
I recently interviewed Insomniac's Ted Price at Gamasutra, and I also did a profile of him for an upcoming issue of Edge. Next issue? I'm kind of not sure, actually, because when I write for print magazines lead times are long and I have trouble keeping track. I send in my work and some time later you guys tell me on Twitter that you liked my article. What would I do without you?
There were portions of the discussion that I didn't end up using in either interview; among other things, we talked about Spyro, and I asked him about Activision's multimedia toy project, Skylanders, that stars a tougher, scalier version of the little dragon that seems more likely to jive with its target audience -- today's tweens, presumably -- than the friendly spark-puffing purple guy of yore.
Price, who is one of the more pleasant executives I've ever interviewed, told me he likes Activision's take on Spyro -- "Boy, Spyro has changed!" he laughed.

For Insomniac, Spyro was an effort to diversify after Disruptor, the company's debut game, which had been a first-person shooter capitalizing on the Doom trend. The studio, which has now been around for 17 years, was relatively young at the time, and still defining its flavor, but even with Spyro the team was discovering that it liked unusual weapons, as in all of the dragon's different breath abilities.
The mascot platformer genre was in its heyday, if you remember. It wasn't just Sega and Nintendo that chose characters to represent themselves in Sonic and Mario -- almost every studio was trying to pin down a cute-but-cool animal buddy that could represent it. It was the 1990s, and it was important to be "radical", in the 1990s sense of the word, which meant your mascot had to be cute and appealing, but he also had to have "attitude."
"There was always that tension within the studio, a good tension, about who Spyro should be," Price told me. "We started out with a Spyro that was kind of cocky and a jerk... we found the fans didn't necessarily appreciate the cocky nature, and it made him a less endearing character."
In other words, it was possible to take that "attitude" too far. These days, although Insomniac is still successful with Ratchet games, mascots in general are fewer and further between, and probably for good business reason, as Sega's numerous off-the-mark attempts to resurrect the Sonic brand have demonstrated.
Recently I have played two video games back to back where the protagonist is a cocky jerk -- and they even have the same name, Cole (L.A. Noire and Infamous 2, to be specific). Is "cocky armed jerk" the game industry's new "mascot character?" I certainly think so. I even find hometown-hero type Nathan Drake to be a little bit of a dick, but I think I might be in a minority here.
But in a sense, I think we're seeing the same bell curve trend happening with our modern protagonists that touched the mascot action genre in the 1990s. In an effort to answer our cries for something more interesting than the silent space marine, games are giving us all kinds of "tortured, complex" dudes, arrogant bastards who don't have to be a "good guy" to win. Maybe they're even setting themselves up to be hoist by their own petards, because those are apparently themes that show games fans how modern and edgy our narratives are.
But Price was correct: After a while in the 1990s, we became turned off not only by the glut of sameness in the mascot genre, but even more by the "attitude" that was supposed to make those animal characters so cool. I think the reason the mascot genre became less relevant wasn't necessarily because we were oversaturated with the format or because we were tired of that type of game mechanic and level design: I think we stopped liking that type of hero.
When's the last time you played as someone you found truly endearing? How many more jerks, named Cole or otherwise, do I have to play as this year? Do you guys notice this as well, and are you bothered by it? If so, what do you think historical patterns indicate might be coming next?
In unrelated news, it is Friday, this weekend is Northside Festival and I'm going to see Woods tonight, one of my absolute favorites. This weekend is also exciting because my friends' band Quiet Loudly are playing with Holy Spirits, whom I also love. Holy Spirits just did a lovely cream-and-gold vinyl split 12" with Mutual Benefit; you can listen to it on Bandcamp and I highly recommend you do! (Substitute all these links for the usual 'Today's Good Song' and you come out ahead!)
In honor of festival weekend I've written The Different Types of Drunk You Can Be at Thought Catalog. I'm a jerk. And now we're back on topic.
15 comments:
Great thoughts! I don't know what to think about the trend, but I do know that Cole from Infamous was one of the most unlikeable protagonists I'd seen in a while, and it made it very hard for me to enjoy the game because of that.
I seriously would LOVE to play a videogame with a protagonist that uses wit and whimsy to navigate through a hostile and violent world. Like Dr. Who, only better.
And yeah, Nathan Drake is kind of a dick, but less so than the other folks mentioned, and right in the line with the Indiana Jones of yesterday.
In my opinion, the issue is that it's generally believed a flawed character has depth. It's true most of the time, but in the effort to add flaws we often end up with an unlikable character.
It seems like no one knows how to make flaws work for the character anymore. I remember totally digging Zidane in Final Fantasy 9 because of his more positive personality compared to the two preceding FF protagonists. Sure, he was a bit of a womanizer, devatbly a character flaw, but the way it was portrayed was mostly comical and just made me love the character even more.
We need more "fun" character flaws and less, "Well he's a jackass, but we need him to save the world!"
I think this is a much bigger trend than just games... anti-hero protagonists, or tortured/conflicted heroes, are huge in movies and television right now. You could argue it really picked up steam with The Sopranos, and currently the torch is being carried by Dexter, Mad Men, Breaking Bad, et. al. Games are just an extension of this.
I remember Altair being a total dick as well. Especially right off the bat where he does that stuff that gets him demoted. Not the brightest way to build sympathy for your protagonist.
I think the issue with Cole McGrath in inFamous is that the game offers both good and evil options, so his personality has to be compatible with both. The only other solution would have been to write two different sets of dialogue, Mass-Effect style, and that probably wasn't something Sucker Punch's was interested in.
More generally, I think it's difficult to make a protagonist really endearing if the game involves killing five hundred bad guys and the game is rendered with realistic graphics. In a cartoony world you can manage an endearing hero (although even then the mascots have "attitude"), but once you leave the realm of cartoons, the violence inherent in combat games becomes an issue. It's hard to believe a really nice person could kill so many people.
" I remember Altair being a total dick as well. Especially right off the bat where he does that stuff that gets him demoted. Not the brightest way to build sympathy for your protagonist. "
The intention seemed to be that Altair starts out as an arrogant jerk, but gradually becomes a more likable character as he puts aside his own ego and fights for a cause greater than himself. This was also the way Solid Snake's story in the first Metal Gear Solid game worked, as well as the character arc of both Cloud Strife and Squall Leonheart.
I also agree with Ted's assessment that darker worlds don't allow for optimistic personality, unless you want a character who looks like they're enjoying the bloodlust.
I think the last character I found seriously endearing was Raz in Psychonauts. Most of the characters there were great, but he was a great protagonist.
The last playable character (non-RPG) that i found endearing was Guybrush Threepwood. In RPGs i find that i care more about certain NPCs than my own character. Examples are Tali, Midna, Tifa. I don't know why so many games writers think the main playable character should be a douchebag (M/F). Maybe they think that's the way a "Badass" should behave? I don't see this trend changing. The protagonist of any game in the near future will be either a dick or someone who is so bland, we don't care about him/her at all. Makes me sad.
I think that if animal mascots with a forced, artificial "attitude" weren't played out before Dreamworks, they certainly are now. It's been linked before but it deserves it again (if only because Kung Fu Panda 2's posters show no sign of the trend ever stopping): http://alltopmovies.com/wp-content/uploads/2009/04/difference-pixar-dreamworks.jpg
I have to agree with this trend, and yes Cole Phelps was definitely on the dick side of the fence. To name some other asshole protagonists I've seen, lately I have been playing the Assasins Creed games and Altair (and even slightly Ezio) for sure fit the bill. Even in the game I'm playing now Alice Madness Returns, she is depressed and a bit bitchy. Same goes for Bayonetta, she's a bit of a bitch herself. Who knows why it seems to be so popular, maybe it just goes hand in hand with "badass".
Interesting perspective.
I've done some introspective analysis and i found out that I'm more attracted to flawed characters as opposed to ideal good guys/girls, maybe because i've played my fair share of games with the latter. I play games to get experiences which i can not get in the real world (not without consequences anyway :), so it's natural for bad boys/girls to be more appealing to me.
I tend to play RPGs more than I do blockbuster action games, so I don't know much about the recent ones, but I can recommend some not-too-old games with endearing characters:
1) Most games developed by Nippon Ichi. Zettai Hero Project, for the PSP, even manages to turn a silent protagonist into a well-written character without ever having him speak a single word.
2) Ghost Trick, for the Nintendo DS. Not so much for the protagonist as for Missile, the best video game dog ever. Leigh, if you haven't played it, you really should.
Case in point: every Prince of Persia game since The Sands of Time. Apparently husky, tortured jerks are better for sales. I think Sands' prince was the last endearing protagonist in recent memory.
Truth to be told... I want diversity.
I want to play and to be so many different characters. I want to play as the cool tragic hero AND as the irredeemable idiot that wouldn't stand a chance if not for you controlling him. And I would love if I could play as a painter, a dancer, a father, a daughter, or the last $%&!¬@~ Teddy Bear on the surface of Earth!
That's why I like to look back on the cartoons, games and books of old. To see all those different marvelous characters that have been left to us as a legacy. And I'm always amazed at how weird Popeye is, how endearing little Nemo becomes, how stupidly selfless Jean Valjean and Don Quixote are, how unnerving was to be a hunter with a laughing dog and when I remember Princess Sapphire trying her best to be a Prince I think: yup, this is it, we should be doing everything we can, we should try as many possibilities as it is possible.
Video games could let us be whatever we want... let us be WHATEVER!!
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