why characters
5:43 why our character is important in games
5:45 our character is even important in games
5:48 Tetris didn't need characters well the
5:51 answer of course is no we don't need
5:53 characters well we need in games as
5:55 avatars we need something that we can
5:56 control and this is one of the first
5:59 pitfalls that we run into when we're
6:00 talking about character in games is
6:02 confusing character and avatar for
6:06 example I think most people would say
6:08 that pac-man is one of the most popular
6:10 video game characters of all time but
6:13 really when push comes to shove pac-man
6:16 is not all that different from this he's
6:20 an avatar not a character and if I were
6:22 looking to start a fight which it's just
6:23 possible that I am I might argue that
6:26 the original incarnations of these two
6:28 guys are really basically just Tetris
6:30 blocks so what's the difference between
6:34 character and avatar well the difference
6:36 is context avatars give a game
6:40 mechanical context I mean when you think
6:43 about it games are really just systems
6:44 of numbers what is space invaders other
6:47 than some vector calculations three hit
6:49 point reservoirs and collision detection
6:52 but nobody wants to play that so we
6:56 create an avatar to make some sense of
6:59 it it's a way to create engagement with
7:01 the players that the sheer system of the
7:03 math wouldn't have so avatars provide a
7:06 mechanical context but characters
7:10 characters provide emotional context and
7:14 this is important because we are
7:16 emotional beings characters engage us
7:20 emotions engage us and if you want proof
7:22 look no further than this game
7:24 now if you played this game and you
7:27 didn't have an emotional experience I
7:30 don't think you're fully human but it
7:35 was because of the character work not
7:37 because of the gameplay there's barely
7:38 any gameplay in fact there's a whole
7:40 talk this morning on whether or not this
7:42 is actually a game and by the way if
7:45 this isn't a game then I don't want to
7:46 be a gamer but more than that there's
7:50 even data that suggests that characters
7:52 are more engaging in games to players
7:55 the narrative is if anyone was at the
7:57 game narrative summit earlier this week
7:59 there was a presentation from Deborah
8:00 Henderson a user researcher at Microsoft
8:02 about measuring player engagement in
8:04 games and one of her key findings was
8:07 that game characters were more memorable
8:10 to players than the plot so those who
8:15 asked why character I would respond in
8:17 short because science says it will make
8:20 people like your game more I'm
8:22 paraphrasing dr. Henderson slightly
8:24 there so character where do we start
8:28 well as with all good things let us
8:29 start with a definition
8:31 what exactly is character well broadly
8:35 speaking I would say the people in the
8:39 story
8:40 I bet everyone is feeling really good
8:42 about paying for those badges right
8:43 about now but I bring this up for a
8:47 reason right because character are the
8:48 people in the story so in order to
8:52 understand the definition of character
8:54 we first need to understand the
8:55 definition of story now whenever
8:57 somebody at a games conference gives a
8:59 talk about story someone in the audience
9:01 inevitably asks this question story and
9:06 games must we
9:08 and like character know of course we
9:11 don't need stories but we want stories
9:13 we like stories we crave stories human
9:17 beings apply storytelling to every form
9:20 of art that we have invented music
9:23 doesn't need story but we create opera
9:25 paintings are perfectly happy to be
9:28 landscapes or portraits but we're not
9:30 happy with that so no we don't need
9:33 stories in our games but damn it if
9:35 we're gonna have stories in our games
9:37 let
9:37 do them right and good stories require
9:41 good characters not just for all of the
9:44 reasons I'm about to explain but also
9:46 because science all right so back to our
9:50 definition of story if you've ever heard
9:52 me talk before then you know the
9:53 definition of a story that I subscribe
9:54 to and that is this someone who wants
9:58 something badly and is having a hard
10:00 time getting it and the reason that I
10:04 like this definition so much
10:06 particularly for games is that it splits
10:09 stories into two fundamental elements
10:13 objectives and obstacles and these are
10:19 terms that were used to thinking about
10:20 when we think about games objectives are
10:22 so important we put them right up front
10:23 on the HUD an obstacle well that's just
10:27 another word for game play and right
10:30 here is why good story requires good
10:33 character all stories start with someone
10:39 this someone is our character we
10:41 generally call them our protagonist the
10:43 protagonist has an objective something
10:46 that they want badly in between the
10:49 character and their want there are a
10:50 series of obstacles the character
10:53 proceeds forward pursuing their want
10:56 overcoming the obstacles till they reach
10:58 their objective and the story ends
11:00 that in a nutshell is every story so if
11:05 this is our definition of story someone
11:06 who wants something badly and is having
11:08 a hard time getting it then our
11:09 definition of character must logically
11:11 be someone who wants something badly
11:16 someone who wants something badly
11:23 and by the way this isn't just a good
11:26 definition for a protagonist ideally
11:28 this is a definition for all of your
11:29 characters all the characters in your
11:31 story want something the antagonist
11:33 wants something and whatever that
11:35 something is it is that which creates
11:37 the obstacles that are puro must face
11:40 love interest wants something presumably
11:43 what they want is the protagonist every
11:47 character every sidekick every quest
11:49 figure every Mook every random NPC every
11:52 character in your story should be
11:54 someone who wants something badly and
11:58 that's one of the reasons why I think
12:00 the story in this game is so effective
12:03 all the major characters in uncharted to
12:06 have a strong want and more than that
12:10 these wants are almost always in direct
12:12 competition with each other it's not
12:14 mutually exclusive
12:15 from each other let's start with Drake
12:18 now Drake actually has multiple wants in
12:21 this game first and foremost he wants
12:22 the treasure
12:23 a want in which he's opposed by the
12:25 antagonist lazarevich who also wants a
12:28 treasure well they can't both have it so
12:31 right there our wants lock us into
12:33 conflict now Nate also wants revenge on
12:36 Flynn for double-crossing him and this
12:38 is a want that Flynn understandably
12:40 opposes and by the way Flynn also wants
12:43 the treasure right so there's another
12:45 angle to that particular conflict
12:49 romantically Nate wants a relationship
12:51 with Elena or possibly also a
12:53 relationship with Chloe the two of them
12:56 both want a relationship with him which
12:57 outside the realm of fan fiction are
12:59 mutually exclusive once
13:01 and by the way Chloe also wants the
13:04 treasure so she is part of that whole
13:07 mess as well so you have all these
13:09 different characters all with their
13:10 conflicting objectives all with their
13:15 diametrically opposed wants all bouncing
13:17 off of each other to make life difficult
13:18 for our hero for the player and that is
13:22 why good story requires good character
13:24 because opposing launce create conflict
13:27 and conflict is not just drama conflict
13:31 is going to play
13:34 so this is how we define character
13:36 someone who wants something badly all
13:38 right now how do we create character
13:40 well character has three elements and
13:44 the first most fundamental of those is
13:46 this what do they want which makes sense
13:50 right this is our definition of
13:52 character it seems like a good place to
13:54 start when we start thinking about
13:55 character and the best part is that
13:58 thinking about this first want excuse me
14:00 this first element leads us directly to
14:02 our second element and that element is
14:05 action what do they do to get what they
14:09 want our protagonist has an objective
14:13 they're opposed by obstacles they
14:15 progress towards their objective
14:17 overcoming those obstacles through
14:19 action and the actions that they take
14:23 the things that they do to get what they
14:26 want those tell us who that person truly
14:29 is if the whomped is a definition of a
14:34 character then the action they take in
14:36 pursuit of that whomped is what defines
14:38 them as a character Hamlet
14:42 wants to avenge his father what does he
14:44 do he differs and that did the ring is
14:47 what defines him Luke Skywalker wants to
14:51 avenge his father what does and fight
14:53 the Empire right what does he do he
14:55 becomes a Jedi like his father maybe a
14:57 bit too much like his father and that is
14:59 the emotional conflict of this movie
15:02 Batman wants to avenge his parents what
15:05 does he do he wages a never-ending
15:07 crusade against crime and we've heard
15:12 this before right that character is
15:13 action
15:14 it's an old chestnut but I think it's
15:16 particularly applicable for games why
15:19 well because if character is action an
15:23 action is gameplay
15:25 well then character is going to play and
15:29 oh my god is that not the best
15:32 definition for character in video games
15:34 of all time and by the way that's one of
15:37 my problems with Gordon Freeman
15:40 what is Gordon's overriding action what
15:43 is the thing that Gordon Freeman hero of
15:45 the resistance
15:46 in every level the thing that he does
15:49 time and time and time again what Gordon
15:53 does is what other people tell him to do
16:00 so what does that define Gordon's main
16:05 quality as obedience
16:09 yeah there's a hero I want to be and I
16:13 pick on Gordon but this is certainly not
16:16 a problem that's unique to Gordon it
16:17 happens with a lot of silent heroes it
16:20 happened in Dead Space 1 in fact I used
16:21 to refer to this specifically as the
16:23 Isaac fetch my slippers problem and I
16:28 think it's one of the things that makes
16:29 players disengage from story in games
16:33 this is the opposite of what we're
16:34 trying to do with character it's the
16:35 opposite of engagement it always makes
16:37 me think of that old far side cartoon
16:38 right
16:39 what dog what we say to dogs what dogs
16:41 hear blah blah blah blah blah ginger
16:43 blah blah blah blah blah well come on
16:48 all right so our first two elements of
16:51 character what does the character want
16:53 what do they do to get what they want
16:55 and the third element is all the things
16:59 I haven't talked about yet which is to
17:01 say all of the things that we usually
17:03 think of when we think about character
17:05 we think about what they look like we
17:07 think about where they live how they
17:08 grew up who their family is what their
17:09 job is their class all of that stuff
17:12 this isn't character it is an element of
17:16 character and that element is
17:18 characterization who a character seems
17:22 to be what their traits are how you
17:25 would describe them not define them but
17:28 describe them and the thing that's
17:32 important about characterization is the
17:34 characterization is external it is the
17:37 outward appearance that forms a shell
17:40 around the character and if you want to
17:44 know who a character really is you need
17:46 to get past that shell you need to get
17:48 to what's inside well we can't see
17:50 what's inside and some games we can but
17:55 what's inside the character is there
17:58 won't
17:59 that comes from within and want leads to
18:04 action an action is external so action
18:09 becomes a window that what's a see past
18:11 the characterization into the heart into
18:14 the core of who that character really is
18:16 and that's why when you put these three
18:18 elements together you get a fully
18:20 developed character who they seem to be
18:22 outside who they really are inside and
18:25 how we can compare the two all right
18:29 that's all well and good but does any of
18:32 it actually apply to games well I think
18:35 it does because when we take a look back
18:38 at all those different types of games
18:40 that we looked at before what we find is
18:44 that not only do these three elements of
18:46 character apply to games they're also
18:48 explanatory towards games what
18:52 differentiates these types of games from
18:54 each other is who gets to decide those
18:58 elements of character right
19:00 the difference between a linear game and
19:02 a sandbox game is who makes the choice
19:05 about what the player does in a linear
19:07 game it's the designer in a sandbox game
19:09 the player has that choice what do I do
19:13 to get what I want now there's a
19:16 spectrum there to be sure right many
19:19 linear games are very wide railroads and
19:21 many sand boxes have tracks running
19:23 straight down the middle but by and
19:26 large the difference lies in who chooses
19:29 and how much choice you give the player
19:31 as to what they do similarly with the
19:33 various character types right the
19:35 difference between silent cinematic and
19:37 open characters lies in who chooses
19:40 their characterization in cinematic
19:42 characters that choice is made by the
19:43 designers and open characters that
19:45 choice is made by the player and silent
19:47 protagonists well in those cases no one
19:50 chooses now it's not as bad as that
19:53 sounds right there's actually a very
19:55 deliberate choice being made there the
19:57 choice being made there is to create a
19:58 negative space that the player can then
20:01 fill with whatever they read into it and
20:04 this can be extremely effective once
20:08 again right this is a silent protagonist
20:11 but she's negative space
20:12 by and large we know a couple things
20:14 about her but she's firing away the
20:15 least interesting person in his family
20:17 from what we know in the game but we're
20:21 still on board with her we're still I at
20:24 least was supremely invested in her but
20:26 not because of her characterization
20:27 because of her want she wants to find
20:31 out what happened to her sister and the
20:33 character work they do with the sister
20:34 the way that they establish her that
20:36 makes me want to know what happened to
20:39 her as well
20:40 there's the engagement because want is
20:43 the central element of character and
20:46 this is another place where things get
20:47 interesting because when we look at all
20:49 these varying types of games and all
20:51 their differences the choice of blonde
20:53 is almost always made by the designers
20:58 now sometimes you get a little bit of
21:00 player choice of Blanc
21:02 right mostly in open character games or
21:03 sandbox games but it's almost always at
21:05 the low level you don't get a choice in
21:07 the high level wants in these sorts of
21:09 things in Fable your high level one is
21:12 established for you you want to stop
21:13 Lord Lucien you want revenge for your
21:16 sister
21:17 the low level wants all the things you
21:21 want while you're on that quest those
21:23 are the things you get to make your
21:24 choices about you get married you get a
21:26 job are you gonna be good are you gonna
21:27 be evil you're gonna kick chickens right
21:31 that's the stuff that you get to choose
21:34 not what's also interesting is that
21:36 there is in fact a whole class of games
21:38 in which the players get to decide what
21:41 they want games like minecraft games
21:43 like The Sims but what's particularly
21:45 interesting is that in almost all of
21:49 those games you're not playing a
21:50 character you're playing a god or you're
21:53 playing an avatar generally not a
21:56 character so because of that they kind
22:00 of fall outside the scope of a talked
22:01 about character in games but I thought
22:05 it was worth mentioning right that this
22:07 theory of three elements of character it
22:09 predicts there should be a whole range
22:10 of games based around this and sure
22:12 enough there they are alright moving on
22:16 these three elements we can see that
22:19 they apply very well to an understanding
22:21 of how to treat character in all the
22:23 different subgenres of games
22:26 so clearly this theory is applicable now
22:29 what about the other difficulty that we
22:30 run into with character in games that I
22:32 mentioned before this issue of unity
22:34 between player and character in linear
22:37 media we don't have to worry about this
22:39 we just need to get the audience on the
22:41 characters side but in games we want to
22:43 take those two separate entities and we
22:45 want to make them one we want to create
22:47 unity between them and this of course is
22:51 why we get these negative space
22:52 characters like Gordon the idea is that
22:54 anything that the character does that
22:57 the player wouldn't do anything he says
22:59 any opinion she expresses any element of
23:01 characterization that's opposed to the
23:04 player will shatter that unity and you
23:07 end up with a non immersive experience
23:10 well now we have a slightly different
23:12 framework to use think about unity
23:15 because if there are three defining
23:17 elements of characters what they want
23:19 what they do and how they seem then
23:22 creating unity between player and
23:24 character means we need to accomplish
23:26 three different things we need to
23:28 establish three different kinds of unity
23:31 unity of trait unity of action and unity
23:36 of purpose we need to talk about these
23:39 three things each separately because
23:41 they are not all created equal what
23:44 happens if we don't have unity of
23:46 purpose if I as the player can't get
23:50 behind the want of the character well
23:53 what happens in short is we have a
23:55 problem
23:56 because I don't care I don't care what
24:00 they're going through I don't care what
24:01 they're doing and that means I don't
24:03 care about the story I have no emotional
24:06 context and by and large that means I
24:09 quit right now here's an example I want
24:13 to stress this as a personal story in no
24:15 way should anyone think this is a
24:17 problem with the game if anything it's a
24:20 complement to the game because it
24:21 managed to get me role playing so well I
24:23 screwed myself out of being able to play
24:24 the game the original Dragon Age my
24:28 character was a dwarven Noble and every
24:31 time there was a choice that was smug or
24:33 arrogant or superior I went with that
24:36 particular choice as a result the way I
24:39 ended up
24:40 playing this character which says a
24:42 wildly racist dwarf who had nothing but
24:45 contempt for all non dwarves to the
24:49 point that when NPCs started saying to
24:52 me the bad guys are going to destroy the
24:53 world I actually found myself thinking
24:55 not the Dwarven part I mean use surface
25:01 guys you're pretty much screwed but
25:02 we're dwarves bring him on my one no
25:07 longer aligned with the wants that the
25:09 game was pushing on me and I couldn't
25:11 play anymore so I broke unity of purpose
25:15 I did that to myself but nonetheless it
25:19 meant I had to stop playing a game I was
25:21 enjoying because I just wasn't engaged
25:24 so unity of purpose critical
25:28 now what about unity of action if we
25:31 don't have unity of action things get
25:33 interesting because there's two
25:34 different ways that a break in unity of
25:36 action can play the first way that it
25:39 plays is that the player looks at it and
25:40 says that's not what I would do now this
25:43 is a problem because basically this is a
25:45 form of ludonarrative dissonance the
25:48 story in the system are at odds with
25:50 each other and the as a result the play
25:53 experience is broken and I check out and
25:56 this again by the way this is one of my
26:00 big Gordon Freeman problems Gordon and I
26:02 do have unity of purpose right I'm down
26:04 with getting rid of the combine we're
26:06 good there but unity of action that's
26:09 where we have a problem because Gordon
26:12 doesn't do what I would do what would I
26:14 do I would answer people who talk to me
26:21 these are scared worried people who are
26:23 excited to see you because you are their
26:25 hero and what does Gordon do give them
26:29 the cold shoulder unity of action is
26:33 broken and I'm how and the problem here
26:39 isn't the silence it's not a silent
26:42 protagonist thing because gone home
26:45 works and portal works the portal
26:49 channel is my hands-down favorite silent
26:52 protagonist of all time
26:54 but those games work because those
26:57 characters don't have anyone to talk to
27:00 there's no violation of unity of action
27:03 and gone home she's all alone in portal
27:06 GLaDOS is talking to you over the PA
27:08 system but she's not actually present
27:10 and by the time you are actually in the
27:12 same room with her there's really not
27:14 that much left to say so unity of action
27:19 is preserved in portal and there's a
27:24 great controlled experiment for this
27:25 which is portal to Wheatley and GLaDOS
27:28 are both right there with you during a
27:30 huge chunk of this game and as much as I
27:32 love it as much as I love the gameplay
27:34 as much as I love the writing am I the
27:37 only one who really at some point wanted
27:40 to say - GLaDOS you know what you're a
27:42 french fry and I have a portal gun I'm
27:44 gonna take my chances but you can't so
27:50 portal gives perfect unity of action
27:53 challenge or two - not as much now I
27:59 said there were two responses to a
28:01 breakdown in unity of action first is I
28:04 wouldn't have dude I wouldn't do that
28:05 the second is I wouldn't do that but my
28:09 character would and this one actually
28:12 turns out to be okay in fact there's no
28:14 better example of this in games than
28:16 this guy right
28:22 Batman and I we totally have unity of
28:25 purpose he wants to stop crime I am good
28:27 with that unity of action do we have
28:30 that well what does Batman do to get
28:32 what he wants
28:40 now none of these are things that I
28:43 would do but what's awesome about the
28:48 game is that I get to be Batman the
28:52 fantasy is the attraction so even if I
28:54 wouldn't do it he would so he'll is yes
28:57 let's do it together
28:58 and that creates unity of action but
29:02 imagine for a moment imagine that the
29:05 Arkham games let you do this well now we
29:11 have a problem because killing people is
29:13 not only something that I wouldn't do
29:15 it's something Batman wouldn't do it's
29:18 out of character which breaks unity of
29:21 action and I quit and some people have
29:25 this response to the Uncharted games
29:27 right as Nathan Drake there are certain
29:29 things that I expect to do I expect to
29:31 jump I expect to climb to sneak to solve
29:33 puzzles to fight what I don't expect to
29:36 do is Nathan Drake is go on a murder
29:38 spree now personally this didn't bother
29:44 me right to me it just read as an
29:47 extension of the fighting body count I
29:51 didn't care but I know that some people
29:53 do and I can see why because it's a
29:58 break in unity of action and again it's
30:01 just because that doesn't seem like
30:03 something Nathan Drake would do right if
30:06 I were playing a Gears of War game then
30:08 murder spree makes total sense in fact
30:10 I'm not sure any other action makes
30:12 sense in a Gears of War game
30:19 all right so unity of purpose critical
30:23 unity of action variable can be fatal if
30:27 you break it but it can also be a
30:28 critical element of the fantasy to break
30:30 it so what about the last element unity
30:33 of trait what happens if we don't have
30:35 unity of trait well as it turns out not
30:39 so much unity of trait is kind of not
30:44 that important I mean think about this
30:46 insanely popular video game badass now
30:50 this may be the only game the original
30:53 Metroid the only game I can think of
30:54 that used a silent protagonist to
30:56 establish unity of trait with the
30:58 audience and then deliberately shattered
31:01 unity of trait for half the audience and
31:05 minds were blowing and it's not like it
31:09 heard of popularity honey so it's okay
31:13 if we don't get all the way to here to
31:17 unity of trade it may even be okay if we
31:20 don't get all the way to unity of action
31:21 as long as we get to unity of purpose
31:25 because two people who aren't the same
31:27 who want the same things but aren't the
31:30 same do you know what we call them we
31:32 call them partners and partners can work
31:37 together very well you don't have to be
31:39 the same you don't have to have the same
31:41 worldview you don't even have to like
31:42 each other if you want the same thing
31:44 you can work with them but if we end up
31:49 here if we end up with two people who
31:51 are the same but who don't want the same
31:54 thing who have unity of traits but not
31:56 unity of purpose you know what we called
31:58 them them we usually call enemies this
32:07 right here this is the real silent
32:10 character problem when the push for
32:13 unity of trait the push of for seeming
32:16 comes at the cost of unity of purpose or
32:19 unity of action you don't need to make
32:23 me be your care
32:25 I just need to want to work with them so
32:32 these are our three unities of character
32:34 shown by order of importance unity of
32:38 trait largely optional unity of purpose
32:41 important but fungible shoot me even if
32:44 you have action important but fungible
32:46 unity of purpose that one is critical
32:50 okay so these elements are so important
32:52 right let's get practical how do we
32:55 establish them well there are a lot of
32:57 different techniques that one can use to
32:58 establish these various types of unity
33:00 and games each sub-genre of course has
33:03 some of its own unique requirements but
33:06 I do think that there are some best
33:07 practices that apply across all of them
33:09 right so let's talk about unity of trait
33:11 first now I just said that you don't
33:13 need it but it's nice right it can
33:16 create identification with a character
33:19 if it's open it can create agency you
33:21 can create ownership for a character and
33:23 these are both forms of engagement so if
33:25 we can get there it's nice okay let's
33:27 not break our backs so how do we
33:29 establish unity of trade well let's look
33:31 at each of our three different types of
33:32 characters for silent characters we
33:35 don't establish unity of trait we
33:37 establish nothing that's what they're
33:38 there for
33:39 for cinematic characters we also don't
33:43 establish unity of trait we just let
33:45 them be themselves and we get to be
33:47 their partners although by the way as
33:50 long as we're on the topic I'd just like
33:52 to say that given that unity of trait
33:53 isn't as important as everyone seems to
33:55 think maybe we could share it a little
33:58 bit with people who don't look like this
34:01 alright our last type of character open
34:05 character's right where the player gets
34:06 to decide who their character is how do
34:07 we establish unity of trait here well
34:10 that's pretty well a solved problem
34:12 so that's unity of trait how about unity
34:16 of action things get a little bit more
34:17 interesting here are two different types
34:20 of games that are differentiated by
34:21 action linear and sandbox right both
34:23 have very different requirements in this
34:26 case but in both cases the easiest way
34:29 to determine if what you're doing is
34:31 going to help maintain a unity of action
34:32 is the same it's ask yourself one simple
34:36 question what would I do
34:39 does this action make sense to me or to
34:42 my character given the situation
34:45 and once you've got unity of action
34:47 maintaining it particularly in a sandbox
34:49 game it's usually pretty easy because we
34:51 let the player choose what they want to
34:53 do if they don't think their character
34:55 would do something then they don't do it
34:57 the tricky bit here is just making sure
35:00 you've got your bases covered enough
35:01 right so that you've got most of the
35:04 wants that people want
35:05 that's what play testings for now in
35:08 linear games where the player doesn't
35:09 get to choose where the designer tells
35:11 the player what it is that they're going
35:13 to do there a couple of different
35:14 techniques to use to establish unity
35:16 here first and foremost I cannot stress
35:19 this enough don't make them do anything
35:22 that's stupid this is a real pitfall
35:27 particularly in games right because
35:29 sometimes somebody comes up with some
35:30 really cool gameplay but there's no
35:33 narrative reason for it
35:35 so they just slap together some
35:37 half-assed excuse and you get a tortured
35:40 story players look at this and think
35:42 what am i doing why am I doing this
35:44 that's the opposite of engagement now
35:49 the other thing that you need to do to
35:50 establish unity of action is that you
35:53 need to make sure that you have already
35:55 secured unity of purpose action comes
35:59 out of want and nine times out of ten if
36:02 you're violating unity of action it is
36:04 probably because the player isn't
36:06 onboard with the same launch that you're
36:08 pushing right now this was something
36:09 that happened to me in the original dead
36:11 space alright and this game did a
36:14 fantastic job of establishing launch I
36:17 absolutely had unity of purpose
36:19 I wanted off that ship right so I go to
36:25 hell and back in order to try to fix a
36:27 shuttlecraft so we can get the hell out
36:29 of there we had unity of action on that
36:32 front too and then I meet this guy this
36:36 guy is still alive on a ship full of
36:40 people where everyone else who's still
36:41 alive is entirely batshit crazy and this
36:45 guy says to me you know maybe just maybe
36:50 I'm just throwing this out here
36:52 I know you fixed that shuttle because
36:54 what you really want to do is get the
36:56 hell out of here but I was thinking that
36:57 maybe instead of getting the hell out of
36:59 here what you could do is take this
37:01 giant obviously evil artifact that we
37:03 think was probably the cause of this
37:05 whole mess take it down to the planet
37:07 below and just kind of put it back where
37:08 we found it boom that is not what I
37:20 wanted to do I wanted to get out so a
37:24 disconnect and unity of purpose
37:27 disconnect in the whomped caused a
37:31 disconnect in unity of action right what
37:33 actually happened well Isaac went ahead
37:35 and said oh yeah what did I want to say
37:38 I wanted to say this nine times out of
37:44 ten problems with unity of action are
37:45 really problems with unity of purpose so
37:47 that being the case let's talk about how
37:50 we establish unity of purpose and this
37:52 takes us back to our definition of
37:53 character someone who wants something
37:54 badly now as it suggests there are two
37:59 components to unity of purpose what do
38:02 we want and why do we care and this last
38:06 part is critical it's not enough just to
38:08 get the player on board with the
38:09 characters warmed you have to get the
38:12 player to want it badly you have to make
38:15 them care and this is where we talked
38:18 about creating empathy in games this is
38:19 where we talk about the fields making
38:21 the player and the character share
38:23 feelings now for my money there is no
38:26 better example in games of establishing
38:28 unity of purpose than the opening
38:31 minutes of this game so let's take a
38:34 look at the first minute in 13 seconds
38:37 and see what they do
38:44 [Music]
38:56 [Music]
39:09 [Music]
39:12 yeah that's my blood
39:14 there's my life part of my blood
39:19 [Music]
39:51 okay is anybody here not clear on the
39:55 launch anybody here not onboard with the
40:01 launch
40:02 right this is a great example and by the
40:05 way in that minute and thirteen seconds
40:07 they spend like the first 20 seconds on
40:08 that quote which does nothing so how do
40:11 they pull this off right how do they
40:12 create this degree of unity well the
40:15 first thing they do we start on the
40:16 inside of the train and what are we as
40:19 the player thinking in that moment we're
40:21 thinking what is this what's happening
40:23 here right and then we cut to Nate and
40:26 what's the very first thing that he says
40:29 what's going on that's exactly what
40:33 we're thinking right so we're sharing
40:36 thoughts we don't know where he is he
40:38 doesn't know either we are in the same
40:40 boat together and this is a technique
40:43 that I like to call sharing is caring
40:46 this is the easiest way to create
40:48 empathy right by sharing something
40:50 between player and character right it
40:53 can be a thought having the characters
40:55 say what it is that the player is
40:58 thinking it can be a mystery or a secret
41:01 right this is the Princess Bride moment
41:04 I am NOT left-handed right we knew that
41:07 so we have a shared moment shared
41:11 emotion make them feel what the
41:14 character with what the character is
41:16 feeling right it's possible in your game
41:18 depending on the type of game shared
41:19 choices or it's a moment where it feels
41:21 like the player is turning to you and
41:23 say I don't know what do you think and
41:26 maybe my favorite way to get players and
41:29 characters sharing in games is this
41:32 shared experiences because interactivity
41:37 experience ality that's the art of games
41:40 in film we say show don't tell in games
41:44 we say do don't show and you can use
41:47 gameplay to create empathy heavy rain
41:50 does a fantastic job of this right your
41:53 want in this game
41:54 Ethan's want I should say is to save his
41:56 children what does he do to get what he
41:58 wants that's what the games about right
42:01 you get to decide how far he'll go will
42:03 you crawl
42:04 through broken glass will you chop off
42:06 your own finger will you pull the
42:07 trigger on another human being well none
42:11 of those questions mean anything if you
42:13 don't want to save his children badly so
42:17 they have to get you on board with that
42:18 and how do they do that they let you
42:21 play with his kids you play
42:25 Ethan's love for his children and that's
42:29 what makes you care all right back to
42:32 uncharted the next trick that they use
42:35 after sharing a thought right Nate
42:39 realizes that he's been shot he looks
42:41 down he's covered in his own blood right
42:43 that's my blood that's a lot of my blood
42:46 what does this do well it makes him an
42:48 underdog and the thing about underdogs
42:50 is that everybody loves an underdog
42:53 right so what is this duel it's a trick
42:56 to make him likable that's another great
42:59 way to get people to be on board with
43:01 your character to care about them to
43:02 engage with them make them likable let
43:04 them be an underdog and be funny or
43:07 maybe like someone who makes them laugh
43:08 wouldn't be noble what can be admirable
43:10 make him sympathetic someone that we
43:12 feel for not just feel with because the
43:17 more that the player likes the character
43:18 the more that they want to be partners
43:20 with them so to walk through the rest of
43:23 that opening right next thing that
43:26 happens at the same time that Nate does
43:28 we realize the Train is hanging on its
43:30 side and in that moment BAM something
43:33 falls on top of us another shared
43:35 emotion surprise then he falls down the
43:39 back of the Train right he slams into
43:41 the rail as he falls wow that looks
43:44 painful
43:44 oops right sympathy poor boy that hurt
43:49 and then my favorite bit he's hanging
43:52 off the bottom of the Train I don't know
43:54 if you could hear this on the audio but
43:55 what does he do hang it on the bottom of
43:57 the Train he laughs he laughs and he
44:01 says haha crap right and this is all the
44:06 above first of all it's likability
44:08 because he's funny and second off it's a
44:12 shared joke because he's thinking I
44:14 can't believe this at the same time that
44:16 we were thinking can you believe
44:19 so boom were there we're thinking what
44:23 he's thinking and then we finally get to
44:26 his wand
44:27 what is his want to not die that's a
44:31 pretty easy one to grok as these things
44:33 go and that's another great trick
44:36 and another great take-home when it
44:37 comes to establishing unity of purpose
44:39 keep it simple if the player can't
44:42 understand the wand then the player is
44:45 not going to share the launch this is a
44:48 bonus the more basic the more elemental
44:50 the wand the less time you have to spend
44:52 establishing it unless you run into
44:54 exposition overload survive avenge
44:57 escape avoid acquire these are all very
45:01 elemental wants very easy for people to
45:05 get so that's unity of purpose establish
45:11 what they want establish why we care by
45:15 and large you built unity of purpose so
45:19 that's what I got as far as things to
45:22 talk about I hope I have managed to
45:24 convince you all to hate this guy as
45:26 much as I do
45:28 any questions
45:41 they're microphones up at the front yeah
45:43 I I it's more of an opinion on your part
45:48 but going through my head while you've
45:51 been explaining all this I've been
45:52 trying to figure out how the original
45:55 bioshock's character Jack kind of fits
45:56 into it because there seems to be a lot
45:58 of pros and cons for that character that
46:00 you've talked about but just your
46:02 opinion on him
46:03 um he's not my favorite silent character
46:09 but I think he works pretty well it's a
46:14 little they have a kind of clergy excuse
46:17 for why he never responds but you don't
46:21 know that for a huge chunk of the game
46:23 and so I think you kind of have to put
46:25 your it's a silent protagonist I'll roll
46:28 with it hat on and then you get that
46:30 surprise later on which is oh wait hang
46:33 on this is not you know this is this
46:35 exactly intentional so he works he works
46:37 all right but I think there are moments
46:38 where you definitely have that
46:39 disconnect of like why am I just
46:40 standing here not having any kind of
46:43 agency in this conversation
46:44 thank you I kind of had a similar
46:50 question to what he stated but it's
46:52 about another naughty dog game The Last
46:54 of Us I think that's a pretty good
46:59 example of a change in the unity of
47:01 purpose with what the player thinks I'm
47:05 just wondering if because it's something
47:07 so ingrained in what the character would
47:09 do if that makes it okay um yeah I mean
47:14 I think that I think that even when the
47:20 actions in that game are not what the
47:22 player would do I think that you look at
47:25 them and you say yeah but that's totally
47:28 something the character would do and I
47:30 mean I've spoken to people who have said
47:32 in so many words like I really didn't
47:35 want to do it but I couldn't begrudge
47:37 you know so yeah I mean III think that
47:40 works regarding establishing unity of
47:44 purpose like we all know that how like
47:46 different things about games affect
47:48 different people in different ways like
47:50 a friend of manic I personally liked
47:51 gone home another friend of
47:53 call it a walking simulator so is there
47:57 like any like golden rule of making and
48:00 making even casting a net wide enough or
48:02 is it just something that's just
48:04 stumbling in the dark I mean I think
48:06 that's a decision that you need to make
48:07 project a project is is are you gonna
48:09 try to appeal you're gonna try to be all
48:12 things to all people I think from the
48:15 way that I phrased that answer I think
48:17 you can tell what my opinion on that is
48:19 which is that is madness um you know I
48:21 think gone home in particular I think
48:24 was gonna run into problems from people
48:26 who it's an expectation management
48:28 problem people who went in expecting a
48:29 conventional video game are going to be
48:32 disappointed you know and that's true
48:34 with anything you know if you have huge
48:36 expectations for something and you come
48:37 in and it's completely subverts them
48:40 that's often a very disappointing
48:41 experience you know so I think that's a
48:44 that's a unique and interesting edge
48:45 case but yeah I mean I think if you get
48:50 get someone on board with a want right
48:52 if they want what the character wants
48:53 then they're gonna be invested that's
48:55 fundamentally what it all comes down to
48:56 thank you thank you
49:03 could you tell us some more Texas you
49:06 loved drama t-piece or anything
49:09 games for well certainly Walter White I
49:13 think from Breaking Bad is one of the
49:16 most I I will freely admit that I maybe
49:19 felt like identified with him a little
49:22 more than I'm comfortable with but he's
49:27 I mean he's a great example one of the
49:29 things especially in linear media it's
49:31 harder to apply to games but it's not
49:32 untrue in games right one of the things
49:34 that makes characters really interesting
49:35 is when you have maximum contrast
49:38 between their characterization and the
49:40 actions that they take right so you look
49:42 at someone like Walter White he's
49:43 characterized as a meek chemistry
49:46 teacher what does he want he wants
49:48 success or money depending on you argue
49:50 it what does he do he becomes a meth
49:52 kingpin and runs a crushing drug empire
49:55 chemistry teacher crushing drug empire
49:59 that's an interesting character and it's
50:02 consistent it makes sense right you know
50:05 you see that in
50:06 a characterization in a GLaDOS was
50:09 actually another great example all right
50:10 one of the reasons GLaDOS worked so well
50:11 especially early on I mean everybody
50:13 knows that GLaDOS is almost idle lunatic
50:15 now right but when you first start
50:17 playing that game
50:17 she's cold she's clinical she's robotic
50:19 right she comes across character I had
50:22 characterized as a machine as something
50:25 a logical being of science right and it
50:28 takes a while and about the time the she
50:30 starts to try to set you on fire when
50:32 you realize no this is actually a
50:33 passive-aggressive murder machine right
50:35 that's what makes her such an
50:36 interesting character so you know those
50:38 are the things that I look for when I'm
50:40 creating characters and when I'm looking
50:41 for what media I'm going to consume so I
50:44 have a question about sidekicks and
50:46 other side characters sometimes you you
50:49 have all unit of action and trait and
50:51 everything with your main character but
50:53 some time when he is interacting with
50:55 other NPCs and other characters
50:57 sometimes can the the main character
50:59 like another NPC that the player hates
51:01 like kind of mascot then it's really
51:05 annoying but the main character really
51:06 likes that can help to break the any
51:09 kind of unity yeah that is I would argue
51:13 that's a problem in terms of what your
51:17 sidekick does when it comes to what do
51:19 they do to get what they want
51:21 if what they do to get what they want
51:22 even inadvertently is annoy the crap out
51:25 of everyone around them I would consider
51:27 that a poor choice on the designers part
51:30 so it's a good question my question is
51:36 mostly regarding multiplayer games or
51:38 cooperative games I'd like to take the
51:41 example of journey which in my opinion
51:43 works with the hero's journey in in a
51:47 very interesting way because usually the
51:49 first time you're playing you're like
51:50 the hero so you don't know what to do
51:52 and then you find a mentor around which
51:54 is the other player and after you finish
51:57 the game and play a game you become the
51:59 mentor so in the gameplay they've found
52:01 a way an amazing way my opinion to kind
52:04 of close that cycle and make you feel
52:06 that journey and I mean in the in this
52:09 case it was a brilliant solution for
52:11 that kind of gameplay it matches very
52:13 well but I was wondering of other types
52:15 of cooperative employees how do you do
52:17 to make all the characters
52:20 and look as important as I don't know
52:24 the hero mm-hmm well I think I mean one
52:27 of my favorite examples of establishing
52:29 character through gameplay is also the
52:30 left 4 dead games right and they do that
52:32 through the enemy design because there
52:34 are multiple types of enemies that you
52:36 cannot defeat on your own right the ones
52:40 who pull you away from the group my
52:41 favorite ever where they call the
52:42 Belcher's right where they they vomit on
52:45 you and you go blind and all of the
52:48 zombies in the area come running towards
52:49 you right that mechanic would be
52:52 unconscionable in a single-player game
52:54 right but because you are dependent on
52:57 other people to survive right it creates
52:59 an emotional connection between you as
53:02 as characters right or between you as
53:04 players I guess I mean that's a game
53:06 where trait is pretty minimal in that
53:09 game right but want and purpose those
53:11 two things I think you create a great
53:13 degree of unity if I'm not working with
53:14 these people I'm gonna die therefore
53:16 what do I do I work with these people
53:21 so it's typical to say in TV or movies
53:24 that a character has a fatal flaw and
53:28 for a lot of it because they're outside
53:30 you're not you're not their avatar you
53:34 know you can watch them do horrible
53:36 things and you can root for the
53:39 difference between what someone wants
53:41 and what they need can you speak a
53:43 little bit to how character flaws work
53:46 in video games character flaws are
53:49 tricky in video games they're easiest in
53:51 cinematic games like Uncharted right and
53:53 that's you know Drake pulls off a
53:55 perfect arc in that in that perspective
53:58 but they're easiest because you can
54:00 script it when you're dealing with flaws
54:02 with characters in video games because
54:07 the player to some extent is getting to
54:10 choose what they do you know the
54:12 question with a fatal flaw is always do
54:14 I succumb to my flaw or do I overcome my
54:16 flaw right and that becomes a choice for
54:19 the player to make in most games that
54:21 try to deal with that now there's one
54:25 way you can do that you can do that
54:26 explicitly right which is pretty much
54:28 what fable 2 does right when all is said
54:31 and done you have a choice do you save
54:33 the dog or
54:33 you save or do you do take the money
54:36 right that's a question to ask who are
54:39 you and what's really important to you
54:41 what are you going to do but they make
54:42 that explicit in lots of games that
54:45 stuff becomes implicit and when it's
54:47 implicit this choice between whether I'm
54:50 going to shoot someone in the face or
54:51 not right a lot of times it passes
54:54 unnoticed by the players there's no
54:55 question there you know and that to me
54:59 is a problem so I think fatal flaws can
55:02 work but they're tricky and you need to
55:06 make sure that the player understands
55:08 the choice that they're making
55:10 you know you need to make that a
55:11 dramatic moment for the player not let
55:12 that be something that's thrown away in
55:14 the in the heat of combat time for one
55:17 more question
55:18 yes all right so one of the major things
55:26 about the unity of purpose I've noticed
55:28 was one game that I played The Legend of
55:32 Dragoon 1 the main character had a
55:35 purpose unity of purpose and I could
55:38 have relate to this purpose because
55:40 despite it being a very I don't want to
55:44 evil but very like vengeful because he
55:48 won't basically the main character
55:50 wanted to avenge the death of his
55:51 parents by killing the very thing that
55:54 did this action and despite it being a
55:59 very heinous act on my book like
56:02 something I wouldn't normally do or
56:03 anything like that but I could relate to
56:05 it and understand that what my question
56:08 is later on down the road the character
56:11 gets to the point of finding out who
56:14 this character is and it turns out so
56:17 it's someone that has been close to him
56:19 and it's been like a friend to him if
56:21 not one of his closest friends of all
56:22 time
56:24 the one is it a good thing to change the
56:29 unity of purpose because the unity of
56:32 action would prevent him from
56:35 accomplishing the original unity of
56:38 purpose well what you're talking about
56:41 is changing his wand
56:42 yes right so you've got unity of purpose
56:44 the two of you are together and all of a
56:46 sudden he jumps to the
56:47 left-right the question is whether or
56:50 not you move with him right if you stay
56:52 behind that's what that was the dead
56:54 space problem which would all of a
56:55 sudden Isaac wanted to go down to the
56:56 planet and I was still like no call the
56:59 Marines for cryin out loud like I'm an
57:01 engineer I'm not gonna fix this right so
57:04 the question is whether or not you can
57:05 make that leap with them if you can then
57:08 it's perfectly fine to all of a sudden
57:10 say you know what this is what we wanted
57:11 all along but oh my god I want this
57:13 other thing more now and so that's what
57:15 we're gonna do right that's a that's a
57:17 very classic you know character arc is
57:19 the whole time I was going after a but
57:21 it turns out what I really needed was B
57:23 so as long as you can keep unity of
57:25 purpose in that jump then that's a
57:27 perfectly reasonable thing to do with a
57:28 with a character or the other thing to
57:30 do of course right is to leave it up to
57:33 the player whether or not we're gonna
57:34 change our purpose right what are we
57:36 gonna do about that my friend betrayed
57:38 me I could shoot them in the face or not
57:40 what do you do so that's the other way
57:43 to handle that kind of thing
57:44 thank you all right thank you very much
57:47 everybody
57:48 you guys the rest of the show