- Joined
- Apr 26, 2014
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- 211
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Right now I'm swapping back and forth between 2 games (I get bored easily
) and, in one of them, you play as the villain.
... or so I would have liked it. Unfortunately, I can't seem to fully swing the main character into full on villain territory without him becoming completely unrelatable. Instead, he's an antihero with a choice.
This is something I've noticed in a LOT of "villain protagonist" games... where the villain is really just an antihero fighting enemies that are just as evil, if not moreso, than he is. Another thing I noticed is that the vast majority of "villain" games remain wholly in the realm of lighthearted comedy... not that there is anything wrong with that, mind you... it's just that a true villainous game with a serious tone is like a unicorn. They just don't exist (not that I've seen).
... so I thought I'd start a discussion here about why that is. Is there a way to create a game centered around a villain protagonist and give it a serious atmosphere?
Or is it just better to start them as an antihero and let their choices determine how villainous they become?
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Another question (and one that ties more closely to my game idea but is still generally applicable) is, how does one create a foil for the villain protagonist that isn't a horrible person in their own right? As I mentioned before, most games where you play the bad guy are evil vs worse evil. How would one set up a situation where the villain protagonist has a reason that the player can identify with/get behind?
As an example: In my game, the villain protagonist was actually a good guy. He was a prince, next in line to the throne, about to get married... and BOOM, gets framed for murder. The brother takes over the throne and his bride-to-be and then begins warmongering, driving the people to rebel. He then starts crushing the rebels.
The rebels need to be there in case you want to try to be a "good guy" and not summon a horde of zombies to eat everyone... but the lengths the other brother needed to go through to force the rebellion of a once peaceful kingdom places him firmly in villain territory.
So how would one go about creating a foil for the villain (that the player is not sympathetic to) while still making it feel as though you are the villain, fighting the forces of good?
... or so I would have liked it. Unfortunately, I can't seem to fully swing the main character into full on villain territory without him becoming completely unrelatable. Instead, he's an antihero with a choice.
This is something I've noticed in a LOT of "villain protagonist" games... where the villain is really just an antihero fighting enemies that are just as evil, if not moreso, than he is. Another thing I noticed is that the vast majority of "villain" games remain wholly in the realm of lighthearted comedy... not that there is anything wrong with that, mind you... it's just that a true villainous game with a serious tone is like a unicorn. They just don't exist (not that I've seen).
... so I thought I'd start a discussion here about why that is. Is there a way to create a game centered around a villain protagonist and give it a serious atmosphere?
Or is it just better to start them as an antihero and let their choices determine how villainous they become?
-------------------------------------
Another question (and one that ties more closely to my game idea but is still generally applicable) is, how does one create a foil for the villain protagonist that isn't a horrible person in their own right? As I mentioned before, most games where you play the bad guy are evil vs worse evil. How would one set up a situation where the villain protagonist has a reason that the player can identify with/get behind?
As an example: In my game, the villain protagonist was actually a good guy. He was a prince, next in line to the throne, about to get married... and BOOM, gets framed for murder. The brother takes over the throne and his bride-to-be and then begins warmongering, driving the people to rebel. He then starts crushing the rebels.
The rebels need to be there in case you want to try to be a "good guy" and not summon a horde of zombies to eat everyone... but the lengths the other brother needed to go through to force the rebellion of a once peaceful kingdom places him firmly in villain territory.
So how would one go about creating a foil for the villain (that the player is not sympathetic to) while still making it feel as though you are the villain, fighting the forces of good?


