Posts belonging to Category Secondary characters

Learning from Video Games: Zelda and the Art of the Game Shepherd

Yesterday, I wrote about the game shepherd NPC. What got me thinking about that character type (or at least, what got me thinking this time) was that one feature that all of the 3D Zelda titles share—their local equivalent of the game shepherd, someone to look over Link’s shoulder and tell him about things that [...]

The Dangers of the Game Shepherd NPC

One of the things we’ve learned pretty quickly about introducing a player or group to a world they’ve never played in before is that they might not really know what the place is like. Not everyone reads the setting info cover to cover, after all. This is usually where we bring in the Game Shepherd [...]

Reprise: For Side Characters to Live

Originally posted on October 8, 2008, because worlds that obviously revolve around their protagonists are dead boring.
The secondary character exists when you’re not looking at her.
That should be pretty self-explanatory, but it’s easy for people to forget that. In stories, you have characters that for some reason are always there, always available, always [...]

Semi-Generic Characters and How To Reuse Them

Every now and then, you just need a character(s) from a certain group. Such and such a cult. Such and such a location. Such and such an army. The personalities don’t matter as much, just as long as the characters have the appropriate background and will deal with the group in a certain way. Sure, [...]

Cute Things!

One of the interesting things I found about my game was if in doubt, I could generally stall for a game by introducing a cute thing. Small and fluffy, childlike, prone to noises that could’ve been speech if it’d had the intelligence to support it—it really didn’t matter. It’s a recognized pattern, I think—or at [...]

Prepping Character Groups: Role Play

Yesterday, I talked about some of the elements for creating groups of characters that could also function as one somewhat complicated character role-wise. One of the points I touched on was the idea of each character’s role in the group, and how these roles can be used to ensure that the characters aren’t misplaced (unless [...]

Prepping Small Groups of Characters

Sometimes you’re going to have a group of characters that are so associated that they might as well serve as one single character; you hardly ever see them apart from each other, and it’s usually either plot-related or a fact about feasibility when you do. Presenting these sorts of groups onstage is a challenge, particularly [...]

Give Bureaucrats a Chance!

One of the things I found myself thinking, when writing about corruption among bureaucrats, is that in many stories and games bureaucrats, desk jockeys and others who live by papers and numbers get the short end of the stick.
We’ve all seen the types. You get the corrupt ones—oh, so many corrupt ones—who are behind everything [...]

Antagonists and the Details That Redeem Them

This was inspired by (and, in fact, supposed to be a comment to, before it turned post-length on me) the recent Hathor Legacy article “Pride and Possession”. In it, Gena responds to seeing a debate on whether or not Mother Gothel might not have been so bad after all (I’ll admit, this concept rather scares [...]

On Differentiating Antagonists

We know all characters need to be differentiated one way or another, but it’s particularly important for antagonists. After all, even in standard fiction, villains drive the story enough that it takes a really spectacular main character to make up for a bad one, and—well, since the protagonist in a game’s been outsourced to the [...]