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feature: Adventure Architect: Part Twelve
Character design, or The Origin of 'Rattlesnake' Jake Dawson Talk is cheap... or is it? Adventure games are different than almost every other gaming genre because they typically involve copious amounts of dialogue. You can look at or interact with just about everything you see on the screen. That means that the hero of the game will probably comment on the things you see and do, which gives developers a chance to define characters by their words and actions in a way that isn't available in most other types of games. If you do it correctly, it can solidify the bond between the player and the character. It's important to make sure that the character's dialogue matches his personality. As a developer, my first charge is to know my character. How would he react if a homicidal mime suddenly jumped out from behind a bush? Would be scared? Amused? Skeptical? Indifferent? Whatever the answer, my next charge is to write a response to the event that reflects his internal reaction to it, and remains consistent with the characteristics I've already established in other scenes. In Rise of the Hidden Sun, for example, Jake encounters an old prospector who recognizes him as the 'Rattlesnake' Jake Dawson of a popular cowboy song. How Jake responds to this will reveal a lot about the character. Is he flattered? Shy? Annoyed? And, depending on the tone I'm trying to set in the game, is his response funny? Let's take a look at how I handled it, and see what it reveals about Jake. (Note that fellow writer Phillip Dyte, who frequents the AGS boards, also contributed to this dialogue.) OLD PROSPECTOR: Say, you got a name there, fella? JAKE: I'm Jake Dawson. OLD PROSPECTOR: Jake Dawson…? OLD PROSPECTOR: *THE* Jake Dawson? OLD PROSPECTOR: Yer that rattlesnake feller I done heard so much about! OLD PROSPECTOR: 'Rattlesnake' Jake, they calls ya. Deadliest gunfighter west o' the Mississippi. OLD PROSPECTOR: Yuh even got yer own ballad! JAKE: I do? [Turns to audience.] This could be embarrassing. OLD PROSPECTOR: Now let's see if I remember how it goes. OLD PROSPECTOR: [Singing] Weeeell... Born in an alley, an' raised in a valley, with a gun gripped in 'is hand... JAKE: Thank you. Really. Please stop. OLD PROSPECTOR: [Singing] He'll kiss yer sister Sally, just addin' to his tally, he's the fastest draw in the land... JAKE: Seriously. Stop now. [Draws gun] OLD PROSPECTOR: Har, I bet that ain't even loaded. I bet you wouldn't shoot an old man like me. JAKE: Bet how much, exactly? OLD PROSPECTOR: Er... I'll stop. JAKE: Right. [Puts gun away] OLD PROSPECTOR: Ahah. Hah. Ahah. Say now, what's a famous gunslinger like you doin' here in Old Sierra valley anyway? Ain't ya heard this here town's seen better days? So what does this conversation reveal about Jake? For one thing, it shows that he's not exactly thrilled about the fact that there's a ballad written in his honor. (Which opens up another question—why isn't he thrilled about it?) It also shows that he's not someone to simply "take it" when someone annoys him. He's morally ambiguous enough that he'll pull a gun on an unarmed man, though here it's used as much for comic effect as for defining the character. And the whole exchange is also, I hope, somewhat amusing. Conclusion There's no one way to build a character. My methods may be entirely different than yours. In fact, I often think there HAS to be an easier way to do it. But the key is to find something that works for you, and not be afraid to ask others to critique your work. If your character is supposed to be cynical but sympathetic, let someone read what you're writing and tell you if you're succeeding. You might learn that the character is coming across as too cynical, and is hard to like because of it. Or, hopefully, you'll be encouraged by the feedback and find that you've hit exactly the right notes to achieve your desired effect. That's all for this month. Next time, I'll talk about building the user interface that lets players interact with the game world.
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