There is a difference in finding reasons for actions and finding reasons for being a good or bad person.
Let me use an example:
A game about a police officer (protagonist) trying to catch a thief (antagonist).
A game about a thief (protagonist) trying to scape from a police officer(antagonist).
No, because people are defined by their actions - A person who does bad things, is a bad person, and so their reasons
for doing bad things is, by proxy, the reason they are bad.
A "bad" person who doesn't do bad things, is not a bad person at all.
Usually players don't want to play as a bad protagonist, so if we are using the thief as the protagonist,
we have to make him a good person doing a bad thing. So, why a good person is doing a bad thing?
Ok, he stole a potion to his dying mother. This is why he is doing a bad action.
Except, if you provide the right amount of justification for the "bad act", then it isn't a bad
act anymore is it? Stealing isn't inherently bad - and nobody would describe what Robin Hood is doing
as a bad act.
And realistically speaking, this is the same for all villains. No villain is going to go around
doing bad things knowing full well that it's bad, and doing because it's bad -
Which is why the distinction between a good and a bad person lies in the "validity" of the reasons
for the actions they take.
But he is a good guy, we can see it, he helps his mother, he treats others well...why? It doesn't matter!
The reason behind his action is important, not his essence,
we don't have to look into his childhood to find a reason why he is a good guy.
My point is that the reasons behind is action is his essence. To make a distinction there is pointless.
If you're providing the reasons for his actions, you're doing the very thing I am asking for -
explaining why he is the way he is - because humans are what they do.
To say that a person is one thing, but does something else, or nothing at all, is meaningless.
A "good" person who does evil, or does not do good, does not magically still possess some essence
of "goodness".
Your example of a "good" person doing something "bad", like in the context of the thief stealing
for noble motives doesn't make your argument unless you presuppose that the moral value
of actions exist in a vacuum, void of both intent and concrete results.
However, the reason we see theft as bad is because of the impact it has on its victims, and on the reasons
of the person doing the theft.
So, when a thief steals for the "right" reasons - they're not actually doing something bad - they're doing something
good, and that's why they're still a good person.
This all matters if the protagonist, in a world of greys, written with complex justification for all other major characters,
is doing something as uncharacteristic of a human being as utter and complete selflessness.
There is a reason why Jesus, Buddha, Ghandi etc. are so memorable - and that's because the level of altruism
those guys exhibit is highly uncharacteristic of the vast majority of human's on earth.
To a degree, your point doesn't seem to address my actual contention here, because I've time and time again
specified that I am talking specifically about this as an issue of consistency - not as a zero-sum game,
where we have to provide thorough justifications for why average hero Joe doesn't murder innocent people -
however, to say that, if you're writing a story of some complexity, where you think your villain needs
ample justification for, let's say, attempting to become dictator of a country (which to be fair, is not
even all that uncommon for humans to attempt to do), whilst not bothering to created good reasons
for why the hero suddenly decides to start an armed insurrection to stop him - to me - seems like lazy writing.
Now, the police officer, he is just doing his job, chase a thief is a good thing to do,
but we want a bad antagonist for some reason.
So, now, our police officer is a dirty cop working for the mob. why? because he is a bad guy looking for some easy money.
why he is bad? it doesn't matter, again.
Actually, I think this matters very much. If you're content to write a villain as just "a bad guy looking for
easy money", then by all means - but that's the very definition of lazy writing.
If all you're looking to write is this Disney-esque good vs evil narrative, and you're consistent in that approach,
then you sure - no problem.
But, in any other story, that would be lazy.
If the cop is doing people injustice in want of easy cash, then that is the qualifying factor that makes him
a bad person - however, at that point I would want to know his reasons for wanting money so bad that he's
willing to do injustice to innocent people. Whether we're content to write him off as greedy, which is still
a bit lazy, or whether we write him as a person who's greedy because he grew up in poverty, it's still better than
nothing at all, in that specific context.
Again, it depends on how consistent it all is -
There is nothing wrong with simple stories. The issue comes with simple solutions opted for out of lack
of care, or just laziness, when people have otherwise spent a great deal of time and effort on other aspects
of the story.
If we want to make him more complex, we can find a reason why he joined the mob.
So, maybe he is a not such a bad guy, because he
joined the mob just because he also needs the extra money to buy potions for his mother!
So if he is not a bad person, maybe when he catches the thief he could give him a second chance and let him run again.
But why this "good- bad- actually good - antagonist" is "actually good"?
It doesn't matter. Maybe he wont give the thief a second chance because he is a bad guy after all,
doing bad things for the mob for a good reason (help his mother).
Except, you've just now explained, throughout this entire paragraph why this character is good, or bad,
or a mixture of both. If it doesn't matter, why did you just do that?
He is fine doing terrible things because he is a bad person,
You're again putting the cart before the horse. It's the fact that he is fine doing terrible things,
that makes him a bad person, not the other way around. If it was the other way around,
that presupposes that you can have a person who is fundamentally bad, without doing bad things -
which is completely nonsensical.
while the thief feels bad doing bad things and wouldn't go too far (like killing a person).
If you want to say "He is comfortable doing bad things because he is a bad person because *trauma*"
than you're looking for some bad psychology.
Not really. Anti-social actions are, psychologically speaking, almost entirely certain to be tied together
to past formative experiences. Unless you want to run with the assumption that some people are just born
bad, which actually would be very bad psychology, then each and every person who does something "bad" are either
A.) doing it because they don't actually think it's bad (good, but misguided intentions), or because
B.) they're sadists (actually enjoy doing things that hurt other people).
That being said though, this is all irrelevant, because I am not saying that protagonists mental-states
need to be explained down to their basic personas as a result of formative experiences -
I am simply saying that I want rationales and motives that are convincing to the degree of the
heroic deeds they perform, granted the same is provided for their antagonists.
If the antagonists wish to destroy the world is explained through lengthy flash-backs involving
tragic pasts and a slow decent into madness, then I wish to know why the local thief turned hero,
suddenly decided it was a good idea to try to stop the guy who presumably has enough power
to destroy the entire planet, beyond appeal to general goodness.
As I brought up in my previous post -
Cloud is a really good example of a hero with depth in this regard -
He isn't a hero because he is essentially good - he is a hero because his actions accumulate into
heroic deeds, although they are by and large for personal gain.
The fact that he just wants to kick Sephiroth in the balls for torching his home town, killing everyone
in the process, and then murdering his next (maybe, depending on how you play) love-interest,
provides plenty of rationale, and I don't need more beyond that.
A character that fails miserably in this regard would be Link, in most of the Zelda games.
But then again, the Zelda games usually don't try to tell a story to the same extent as say,
most FF games, so I don't really see that as a real issue.
My real problem is if you were to insert a hero like Link, into a narrative like FF7 -
and unfortunately, that seems to be a thing at times.
@Makio-Kuta :
Well, to be fair, I don't think there are many stories that give zero thought to protagonist
motivations for doing good things -
I was talking comparatively, to say villains, within specific stories.
One story that comes to mind pretty quickly, is FF10 and its protagonist Tidus -
While Tidus is given motivations for why he tags along with Yuna and her followers
(to get back to Zanarkand), he is uncharacteristically goodie-two-shoes
throughout most the game, despite the fact that the narrative also establishes him
as a really self-centered person at other times.
This jives a lot to me, when he suddenly starts going on about helping this or that
character all of the sudden.
I think were the break really happens for me, is the side-tracking goodness of a
lot of characters in JRPG, where your party of protagonists will constantly step out
of the way to help this and that villager solve their personal squabbles, or kill
a dangerous monster, or stop the unjust local warlord from kidnapping the village
girls etc.
I get why the villains wants to blow up the planet - he is bat-**** insane due
to having been submitted to intrusive experiments (Kefka), or a narcissist with
illusions of grandeur (Sephiroth), or maybe just a guy who loves girls,
but doesn't care about consent (Don Corneo) -
However, when Claude and Rena from Star Ocean the Second Story stop every 5 god damn minutes
to save everyone and their grandmother just because, I start getting reeeaaal tired.