Chasing the dream of a video-game "everyman"

Dcswirlonly_bigger
Thursday, January 06, 2011
EDITOR'S NOTEfrom James DeRosa

A video-game "everyman" seems almost like an oxymoron. Of course, this could merely be because the presiding action-play paradigm has so fully inculcated me.

A protagonist that is truly an “everyman” is the holy grail of game design. As a result, the search for a character that doesn’t come off as a bland, all-capable superhero has led to some deceit as to what that actually means -- at least from the examples I've been playing.

Uncharted's Nathan Drake isn’t really an everyman -- at least not anymore than Die Hard's John McClane is. He may make wisecracks and talk like many of us do, but he can also litereally kill 900 people over the span of a few days. He may struggle and flail as he attempts improbable jumps, but he always makes them. Characters like Drake are ordinary video-game superheroes that just happen to have the back up of really good writers.

While playing Dead Space again, I realized more and more that the game fails to paint protagonist Issac Clarke as “just an engineer.” I felt like an action hero cutting down hundreds of space zombies while pulling the occasional switch.

 

Maybe all it takes to sell a better video-game character is better writing: Take San Andreas' Carl Johnson and Red Dead Redemption's John Marston for example. It seems gamers want to keep their impossible feats of gameplay as long as the story behind it is well written. Many have said that implausibility is the only way a game can be fun: Who wants to play as a regular guy who lives a regular life and dies a regular death.

While games about a quasi-normal life can be great if done right (the closest recent example being Heavy Rain), what I’d like to see are normal people put into extraordinary situations. Almost every game features an extraordinary character in an extraordinary situation: At the very least, let’s switch one of those two things around.

The game I keep comparing Dead Space to is Frictional Games' Amnesia: The Dark Descent. In that game -- as well as the Penumbra series, Frictional's other franchise -- your character can’t fight enemies at all. His best weapon is his brain. When you start a new file, Amnesia immediately tells you to use your wits to escape from enemies instead of fighting them head on. The result brings these games closer to what horror movies feel like than almost any game I’ve ever played.

I’ve been trying to play Dead Space in a similar manner on its harder difficulty setting. I maneuver around enemies and slow them down so I can run away. Doing this actually makes it easier for me to believe that Issac isn’t a space marine; he's a regular guy using what tools and wits he has to survive.

These games take me back to the era of adventure games when it wasn’t set in stone that the protagonist had to kick ass all the time. The player's character would have a set of abilities that might include killing things...or merely the ability to pick up blocks. But no matter what, the developers built an exciting game around those abilities. I guess it’s just another part of how action games have taken over the business.

We spend so much time feeling more powerful than our enemies. It can be nice to feel smarter than them for a change. The industry at large still hasn’t figured out that games can be interesting -- and even extremely exciting -- without being power fantasies of physical dominance.


This article was cross-posted with redswirl.1up.com

 
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Comments (8)
Default_picture
January 05, 2011

Agree.

230340423
January 05, 2011

It's funny. I was playing Borderlands last night, running over hordes of Scythids in my runner, and the thought occurred to me that I'd be bloody terrified to run into one of those Scythids in real life. I get scared of tiny spiders, for Pete's sake.

I think you're definitely onto something, that it's easier to relate to someone who's powerless, like in Amnesia, because we as regular gaming schlubs are pretty powerless too. Unfortunately that doesn't always make for fun gaming, outside of horror (where the whole point is to make you feel helpless).

Channel5
January 06, 2011

I think Harry Mason in Silent Hill: Shattered Memories represented the "everyman." He was married, had a kid, the whole deal. The game is played out as a session with a therapist so the craziness he experiences in the game is at least justified. He uses his brain to solve puzzles, and doesn't kill a single enemy. His character and ending change according to how you play the game. I'd say that's an everyman

Jamespic4
January 06, 2011

I think that's a great example, Errol.

Robsavillo
January 06, 2011

I think Heavy Rain arguably qualifies as an example of an ordinary protagonist placed into extraordinary circumstances. Exactly how ordinary is a situation where you're forced to drive [i]against[/i] traffic to save your son's life?

Photo_203
January 06, 2011

I typed up a nice, lengthy comment responding to this. Then it got deleted.

Let us all take a moment of silence for this loss.

Default_picture
January 06, 2011

One thing I found odd about Nathan Drake is ND back in Uncharted 1-2 kept pushing the idea hes just an everyman, caught up in events. But the way he makes jumps, and handles weapons they're not really fooling anyone. I mean if they packed another 100 pounds of muscle on him he would just be any other marine like character. Who happens to make jumps.

 

Heavy Rains characters, and Another World's Lester Knight Chaykin seem to be everymen. People just caught up in extraordinary situations.

 

I guess what I'm saying is that a everyman in gaming should have faults, and be vulnerable. They shouldn't be pros with any weapon, and they should move about the world in a realistic fasion.

 

Which makes me wonder how I Am Alive will be.

Rm_headshot
January 07, 2011
This is actually EXACTLY why I'm holding out hope for I Am Alive.

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