Saturday, 26 November 2011

Family within games and how this makes for a more relatable character


One of the most immersive links to the game world is through a relatable main character. There are many ways to achieve a relatable main character such as a believable motive. The method I will be talking about to achieve a relatable character is through the use of Side characters to achieve an origin.

Orphans in games represent a neutral persona, which can be interactively moulded into any form of personality such as good, bad or neutral. Example of this is Fable.
Adding a family into the equation pushes the character into either a good or evil mentality.



Family can and should be implemented into games to allow the characters to have a relatable background and there motivations believable. Most good narratives in games focus around the main character finding themselves. One such example is Ezio.

Ezio as a person is arrogant and over confidant. This is because he is raised inside a rich family unit. He is overall a good person but his not heroics until the event of his father and brothers’ death.
With a troubled a background Ezio may have referred to a life of crime or an outlaw like john Marston.
Instead he takes the lessons his father and family taught him and he becomes much more than an arrogant good-hearted man. He adopts a cause – the cause and creed of the assassins. A role, which his father had always intended for him



John Marston’s mother died during childbirth and was orphaned at 8 years old when his father died of unknown causes.  Because of this he did not have a guided upbringing.
After john lost his father he was then guided into the life of an outlaw by the criminal Dutch and his gang.
During the a long period as a criminal and a rather bad lifestyle he then tried to be a better more honourable man when he fell in love and had a son named jack.

Johns final act alive was to do the honourable thing by giving himself up to save the life of his son and wife so that they may live happily in peace. This however backfires since jack Marston, through the traumatic loss of his fathers, adopts the role of the outlaw to one day seek revenge against the murderer of his father.



What made john Relatable was that he was fighting for a cause which most can relate too. He was fighting was his family and his loved ones. In johns story His wife and Child were the Princess that he tried to save and protect.

So in both senses, it was the use of side characters, which drove the narrative – the use of Ezio family can be likened to that of spider-mans uncle Ben who ushered peter into the role of a hero rather than a villain.
Both examples make the character as relatable to a wide audience as an outlaw and assassin can be because of the common loss, which as human beings we will all experience



Fable 2: http://upload.wikimedia.org/wikipedia/en/7/7f/Fable_II.jpg

Signified and Signifier


A character can be split in to two defining aspects; the signified and the signifier.
This is a premise which Ferdinand de Saussure and charles sanders pierce explain as the signifier is the form the concept represents and the signified is the form of which the sign takes place.

This can be shown through various characters Ezio from assassins Creed for instance.





The signified is Ezio and his Heroic Deeds and the assassin’s creed.
The signifier is Ezio hooded outfit, his hidden blades, his secretive demeanor and the red sash that is always apparent.

Another character that this can be applied to is the Jedi or Obi-wan Kenobi.



The signified is Obi-wan and the Jedi’s order
The signifier is his flowing robes, his force powers and of course the Light Sabre.


Ezio:  http://images.wikia.com/celestial-refresh/images/9/97/Ezio_Auditore_da_Firenze_image.jpg

Obi-wan: https://blogger.googleusercontent.com/img/b/R29vZ2xl/AVvXsEjD-cWAP4cL9lqkBMnIU5aF9pC5SA8rZ3ZOSij3nYNADhmGGCDOq5Wp5NNeJnAokBIaOcgoZZAMEYXnYhXWrrmY4-3VBfZFBIR83jGoB4bbUXPTrxfvhMorNGwU3OjZzE1yLxxRyU6_4Lqv/s1600/Obi-Wan+Kenobi.jpg

Propps Character Functions

Vladimir Propp believed that Russian folklore and fairytales could be dissected and analysed and there characters all given a function, a role to fulfil within that tale. Everything within a Fairy tale has a purpose, if a an enchanted wood is mentioned then it is often one of the obstacles that the hero must overcome, such like Red riding hood and the road through the woods.

The characters functions are as follows:

The Villain – The Antagonist of the story
The donor – Someone who helps the hero with his quest by lending an item
The helper – Could also be considered the donor but also someone that offers advice in some form
The Princess – the prize for the hero at the end of the story
The dispatcher – someone who starts the hero on their quest (red riding hoods mother)
The hero – the protagonist of the story           
The false hero – Someone who believes they are to save the world but become a villain.

If we were to apply this to the legend of Zelda series it would look like this:

The Villain – Ganondorf
The donor – Zelda (she lends link the ocarina)
The helper – Navi the fairy
The Princess – Zelda and Ruto
The dispatcher  - The Deku Tree
The hero - Link           
The false hero – Ganondorf (this is up for debate but as he believes his evil doings are for the greater good)

The OTHER Princess in LoZ


Princess Ruto : http://images.wikia.com/zelda/images/6/61/Princess_Ruto_Artwork.png

Fairy Tale Elements used in Video Games


The Legend of Zelda – Ocarina of Time

The legend of Zelda Features various aspect of Fairy tale within it, the characters themselves are that of a fairy tale realm such as; a king, a princess, fairies, elves, goblins and so on.
The setting also is fairy tale inspired featuring environments such as; enchanted woods, castles and mountain landscapes.
The feature of magic’s and witches also emphasizes this aspect.
In terms of plot, link is looking to rid the land of Hyrule from evil, which is a plot that is featured in many fairy tales. He is also trying to save Princess Zelda that again is a common plot element.



Super Mario Franchise

Mario is looking to overcome evil and save the princess peach by questing for various magic stars. The Princess aspect of the story is Reminiscent of stories such as “Sleeping Beauty”
Princess peach is also being held captive within a tower, which is based upon Rapunzel’s which features her being imprisoned within a large tower waiting for her prince to save her.
Again the Environments feature Mountains and Castles.

peach's Castle



LoZ: http://www.zeldadungeon.net/Zelda05/Link-and-Ganon-Battle.jpg 
Mario: http://images.wikia.com/mario/images/4/40/Peach's_Castle.jpg

Analysing Opening Scenes


Gladiator [2000]

Gladiator opens on the battle torn land of Germania, with the general later to be known as ‘Maximus’, being welcomed by his loyal soldiers.
This first part of the scene contrast the eventual fall into slavery that the main character endures.
Over the land scape a mist and fog falls upon the distance covering the scene with eerie feel, the calm before the storm of a coming battle, it’s almost like an underworld type of landscape because of this, possible to instil the sense of hell that is war. Maximus then intervenes when a soldier is told his has put the cannons in the wrong place by sticking up for the soldier’s decision, this shows that his character is fond of the men in his battalion and has a ‘brothers in arms’ relationship with them, he is on large an honourable man and it is for this reason that we know him to be the Protagonist of the film.



Blade Runner [1982]

Blade Runner opens with the louds booms of a dystopian future. Haunting syphonies ride across the titles screens with the thunderous drums being hit on the in-betweens. The bangs sound like missiles in the distance to instil a sense of dispair over the scene of the film.
The introduction then rolls over the black screen explaining the back drop with the haunting music eventually changing with the fade of the black into the sight of a red lit city scape with multiple inferno’s separating the buildings. In the distance a pyramid like building shoots white light from its roof, whatever the rest of the film entails, this building will play a core role.
A shot of inside the Pyramid like building shows a man in a suit smoking in a darkly lit room, again someone that will be the focus of the film.
The overall feel from the opening sequence is that this is not a nice prosperous future, whatever role the Pyramid building plays in the film, It is considered more important to the world at large then the rest of the flame laced city.
I haven’t seen the entire film but I get the feeling it will be an us vs them sort of film with the poorer unfortunate people attempting to change the way the society works.



Brazil [1985]

Brazil starts with a neon lit sign saying 20th century and the light flickering out, possible to state that this is in the future and it is not a good future. It then fades into a very campy and typical Americana version of advertising with a man enthusiastically selling Air Ducts, this shows the film has a level of humour to it. At this point the screen pans out to show a shop window with the advert on a show TV, a woman walks by and suddenly an explosiong encases the screen with the woman caught in it’s blast, the film is now a Black Comedy.
The showcase TV’s are now covered in fire and debris and 1 still plays, on it is a politician with interviewer asking what the cause of the rise in terroist bombing is, he replies ‘bad sportsmanship’. It is clear that the government have some form of villainous role in the film.
The next frame shows a spectacle clad man trying to fix a pen and swat a fly, he is an average joe type of character with a menial job, it is likely that he is the main character we are suppose to relate to. It looks like a very boring scene for the character hence the reason he is going to a large effort to kill a fly.
The Dead fly falls into the printer in his office, and changes a word from ‘Tuttle’ to ‘Buttle’ this mistake will be a turning point in the plot and probably force the ‘average joe’ character into an unlikely hero.
The character Buttle is a family man celebrating Christmas with the rest of his family; he is then abruptly taking by the government into custody.



Edward Scissorhands [1990]

Edward Scissor hands starts with a haunting yet symphonic score panning over the top of a macabre looking door. As the camera moves round the cobwebbed cover house, a choir of voices can be heard echoing. The House begins to show aspects of machinery, with human distinctions such as smiles made out of nuts and bolts; this shows the film has a sense of humour. Images pass by the screen such as cookies, hands and a corpse, these aspects will most likely be a focus of the film and show that it’s a dark film with perhaps a sweeter side, hence the cookies. Throughout the title sequence snow is falling, again something that will be a feature within the film. The final shot shows the gothic looking mansion (which will be focused on during the film in some way) being viewed by an old lady putting her daughter or granddaughter to sleep. The child asks why is it snowing which begins the tale of Edward Scissorhands. It is clear that the films begins with snow and will most likely end with it also.



Sleepy Hollow [1999]

Sleepy Hollow begins the ominous sound of wind and haunting orchestral music, it’s a dark film for sure. The music gets louder as a mist covered title sequence starts with the eerie childlike singing covering it.
Blood drips on the floor as one hand grabs another and then fades to a man writing his final will. This sets the scene for a death and possible conspiracy for inheritance maybe.
A horse is then pulling a cart through dark woods with a family name written on the side of the cart, we know that the man inside will feature amongst the main plot. A scarecrow is seen inside a field looking rather menacing and then a grunt of horse is heard flying past the side of the cart, the man inside is scared. Just then the slice of blade is heard and the person inside witnesses the decapitated body of the driver. He flees the cart and runs through the field to come across the menacing scarecrow once more, he stares at it and belives that he has escaped danger and is just scaring himself and at that point a close up of the scarecrow head is seen with blood spraying across it. It’s a murder mystery film, the viewer from the beginning is intended to wonder about all the different clues given and the finale will likely reveal the plot completely.


Gladiator: http://bignewsupdates.com/wp-content/uploads/2011/07/gladiator_movie.jpg

Blade Runner: http://ia.media-imdb.com/images/M/MV5BMTkxNTQ5NTI0Ml5BMl5BanBnXkFtZTYwODgzMDc4._V1._SY317_.jpg

Brazil: http://upload.wikimedia.org/wikipedia/en/thumb/3/3e/Brazilposter.jpg/215px-Brazilposter.jpg

Edward Scissorhands: http://www.swotti.com/tmp/swotti/cacheZWR3YXJKIHNJAXNZB3JOYW5KCW==RW50ZXJ0YWLUBWVUDC1NB3ZPZXM=/imgedward%20scissorhands1.jpg

Sleepy Hollow: http://www.moviemobsters.com/wp-content/uploads/2010/10/sleepy-hollow.jpg

Friday, 25 November 2011

Coherent worlds – What I consider a Coherent World

 Like other projects on this cause I’m going to refer to Red Dead Redemption, as it is a recent game and a triumph in both narrative and gameplay.

John Marston - as rough as the ground he walks on.


The Wild West is brutal place, full of outlaws and dangers from town to town. If a character is to survive in a place like this then he must also be brutal and rugged.
John Marston is an outlaw, his very persona embodies the west and it was characters such as him that made the west the legend that it was.
These two aspects of Red Dead Redemption were almost tailor made for each other, if you played a character reminiscent of Kenneth Williams in Red Dead Redemption the experience would alter drastically, whilst it may humorous it would also lose much of its intensity and immersion. Like wise if the player were to take control of the fierce John Marston but have him wandering around a candy land full of happy ewok-esque creatures the experience would falter and the immersive nature would break.

Oooohhh! - I cannot see this man surviving long.


Red Dead Redemptions landscape was to be considered a living character in itself; Characters travelling each morning to other towns, trains running on time, law Enforcement and fights that involve people other then yourself. It all added up to a believable world.
What also helped make the world coherent was the level of detail the world had to history. I don’t mean aspects such as the ‘Duals’ since a form of fighting which featured any form of ‘honour’ was highly and historically unlikely at the time. What I mean by the details is that there is nothing out of place within the game world such as; aliens, elves or Italian plumbers that jump on turtles. This attention to detail helped push the immersion further, although the time came when Rockstar wanted to have an all out blast with the world of Red Dead and Added Zombies, sasquatches and unicorns in the ‘Undead Nightmare’ campaign.



The reason I believe that this worked as well as being immersive was the characters reaction to world around them, a zombie is just as otherworldly and petrifying to the citizens of New Austin as it would be to you or me therefore the player was immersed into the chaotic situation. 

Kenneth Williams image: http://www.wearysloth.com/Gallery/ActorsW/18441-2988.gif

RDR screen: http://media1.gameinformer.com/imagefeed/screenshots/RedDeadRedemptionUndeadNightmare/RedDeadRedemptionUndeadNightmareMedia/RDR%20Undead%20Nightmare%20167.jpg

Undead Nightmare Screen: http://download.xbox.com/content/images/66acd000-77fe-1000-9115-d8025454082b/1033/screenlg2.jpg