Now having a space marine character doesn’t automatically make that character bad or uninteresting, but chances are if he’s a space marine you’re not trying to make that character emotionally compelling, you’re trying to make him “cool”. To most game writers, cool means showing no emotion, wearing monster truck sized power armor, and shouting a lot. It’s impossible to care about these characters because they have no visible character arc, they don’t grow or change, and they’re just shouty men that take orders from some equally grizzled and “bad-ass” commander. I simply can’t stress this enough, you can’t write a good story without a good protagonist, and as long as unlikable assholes like Marcus Fenix are the stars of the show, game narratives will never evolve past “aliens are bad, people are good.”
In order to create a memorable character, and by extension a memorable story, the character needs to be relatable in some way or, failing that, the audience needs to care about the protagonist and what he’s doing. He needs a personality, emotions, and motivations more involved and personal than “because my commander told me to and I can’t think for myself”. It’s easy to point out who are the well-written characters, but it’s more difficult to explain why, but that’s exactly what I’ll be doing. I have four examples of game protagonists who I find interesting and I’ll be attempting to explain why they’re interesting over the next few paragraphs.

Ezio Auditore da Firenze
Game? Assassin’s Creed II
Who is he? The son of a fifteenth-century Florentine banker who becomes an assassin after his family is betrayed and executed.
Why is he an effective protagonist? Ezio is the kind of character that game writers should strive for, because he’s very cool and he actually shows emotions. Ezio has a sense of humor and can be sad, angry, happy, scared, or annoyed depending on the situation. You know, like one of those things we call a human being. His mission to stop the Templar conspiracy is motivated by more than just a sense of justice; his quest is also one of revenge for his family. It makes his mission more personal and he’s a more relatable character because of it. Yes, Ezio is an assassin. But that doesn’t mean can’t show emotions or act like a human, and his emotions don’t make him any less bad-ass. We’re talking about a man who leaps from 30 story buildings and stabs people in the jugular with retractable blades hidden in his gauntlets. Ezio is a way cooler character than Marcus or Chief in spite, and indeed because of, his emotions. He’s relatable and he has just enough flaws like his womanizing tendencies to keep him from being a Mary Sue, which make him and his game more interesting than Johnny Space Marine and his game “Shoot the Aliens 3: The Aliens Strike Back”.

Alan Wake
Game? Alan Wake
Who is he? A well-known writer of mystery novels who suffers from writer’s block and goes on a vacation with his wife. Soon after he arrives, his wife goes missing and he has to battle dark forces to find her.
Why is he an effective protagonist? The key thing that makes Alan Wake a good protagonist is he’s a normal person. He isn’t a soldier; he isn’t a secret agent or an assassin or a superhero. Alan Wake is a writer, a normal profession compared to other video game characters and one that makes him instantly more relatable than a supersoldier like Master Chief. Because Alan is a normal person, he has problems that normal people have. He’s an alcoholic, his relationship with his wife is strained, he is suffering from a horrible case of writers block, and he’s irritated by his fans and the paparazzi wherever he goes. He wants a vacation to get away from it all, which is a feeling that everyone has had at some point in their lives. He’s somewhat sarcastic and unnecessarily mean to his friends and wife at times, but you can tell he genuinely cares about them when something bad happens. Alan is an example of a character that pretty much saves what would be an otherwise preposterous plot. The events happening around him could never happen, and yet the strength of the character and his personal quest for love and redemption keep the player gripped to the story and the people in it.

Tim
Game? Braid
Who is he? A mysterious young man who is on a quest to rescue a princess.
Why is he an effective protagonist? At first glance, it would seem that Tim’s tale is just as simple as Mario’s, an uncomplicated journey to rescue a princess from a monster. But the difference is that Tim is a much different character than Mario, and his relationship with the princess is very different as well. Tim’s story is told through storybooks before each world that give insight into his personality and relationship with the princess. At the very beginning of the game, we learn that he made plenty of mistakes in the past that he’s not proud of and we learn that the princess left him because of these mistakes. We all have made mistakes in our lives, and I’m sure there are a few that we all would want to go back in time and fix. We can relate to Tim because his problems are ones that everyone has had to deal with. The connection between Tim and the player make the revelation of who Tim really is and why he’s looking for the princess much more sinister.

Solid Snake
Game? Metal Gear
Who is he? A tough secret agent who is constantly battling terrorist groups to keep them from using a nuclear weapon known as Metal Gear.
Why is he an effective protagonist? At first, it seems that the choice of Snake as one of gaming’s standout characters is a curious one. Is he not a deep voiced, cold, hardened soldier like Fenix or the Chief?
The difference between those two and Snake is that Snake has a character arc in the original Metal Gear Solid. He actually undergoes a major change. At the beginning of Metal Gear Solid, Snake is just as cold and unemotional as Fenix. We discover that he’s spent his recent days in the Alaskan wilderness to get away from people, and he’s only on this mission to stop a nuke from being launched. There’s nothing personal about the mission at all. However, as the game progresses, we start to see Snake form bonds with his allies Otacon and Meryl. So when Meryl is shot and captured, it raises the stakes a little bit for Snake, he starts opening up emotionally and he gets more involved. Later we learn that Snake was bred for killing by scientists, and it seems at first that he can’t escape that destiny. But by the end of the game, Snake has learned the value of human life from Otacon and Meryl, and he decides to give up his old life of war to spend it with the one he loves.
It’s kind of a shame that there were sequels. It kind of ruins the character arc.
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I completely understand why replayability is important to some people; the fact is that games are expensive. If you live in the United States, depending on your platform of choice, a brand new triple-A title can run you anywhere from 50-60 dollars. That’s not exactly cheap, especially when you consider the massive amount of quality games that are released every month. Staying up to date with the latest games can be very costly for the average consumer, so that consumer will want to make sure he gets his money’s worth, and that will certainly affect the games that consumer will purchase.
Obviously, developers want people to buy their games, so they’ll put in all sorts of content to insure that players will continue playing the game well after the credits roll. Some developers will put in a multiplayer mode, others will design achievements and trophies that require a lot of time and skill to obtain, some will add more difficulty modes. So how exactly is that hurting the quality of games? More content should be a good thing, but unfortunately, the above features aren’t the only things that developers will do to extend the replay value of their game. They’ll try to make the main game longer as well.
Perhaps you’re still confused as to why this is such a bad thing. Picture this, you’re in a town in the new RPG you just bought and you’re looking at your objective list. Your current objective is to go talk to the old wise man and get the key to unlock the next dungeon. Sounds simple enough, right? You walk over to the wise man’s house and discover that he gave the key to the dungeon to his friend that lives in the mountains. Now you have to traverse across the overworld all the way from the starting village back to the mountains, tediously grinding a bunch of enemies that you’ve battled before. You get to the friend’s house and he gives you the key. Now you have to make your way back to the dungeon, which was in the same forest the village. So you have to make the long return trip, battling the same enemies before you can finally enter the dungeon and continue your quest.
Let’s say that getting the key from the man in the mountains and getting back to the dungeon took you about an hour. That’s an hour of your life you just wasted. The plot didn’t progress at all during that hour, and there weren’t any new or interesting locations to visit because you had already been to the mountains before. All getting that key did was waste your time. That my friends, is what we call “filler”, in this particular example, it was of the fetch quest variety. Developers will put this pointless crap in their games all the time, and for some bizarre reason gamers are willing to put up with it if only to increase gameplay hours. I’ve gathered a few examples of games that were worse with the filler than they would have been if they simply cut the crap and made the game a little bit shorter.
Alan Wake
This is actually the game that got me thinking about this subject, but let’s get one thing straight, I LOVED Alan Wake. The story was fantastic, the atmosphere was chilling, and the game had some truly remarkable set-pieces. When I was reading the reviews for this game before I purchased it, I noticed that one of the most common complaints was that the game was too short, only about 7-8 hours of gameplay. But when I bought the game and finished it, I left thinking that it went on for too long. Alan Wake had plenty of great moments such as the rock concert and the finale, but Remedy knew that people would complain about the game being short. So they filled it with lots of running around in the dark woods, which got a bit repetitive after a while. There was one moment that sticks out in my mind, and I’ll try and be vague to avoid spoilers, but Alan was walking down a well lit tunnel to avoid the monsters out in the forest, when all of a sudden, he got a call from his friend asking him for help. So Alan leaves the tunnel. What should have been a simple cutscene turned into another opportunity to run around some more repetitive woods. The little moments like that added up, and I bet that Remedy could’ve cut out about an hour of filler to make a much more engaging experience.

The Legend of Zelda: Twilight Princess
Twilight Princess is the longest Zelda game by far; it took me about 72 hours to beat my first time through. In case you’re math stupid, that’s three days. Three days is quite a long time to spend on one game. But is it a coincidence that Twilight was also by far the weakest in the series? It’s true that Twilight Princess was the longest Zelda to date, but it wasn’t because it was an epic rollercoaster ride; it was just padded with so much filler. Did anyone seriously enjoy running around as a wolf, searching the land of twilight for stupid bugs? Or how many enjoyed taking time out of slaying monsters and exploring a grand world to go fishing to hunt down some stupid yeti? It was like three hours in before you even got to the

Sonic Unleashed
The most tragic use of filler to date, it turned what could’ve been a glorious return to form into a horrible monstrosity, and the worst Sonic game to date. Sega seemed to get everything right at first, Sonic moved at blistering speeds, the graphics were beautiful, and they actually decided to program it properly. But unfortunately, some thick-headed moron decided that people wouldn’t want to play a short game that’s just running. So what happened? You know exactly what happened! Scientifically proven to be the very antithesis of fun and joy, the Werehog’s levels were hour long levels of terrible combat and uninspired platforming. Everything about the daytime Sonic stages, the great level design, the speed, the amazing graphical quality, was absent from Sonic’s lupine counterpart. These leviathans of awful could last anywhere from 1-2 hours. But if that wasn’t enough, Sega put in even more filler in the form of collectable medals that were required to gain access to the game’s levels, à la Super Mario 64 or Banjo-Kazooie. But the thing about the levels in Mario 64 and Banjo is that they were open-worlds that required slow movements and exploration. Sonic’s stages are completely linear and he moves at unimaginable speeds, so they didn’t put very many medals in his stages. Nearly all of the bloody things are in the Werehog’s levels, meaning that you would often have to play them multiple times and search every nook and cranny of every terrible level just to gain access to the next beautiful Sonic stage. I don’t know about you, but I would much rather pay $60 for a two or three hour long game that’s just the Sonic stages as opposed to the twenty hour failure we ended up with.
Morrowind vs. Portal
We’ll end on a comparison of two seemingly incomparable games that actually serve to prove my point very nicely. You can purchase both The Elder Scrolls III: Morrowind and Portal for twenty dollars each on Steam right now. So which one is more worth your money? Morrowind is a massive RPG that can take away sixty hours of your time if you let it, and Portal is a fun little action-puzzler that will only take you two. At a first glance, it would seem like Morrowind is the better deal, simply due to the amount of game you’re getting for your dollar. But Morrowind is one of the most broken games I have ever played. The combat simply doesn’t work, it looks hideous, and the journal system is the single worst objective list in any video game ever made. I couldn’t stand five hours of that game, let alone sixty. I’ve heard that Morrowind eventually gets really good, but I’ll never know simply because I can’t put up with its broken rubbish. Compare that to Portal, sure it’s only two hours long, but those two hours have been masterfully designed, expertly paced, and brilliantly written to make sure that the player is never bored or frustrated. Can you imagine if in Portal you constantly had to backtrack to get to new testchambers? Or if there was some sort of pointless hub world to make it longer? In my opinion, Portal is a better game than Morrowind despite, and partly because of, its short length. It doesn’t overstay its welcome and never bores you. I understand that you can’t really compare an RPG to a puzzle game properly, but the point is I enjoyed my time with the shorter, more focused game than the longer, more flawed one.
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The DLC is set to release Winter 2010 on 360, PS3, and PC
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Aaron W 