I have a tendency to want all characters i make, except for non-living robots, to have a reason for what they are doing, and not just resort to being ordinary sterotypes.
Ok, in the game itself, they might act much like sterotypes, especially minions, but if i get to delve deeper into their story, they will clearly not be as much "stereotyped".
Not even the worst villain in my first, and current, attempt at making a computergame, is just a mean, ruthless, mad scientist, he actually has a good reason(at least as he sees it)to be ruthless. And no, it isn't world domination.
Thing is, that is something for another story, if i ever get my current fully finished .....
It is also much based on what kind of characters are needed for a certain reason:
I have robots, someone must have made those.
There are animal anthros, someone must be responsible for those.
It's in a city, city-based stories often have gangers.
If the plot also needs policemen, those are added too.
And so on.
When it comes to the main character, it is much depending on what kind of character i'd really like to play myself.
That is my little input ....
:3 So would you say, its better when everything has a reason?
I think a of games suffer from "badguy is evil because he is evil syndrome". In terms of something like a horror film, the lack of explanation adds to the fear. But with everything else the lack of answers or reasoning screams laziness.
Thing is, i don't belive in "purely bad or worse" characters, so they have to have some reason for what they are doing.
Ok, it can be vry twisted reasons, but for the character itself, they works well as reasons.
To answer your question:
Not everything needs a revealed reason, but it is a good idea to have a reason in the back of the head, because it might affect very small details.
To me "badguy is evil because he is evil syndrome" is more a lack of understanding, or even not wanting to understand, rather than laziness.
... I can explain how some of the characters in the game i'm trying to make came to pass:
I had already decided that the protagonist would be a femme cat-anthro.
This would require someone able to make such hybrids.
(I was discussing the plot and storyline with Yal at the moment, and even if i had my own ideas, the discussions were valuable.)
So, i thought at some time about an author of childrens' books, famous for a lot of anthro-animals in those books, and how she would be as a kind of "mad scientist" ... but with a good heart.
But, there would be anthros as opponents as well, so there had to be the ruthless "mad scientist" as well.
One of the most ruthless things i can think of, is churches, so i called him Dr.Church.
Later, i thought more about his why's, and found that he must be ruthless because .... something else may be threatening.
However, that "something else" is most probably something for a sequel .....
One area that i wanted to include, was a construction site, inspired by the original Donkey Kong.
As a small joke, i decided to make the boss for that area into a monkey... but a small, and anthro.
However, to not copy DK too much, this "monky"(femme) would throw down whatever she found, and had brought along ....
And this made me think about a text that the artist Bjork had written for one of her songs, and this, in turn contributed to make the "Monky" character more .... understandable.
She had now a valid reason(although quite a nutty one) for "terrorizing" the workers on the construction site.
I recently added a Cop in a Mall.
He's there gamewise to give some info, while essentially standing there, keeping his eyes on the mallrat.
To give him character, i simply made him quite talkative, and interested in different kinds of sub-cultures.
Edited by Catelf, 25 February 2011 - 11:51 AM.