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RPG Design: Character Development

And back to the game design topic! The part I love most about game design is that you can create worlds full of life, intricacy, intrigue and interesting characters, experimenting with scenarios and situations (that would otherwise probably have negative repercussions in RL™).

As a programmer you'd ever only write your code and if you are happy with it that's fine but we one-man-game-developer types are more like Jack of all trades who want to create complete worlds ... and stories. And then tell those stories by means of the game. And maybe throw a bit (or a large chunk) of dynamics in there again ... as programmers.

One extremely satisfying aspect of game design (for games where narrative is important) is the development of characters that should act throughout the game. Creating characters is just as much fun as the other bases! If you do it right and create deep and sympathetic characters people will love them.

And even villains can be sympathetic. In fact they should be! Who likes an antagonist that is completely unsympathetic? Nobody, right? But why should you even like a villain, after all he's the guy who needs to be defeated? The answer to this is that the guy who is the villain is so only in the context of our story. Maybe he's not so bad after all in a different context. Or in short: Antagonists also have a life, feelings ... but guess what? Now I totally digress! I actually wanted to show you my new and all fresh character template that I came up with to shape out characters for my game.

The template I'm introducing here is based on a template that is used by the two authors of The Ultimate Guide to Video Game Writing and Design, a book I've recently purchased which I think is just slightly overrated on Amazon but still definitely worth it's money. The two authors have the character building template fully laid out in their book for the purpose of their example but I've made modifications to it so that it suits the holy needs of my RPG design.

This character building template is quite extensive and there might be a few items that you want to throw out for your design or you'd want to add other questions appropriately. Also, as stated in the book by the authors, when designing a new character with this it's not required to go through this in a linear way. Skip sections and fill them in later ... like a puzzle. Likewise it's not always necessary to fill out all the boxes. Some minor characters don't need that level of detail.

It's also worth to note that most of what you fill into this template is for your eyes (or for your teams eyes) only. So write away care-freely! Only some of this information makes it into the game anyway however the whole additional info helps to give the character the amount of depth that is needed to make him/her an exceptionally outstanding character.

The template consists of several tables with rows of questions on the left column and the answers or details to fill in on the right side (in which for the purpose of explanation I've entered a description of the kind of text that goes in).

So without much further ado here's my character building template used to help creating the story for my totally epic role-playing game (which *cough* should be in the shelves somewhere within the next millennium!). In the next post I will show an example of how the template is used with one of my (player party) co-protagonist characters ... hopefully without revealing too much information about the game's story.

Of course feel free to use it, change it, adapt it or come up with your own template! I'd love to hear about them! And always keep in mind: We're not digging ditches or performing brain surgery here, we're making games. Lighten up, for chrissakes. (That was an actual quote from the above mentioned book).

Full Name

The complete name of the character.

Nickname or short name

A nickname or short name (if the full name is too long to be used practically in-game).

Image

An image of the character. This can also be a first sketch or a vague idea to see in which direction it goes.

Character Type

Pick one (or two if necessary) from the following list: Protagonist, Co-Protagonist, Antagonist, Hero, Anti-Hero, Mentor, Helper, Herald, Pivotal, Sidekick, Lackey, Ally, Henchman, Mole, Love Interest, Best Friend, Confidante, Partner, Catalyst

Gender

Male/Female

Species

The species (or race, ethnicity) of the character.

Class

RPG-related character class as it appears in-game.

Age

The age of the character. This can also be an approximation.

Summary

A short descriptive text about the character.

Biography

A biographical text about the character. Optimally as it should appear somewhere in-game for the player to be readable.