Part 1: How to start?
People in general are hard to do. How well you make your characters shows just how strong a writer you are. The problem most people have is that they either make the characters too similar, or base them too much on themselves. If you can come up with strong characters with varying beliefs, actions, and opinions, your game will be better for it. As a die-hard writer, I'm surprised to see how many people can pick up the slightest things, so you need a cast-iron game to get past them. In this guide, I'll explain bit by bit.
Part 2: The Outline
Every great writer has their secret. Whether writing plots for games, or whole books, each writer has their ways of organizing things. All the info for my books, for example, are either organized in a binder, or organized on my computer. This allows for quick access of info at any time. My trick for characters is a comprehensive outline that allows for quick reference that's easy to use. Each line is a new field to be filled out and is unique to that character. As this is for my books, some areas may not apply to the game. However, I'll use an example from my book:
Name: Drakethanoran MÃriel
Age: At least 5000
Race: Elf
Build: tall, broad
Alignment: Light
Hair: Dirty blond
Eyes: viridian, deep, "like a collection of emeralds and sapphires gleaming in candlelight"
Distinguishing Features: scar on right arm
Personality: Proud, honorable, kind, much inner turmoil
Weapons: sword, bow
Mate: Charlastorel
Children: Laurananthaslas, Minathalasidas, Elrohirathal, Tamara (adoptive)
Mother: Nessanofallah (deceased)
Father: Luthienafolleth (deceased)
Ranks: King of Nurenath Elves, Demon Hunter, member of the Council of Eight
Birthplace: Nurenath Plains
Strengths: skill in battle, quick thinking, tact
Weaknesses: too often reacts based on emotion
Backgrund: (I'm not saying this for spoiler reasons)
This outlines my character in a very deep level, and organizes all the info for accessability. I'd use the whole field for all important characters, and maybe a down-graded version of this for recurring NPCs and non-imporant characters.
Part 3: My hero!
First we'll focus on your hero, the main character around whom all else revolves. He/she should be the center of the story for most of the game and the most developed. The most feeling, the most thought, the most everything. Your main character isn't the main character so animals that do nothing but fly around are more developed than him/her. You need a strong main character, especially in games with only one playable character or games where the main character narrates. Your main character should interact with different characters differently, which I will get to later.
To have a strong main character, give him/her an in-depth background story. This background has to be strong, sound, and have an immense effect on the character's personality and beliefs at the beginning of the game. You must keep this running personality going through the game, though changing it slowly along the way, showing that the character changes (but that'll come later). This background story should also come out gradually as the story progresses, not bombarding the player with information. If you explain your character in complete detail at the beginning, the player won't remember all the info presented, and it leaves for no surprises or secrets.
Another important aspect is to give your character both strengths ansd weaknesses. Anyone can see the problem with this paragraph:
"He's the ultimate warrior, a flawless super-soldier created by a mix of magic and machine. He can destroy anything in his path, and nothing can bring him down."
This not only makes you look like a complete dumbass, it makes for a shallow character. An important part of character devlopment is to take a character's waknesses and flaws and exploit them, put emphasis on them and relate them to the events at hand. Let's look at another one.
"A young man going on a journey as all young men his age go, he carries an ancient sword with untold power. He's very skillful with weapons and can cast powerful magic spells."
This employs two things I hate. One is the fact you have a young man, probably about 19, who is excellent with weapons and magic. That right there's a big mistake. No one young as him could possibly master magic and weapons that young. Also, it shows the main character with a legendary weapon. This has two major plot holes. One is that no one that young would be given a sword that powerful. The second is your main character's first weapon is almost always its weakest. If a merchant in a town carries a bland sword that's strongere than your legendary sword, what's the point of having it? Now we'll look at a good example.
"He's a great leader, and good with weapons. However, he has much inner turmoil and is at war with himself."
This doesn't employ a physicaly weakness, but an emotional weakness. This is by far the most powerful kind of weakness, as it allows for incorporation with the story, as well as express the character's emotions and thoughts. It allows for more character development and a better end result.
Part 4: Guest Starring...
The next chain on the hierarchy is the support party. These are the rest of the PCs, who aren't the main character, but still play an important part. While most main characters follow the same path, other party members vary greatly. This is very important, because if you don't take advantage of thje broad personality spectrum, you're not writing as well as you could. It's the same guidelines as the main character, but a lot more diverse. I'll explain these a little more later.
Part 5: Yeah., I'm evil. What're you gonna do about it?
Your main villain is also a pillar of character. You need a strong villain with good traits to get through. He usually has some reason for doing it, not just because he was bored on a Staurday and came up with a plan while half-drunk. Greed, rage, anger, etc. are powerful tools for a vilain's intentions. Once again, I'll expand more later.
Part 6: I don't matter, our creator put me here for filler.
NPCs are actually powerful plot tools. Though most do absolutely nothing, many good writers wrap NPCs into their plots on varying levels. There could be the child who wanders off and gets kidnapped by a group of monsters, or there could be the stubborn villager who incites a fight with an enemy guard and you get sucked into it. Nevertheless, NPCs can be very useful.
I'm not saying to create deep background stories for each NPC, but rather give them small little details that influence their conversation with you. However, important NPCs do require a good story to make them work.
Also good are recurring NPCs. Often seen in comedies, they stand out from the rest of the NPCs and can be detrimental to plot developemnt, or just there for comic reief.
Part 7: (I can't think of a good name for this one)
I've mentioned several times I'd expand on character guidelines, and now I will. These are the more popular versions of characters you often see in various games. I'll list a good handful of them, but I still won't break the tip of the iceberg.
A young, inexperienced swordsman from a small town going on a quest to find his father
A scarred war veteran who wants vengeance upon the enemy
A boy whose city was ravaged by the enemy
A cunning enemy who sees the error of his ways and joins the hero
A former operative of some massive army the enemy owns, but now fights the good fight
A mercenary who finds a cause and helps the hero out of the goodness of his heart
A virtuous cleric of unshakable moral conviction
A frail mage who desires power
A frail cleric who's in the Gods' favor
A frail mage with limitless intellect
An empty-headed brute, usually the frail mage's brother
A young man/woman whose parentds were killed by the enemy, so they had to raise their 80 siblings themself
A young man/woman whose parents died before their eyes, and now wants revenge
A man whose village, wife and cildren were killed by the enemy, and he's the sole survivor
A cunning street thief who comes up with amazing plans
The enemy's father/mother/brother/sister/cousin/aunt/uncle/former teacher/niece/nephew/husband/wife/childhood friend/chiropractor who wants to dissuade the enemy from their plan
The exiled samurai out to prove himself a good warrior
A ninja who was born on the street
The main character's teacher
The main character's childhood friend. If it's a girl, they're in love. If it's a boy, he's his right-hand man
The main character's fatherf, who wasn't really dead and joins his son
The former enemy whose life is saved my the main character and defects
The honorable paladin who saves the enemy's life
The healer who gets killed by the enemy
The demi-god who chooses to join a bunch of random people as opposed to fighting with actual professionals
The second girl in the party, who is at competition with the main character's female childhood friend for his love
The kind brute who despises fighting
The half-breed bastard riddled with inner turmoil
The mage who almost sacrificed his life for his powers
The mage who made a deal with some infernal spirit, an betrays the party
The soldier who was really a spy for ther enemy and betrays you, though saves you in the end
These are the more cliché characters who always seem to pop up. Now I could go on for hours listing more of them, but I think I've got enough down there.
Part 8: Hallowed be Thy Name
Yes, naming. You may wonder why it took me so long to get to this part, and it's simple. The character itself is more important than the name, and the name shoulds be the last thing on your mind.
Now there are certain guidelines to names. They're not set in stone, but having certain linear rules helps. I mentioned earlier that writers have their tricks. Well, I have other tricks for naming. It outlines certain sounds and name rules to utilize for different things. I'll post a few Orc guidelines and sounds.
Orcs:
Simple 1-2 syllable word
Two words hyphenated
Prefixes:
Achk, Baar, Caj, Fin, Has, Horad, Hur, Nur, Rau,
Suffixes:
Der, Drim, Gaum, Fa, Fura, Jiel, Kial, Rafur,
Examples:
Baar-Kail, Caj-Rafur, Horad-Der
This allows me to reduce the constant need for unique names by just stringing them together.
Yet this can't apply for all people. Orcs are usually viewed as beings of little or no intelligence, so they'd obciously have basic naming systems. Humans, however, really have no naming rules. You see names on the spectrum anywhere from Jim and Bob to Benjamin and Osbert. Nevertheless, there are certain tricks. By setting certain naming styles to different regions, you can keep this linear naming system that keeps you on track.
Past the rules, you need the names to be good. You want a nice, flowing name, not something like Floccinocciphilipification. That's just too ridiculous to type, let alone try pronouncing. Keep names relatively short, and if you must have a long name, make it flowing and easy to say.
But the most important part of names is that they have to stand out. While a lot of the most memorable characters have had words as names (Cloud, Link, etc.) a lot of others have had unique and different names (Sephiroth, Ganondorf) that stand out. A good name will make your character a lot more memorable.
Another common technique is to root names off real words. Almost all names in both books and games are rooted off words in a whole spectrum of languages.
Part 9: Different strokes
There's no way your main character will have a party of people who share the exact same values and emotions. It just doesn't happen. That's why you need to have people with different beliefs and ways of going about things. These opinions then lead into subplots and character relations and crap like that, signifying that you can pull off a differing array of people. Let's say there's your character has gathered a party of "vigilantes" who're fighting a demomnic army. You see a castle the Demons occupy. Here're a couple possible views:
-Storm the place head-on and kill everyone in sight
-Find the nearest city and warn the villagers
-Come in through the sewers and catch them by surprise
-Let it be until you can find more people to help
And there are many other paths you could take, just incorporate others' opinions, emotions, ideas, and reactions. It's not so much the story as it is how you tell it.
Part 10: The End
And so concludes another writing tutorial, a long time coming. I don't know when I'll get part 3 up, but hopefully before I die...