Story Design Question

Daitomodachi

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So I finished writing out key plot points for my game's story and getting ready to flesh it out (e.g. dialogue, actions etc.). One of the key things I want to do in my story is creating a character the player wants to rescue - not someone like Princess Peach. I also want to create a truly despicable villian. However, I don't know how to accomplish this since this is the first time I'm writing a story for a game. Does anyone have a few pointers on how to do this?
 

Alkorri

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It's easy to create someone your own character would want to rescue, depending on who or what they are. A mother for instance would instinctively want to save a drowning or kidnapped child. Superman wants to save planes and trains full of folks because of his compassionate nature.

But if you're talking about creating a character the player themselves wants to save, well, that's harder. You have to appeal to individual likes and dislikes. Some players, for instance, can't stand whiny princesses. Others might not mind a damsel in distress but feel less sympathetic about guys who need rescuing.

Personally these are some of the tricks I would use if I want to create Characters Worth Saving:

Subvert people's expectations - If the character is a child, show her to be strong and independent and wise beyond her years, but only because you know she's used to her parents not being around and doesn't know how to ask people for help. Show the player that an ogre can be kind, a vampire persecuted by hunters only wants to be accepted. By surprising players, you convince them that this character - and the depth you're hinting at - is worth saving. 

Humour, personality and silliness - This can be applied in so many ways. We all love to laugh, we all want to be entertained. Who doesn't want to rescue a lovable Purple Hippo terrorized by an equally silly villain? Less extreme, the rescuee can also win players over with their jokes and/or witty sense of humour. There's a reason people will usually always remember the characters that make them smile, be it a movie, book or video game. Simply put, the more you convince players that this character would be a fun person to have around, the more they want to save him/her. 

(You can also use humour to apply through the lenses of your main character. Suppose, for instance, that your main character is a goblin who wants to be a paladin. He's convinced that saving people is the only way to fulfill his lifelong dream of getting into the Holy Order of Stuffypants. The more appealing you make a main character with the motivation to rescue people, the more players will get into the 'role' of goblin paladin wannabe and naturally want to fulfill that goal. But that isn't really answering your question, I know).

Building bonds and relationship - If the character you're supposed to save, someone your main character has never met before? Or someone you already took the pains to carefully build up a relationship around? I'm not talking about romantic relationships, I'm talking about using up game hours to show (not tell) the player just why this character means or should mean a lot to your main character. 

I'm not explaining this very well (a little sleepy) so here's an example. Say your main character is a bitter war veteran and she's living out her retirement years in the forest, alone. Along comes a scarred elf who teaches her that humans and elves can get along after all. He's wounded, and she helps fix his leg, sets him up in a shack nearby. Her cabin is wrecked in a storm so together they both fix it. Winter comes and they work together to gather food and firewood to somehow survive the wolves and the cold. During dinner, they talk about growing crops instead of hunting all the time. She's reluctant, but the elf cheerfully persuades her to try planting vegetables. For the first time in a long while, she's hopeful and looking forward to the future. And then soldiers come crashing in one day, accuses the elf of treason against the king, knocks her out and drags him away. When she wakes up, the elf, her closest friend in years, is gone. And of course she frickin wants him back. In game terms all this can be shown with some cutscenes, maybe a tutorial of the two fighting off winter wolves, before the real game begins. 

Really long example, I know, but the trick I like to do is make the players fall in love with a character. Make them sad, make them happy, connect them with an emotion they might have in common (such as the need for friends, or family bonds, or both wanting to be understood by an uncaring world.) Bring the player and that character to that perfect moment of understanding. Then, rip out their heart and twist as you take away that one thing precious to your main character. If you did your job well, your player would be screaming to knock down doors and kick butts to get that person back.

Kids and animals - I don't mean to lump them together, but it's true. Unless you have a heart of stone, it's very hard to ignore an animal or child in distress. It's why the video game Last of Us was so effective, why it made you want to protect a character who is (seemingly) helpless and dependent on you for love, warmth, support, safety. On some level, you don't want to let these kind of characters down, especially when developers know how to tug on the heartstrings.

Strength and usefulness of the character - Cynical as it sounds, sometimes us players just want to save a character we know would strengthen our party. We want them for the tank and meat fodder potential. We want them for the spells and the cold hard numbers that would allow you to beat that previously overpowered boss, thus earning you juicy XP and spell upgrades. Lord knows more than once, I wasn't really paying attention to Cleric Timmy's tale of woe of whatever monster kidnapped his girlfriend. I was rubbing my hands and thinking to myself, "Heal Alls at Level 5."

Edited: Family members - If the family member of the main character is in danger, be it a son, brother, wife, on some instinctual level most players would want to get them back too. It's built into us as humans - you might say it's a survival instinct, an evolutionary innovation. It's a powerful bond, which is why they say blood is thicker than water.
This is a huge topic so I don't think I can go into what makes a despicable villain. If I'm not mistaken, there are many threads discussing that :)

Also, have you tried looking here?
 
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Derahex

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Well, first of all avoid any archetypes or classics. For example: A Evil Lord of Evil who wants to rule/destroy the kindom/world/universe just for the heck of it is something to avoid. Also avoid princesses (Obviously) Since it's a sterotype. (Unless your story is very good and pertinent, then it may be forgiven)

Now for your villain, think about what his/her goal is.Typically, an antagonist wants, as stated above, to rule a place, to destroy something, monetary gain, or simply revenge. Go check, it's rare to find stories with bad guys that don't do that.

If you want Bad Guy to be really hated, the simplest thing to do is to orient the story and have the villain do heart-wrenching things like kill a cute fake new party member to whom one would easily get attached to and have your villain slay them in a cruel way. Or whatever your story demands him to do.

For a non-princess rescuable character, make them have actively contributed to the progression of the story: Saved the Protagonist from some close scrapes, a sibling, etc.

What's really important is to manipulate the Player into being attached to the characters.

That's about all I can help you with, given I have no information about the story whatsoever. If you would like me to help you more, you could spoil me a bit of the story (In PM, if you wish for it to stay secret) and could assist you in any way I can.

If you worry about me stealing your story, you don't need to worry, I have my own ideas to deplete before I get that desperate !

Have a nice soirée !  BD

-EDIT- Hmm. Seems Alkorri put the point faster AND better than me. Darn!
 
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captainproton

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Actually, I will say that sometimes a princess is an understandable--if overdone--rescuee. Think about it: you're an evil terrorist. You want the king to do want you want. You don't threaten the king himself, you threaten his family. People will do all kinds of things to protect their children they wouldn't do to protect themselves.

And, depending on the culture and time period, a princess is far less likely to be trained in self-defense than a prince. (Though this may only be a marginal difference to the abductor).
 

SLEEP

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your goals are too vague. try writing a story with these two tropes in mind, and see where you get stuck before asking for help. heres some generic advice anyway tho

1. A good way to make a person feel needed in a game is mechanical incentive as well as a narrative incentive. Assuming jRPG, if a party member character is the captured character, rescuing them means you get the mechanics boon of more characters in your arsenal. However, you should be aware of and avoid clichéd, bad, and sexist damsel in distress tropes. Not only are these tropes harmful, but objectifying a character and turning them into an object to be acted on also is what makes people see them as a burden, like Princess Peach. So ask yourself if there is really a need to have a character who requires a rescue. And if it is, try ways of putting them in a situation where they can save themselves or co-operate and assist with their own rescue, rather than having a passive role in the whole ordeal.

2. As for a villain, try to think of what villains you like, and how they made you feel what you feel. It can be hard to tell what you want out of an antagonist until you begin writing a story, so just give it a shot! Good luck!
 
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wildhalcyon

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There are two good kinds of villains. The first is the villain everyone loves to... love. But this isn't the kind of villain you want to create. You want a despicable villain. The kind of villain everyone loves to HATE. A bad villain (or a villain the viewer loves) is a villain that puts obstacles in the protagonist's path to be overcome, and they do so in a way that is enjoyable for the viewer (even if not-so-much for the protagonist). Dr. Evil is a villain someone can love. A despicable villain chips away at everything the viewer holds dear - everything the protagonist loves dying bitterly. Kefka, Sephiroth, the Dark Knight's Joker, Raoul Silva in Skyfall, Voldemort... these people are AWFUL horrible people. They may have sympathetic tendencies because of how they got where they are, but really.. they have committed acts that are flat out unforgivable to the protagonists (and most likely the viewer as well).

Kefka doesn't really belong on the list, because his 'unforgivable' acts actually propels the story along, and none of the characters you are emotionally invested in die. The other villains though have taken away something from the hero. Something that can't be restored. They have created a hole in the hearts and minds of the viewers that will forever be un-mended. Voldemort wasn't really such a great villain initially. Sure, he killed Harry Potter's parents prior to the events in the story, but it was PRIOR to the events. It makes it harder to hate him. However, after book 4, it was relatively easy to hate him. Suddenly he's killing off people you've become emotionally invested in. Suddenly he IMPACTS THE VIEWER (or reader, or player).

So if you really want to create a despicable villain you have to be willing to destroy something the player loves first. It's not easy to do. It's not comfortable to do. It sometimes doesn't fit in the story, but if that's what you want, then be willing to do it. You can't just kill the main character's mom - the player most likely has no attachment to her. You can't just kill a nameless NPC either (or even hundreds of nameless NPCs). They don't even have to kill someone, although that's most likely the simplest way to give them an emotional attachment. They just have to do something unforgivable to someone THE PLAYER loves. Not you, the player.
 

Curia Chasea

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There are two good kinds of villains. The first is the villain everyone loves to... love. But this isn't the kind of villain you want to create. You want a despicable villain. The kind of villain everyone loves to HATE. A bad villain (or a villain the viewer loves) is a villain that puts obstacles in the protagonist's path to be overcome, and they do so in a way that is enjoyable for the viewer (even if not-so-much for the protagonist). Dr. Evil is a villain someone can love. A despicable villain chips away at everything the viewer holds dear - everything the protagonist loves dying bitterly. Kefka, Sephiroth, the Dark Knight's Joker, Raoul Silva in Skyfall, Voldemort... these people are AWFUL horrible people. They may have sympathetic tendencies because of how they got where they are, but really.. they have committed acts that are flat out unforgivable to the protagonists (and most likely the viewer as well).

Kefka doesn't really belong on the list, because his 'unforgivable' acts actually propels the story along, and none of the characters you are emotionally invested in die. The other villains though have taken away something from the hero. Something that can't be restored. They have created a hole in the hearts and minds of the viewers that will forever be un-mended. Voldemort wasn't really such a great villain initially. Sure, he killed Harry Potter's parents prior to the events in the story, but it was PRIOR to the events. It makes it harder to hate him. However, after book 4, it was relatively easy to hate him. Suddenly he's killing off people you've become emotionally invested in. Suddenly he IMPACTS THE VIEWER (or reader, or player).

So if you really want to create a despicable villain you have to be willing to destroy something the player loves first. It's not easy to do. It's not comfortable to do. It sometimes doesn't fit in the story, but if that's what you want, then be willing to do it. You can't just kill the main character's mom - the player most likely has no attachment to her. You can't just kill a nameless NPC either (or even hundreds of nameless NPCs). They don't even have to kill someone, although that's most likely the simplest way to give them an emotional attachment. They just have to do something unforgivable to someone THE PLAYER loves. Not you, the player.
That would probably be my advice on creating such a villain as well. 

I'd put the emphasis on "make sure the PLAYER LOVES whatever the villain is taking away forever. Not YOU or the CHARACTER of the story." 
 

Daitomodachi

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These are all great suggestions! Although I don't want to reveal to much of the story yet because I anticipate that I'll post it in the project development forum soon, I'm having the following problems..

Right now, the story feature two brothers trying to rescue their mother from a

serial killer/rapist who uses one of the primary powers in my game
. Sorry if the villain is not PG but I was somewhat inspired by Yoshikage Kira from Jojo's Bizarre Adventure and Sylar from Heroes
I already figured out how to make the villain totally despicable (if you read the spoiler, it's not what you're thinking), but the problem I'm having is somehow figuring out a way for the player to care about rescuing their mom. 
 
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Alkorri

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-EDIT- Hmm. Seems Alkorri put the point faster AND better than me. Darn!
It's okay, Derahex. I didn't touch on villains at all ;D (Was sleepy and post was getting too long) Plus you reminded me of one important point I missed.

Family members. If the family member of the main character is in danger, be it a son, brother, wife, on some instinctual level most players would want to get them back too. It's built into us as humans - you might say it's a survival instinct, an evolutionary innovation. It's a powerful bond, which is why they say blood is thicker than water.

So yes, Daitomodachi, chances are if you craft the scenes right, build up the bond, the player will want get their character's mother back. Just look at practically any Pixar/Disney movie or shows like Fullmetal Alchemist. Heck, there's a reason so many movies (Tarzan, Bambi, Dumbo etc) have you rescuing a mother figure or revolving around a mother figure, because nearly every person has one and will want to save them from harm. People would go the distance and suffer (even kill) for their mother - and filmmakers and developers know this ;)
 
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Curia Chasea

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"Go on a journey to save some guy's mother from a serial rapist and killer."

.....you sure that would be your pitch for a story?
 

Daitomodachi

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"Go on a journey to save some guy's mother from a serial rapist and killer."

.....you sure that would be your pitch for a story?
That's not exactly what I'm trying to pitch. I want the villian to be unknown for the first half of the story. I want there to be a build up to how vile and sick he is and if he becomes a God, then life would be messed up forever. What I have in mind is that the brothers discovered these new powers and the mom goes missing. Then it turns out that the villian kidnapped the mom as she has a power inside of her that will be able to grant him the ability to continue to his evil deeds, but on a much bigger level.
 
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Curia Chasea

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I have to ask this - Why the weird fixation on making the villain sick, vile and a meanie?
 

Daitomodachi

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I have to ask this - Why the weird fixation on making the villain sick, vile and a meanie?
To make the player emotionally invested in fighting the villain. Sure, part of making good boss fights is by introducing cool game mechanics, but at the same time, if the player doesn't have his/her blood boiling over a villian and doesn't have a strong desire to defeat them, then the game will be boring.
 

captainproton

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Besides that, kind, thoughtful, well-adjusted folks usually don't try to take over the world.
 

Derahex

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Well I wish you good luck on your Quest of creating your game, I'll be checking on your progress from time to time. This looks interesting.

My projects are currently on hiatus and I have nothing else to do !
 

Help

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I was somewhat inspired by Yoshikage Kira from Jojo's Bizarre Adventure
I like you, I like you a lot.

The way you tell the story also plays a large role in making the players like the villain. For example, your inspiration of your game's villain, Yoshikage Kira is merely a serial killer with a hand fetish whose motivation to kill is just because it's in his nature to do so. Not a lot of people would sympathize to this character, right? But Araki manages to do a good job at executing his role as the main villain of the part, making a lot of the readers love him. Another example would be Dio Brando, a vampire who wants to rule the world. Generic, isn't it? But plenty of people love him. Why? It's because of good execution.

I'm sorry if I'm not good with words, but if this helped you give an idea of what your villain will be like, I'm grateful.

Oh damn, I just noticed that you want the players to HATE the villiain. I feel embarrassed now. But this advice also works with the princess and basically everything in general.
 
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Curia Chasea

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To make the player emotionally invested in fighting the villain. Sure, part of making good boss fights is by introducing cool game mechanics, but at the same time, if the player doesn't have his/her blood boiling over a villian and doesn't have a strong desire to defeat them, then the game will be boring.
Ah, there we go. Well, you approach it from the wrong angle then. What you want is MYSTERY not Hatred.

Players never follow the story because they hate the villain. They follow the story because they are curious of what will happen. They want to see how the heroes will win against impossible odds. What will they do? How will they outsmart a villain that is cunning and ruthless? How will they save the princess, catch them all and build that farm. Easy-to-hate villains work in Hack n Slashers where you are more focused on wrecking faces than the story. 

In case of RPGs? Mystery. The moment the players want to know how it all ends - you got them sold on the narrative. 
 

Daitomodachi

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Ah, there we go. Well, you approach it from the wrong angle then. What you want is MYSTERY not Hatred.

Players never follow the story because they hate the villain. They follow the story because they are curious of what will happen. They want to see how the heroes will win against impossible odds. What will they do? How will they outsmart a villain that is cunning and ruthless? How will they save the princess, catch them all and build that farm. Easy-to-hate villains work in Hack n Slashers where you are more focused on wrecking faces than the story. 

In case of RPGs? Mystery. The moment the players want to know how it all ends - you got them sold on the narrative. 
Hmmm...interesting. I will definitely rethink about the villian when drafting my characters sheet. I might even have to revise some key plot points in the story.
 

Warpmind

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Here's an idea for making the player wonder about the villain:
Someone abducted the tavern's bar wench, on a busy evening, and nobody saw it happen.
That's both nigh-impossible, AND grounds for a lynch mob; you've got motivation for both character and player to investigate. You're welcome. ;)
 

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