Characterization in War Games

Recommended Videos

Epicurus

New member
May 11, 2008
72
0
0
Recently I finally decided to go back and play through the first two Brothers in Arms games. For those who don't know what those are, they're hybrid FPS/RTS games set in the Second World War, you control a squad of soldiers from a first-person perspective and complete multiple objectives that usually involve defeating enemy infantry, gun emplacements and later armour. The games are fairly well made (except for a few niggles I have with the shooting mechanics) and present a reasonably authentic combat experience, as far as I can tell. However, there is one major problem I found with the way in which the game's plot and characters are presented to the player.

The story follows you and your squad and centres mostly around the tragic loss of life in war, portraying this through the deaths of your squad-mates at intervals throughout the story. I commend the developers for realising the potential of the video-game medium for the telling of these sorts of stories. We're quickly approaching the point at which gaming is capable of the same emotional scope as, for example, movies. However, I do think the developers of Brothers in Arms failed to do this in a way that was as meaningful as it, perhaps, should have been, and the way in which they failed is in their characterization.

When it comes down to it, while this is just my opinion, there just wasn't enough of an emotional attachment formed between the player and the squad-mates that they're supposed to feel bad about when they inevitably die. The reason for this is because the action starts kicking off without any real introduction of the characters. Sure, there are moments of witty banter and the like, but without a proper introduction, none of the characters become anything more than just the NPCs that you're expected to lead around, let alone actually care for when they get shot down in the line of duty. Even the lines spoken at the start of each mission by the protagonist showing affection for his dead squad-mates just aren't enough.

I can say the same for Brothers in Arms that I could for a lot of games depicting war; they set out to establish a moral precedent and emotional scope capable of telling a story about soldiers, but in some way or another they miss the mark and don't tell as good a story as they should have been capable of. In the end, the war games where I become the most attached to the NPCs I'm sharing the experience with, will be the RTS games like Close Combat where, while they have no individual personalities or indeed anything to distinguish them from any other soldier on the screen, you get attached to the squads you've been fighting with throughout the campaign simply because you've had them for so long.

tl;dr - Characterization in war games is not what it could be. Are there any games you've played that have similarly failed, or perhaps have succeeded?
 

The Cheezy One

Christian. Take that from me.
Dec 13, 2008
1,912
0
0
I think the characterisation works as well as it can in BiA. See the Yahtzee about each soldier having one thing about them, and repeatedly throwing in your face - in the short period you are playing, you won't learn the character of all your allies, so attempting this feels overwhelming. I actually think that BiA has some of the best characterisation than many games I have played.
And it is an RTS rather than an FPS, so you won't feel much attachment to the characters that the game won't show you.
 

Redlin5_v1legacy

Better Red than Dead
Aug 5, 2009
48,836
0
0
I've noticed that War games typically end up relying on stereotypes. Stereotypes get very boring after you see them enough. Bad dialogue also kills it for me.

I'd like a war game where you are a silent protagonist and your NPC squad mates have very human problems, dark secrets as opposed to fighting beside saints. I want to be in a squad were the NPC sergeant has a drinking problem, where one of the soldiers enlisted to avoid jail time and where the Captain breaks down one day because his girl back home sends him a "dear John" letter.

Give the NPC's real personal problems and make how they're feeling that day effect their performance and attitude while in combat. That would make the game more immersive IMO.

Edit: One would have to do this over time however. Try to dump all this personality in one scene and it won't have the same impact. Have the characters built up over a series of cutscenes so that it will actually matter when they get captured and killed savagely by SS fanatics.
 

Epicurus

New member
May 11, 2008
72
0
0
Redlin5 said:
I've noticed that War games typically end up relying on stereotypes. Stereotypes get very boring after you see them enough.
I agree, and this was (before I read your post) going to be my response to this:

The Cheezy One said:
I think the characterisation works as well as it can in BiA. See the Yahtzee about each soldier having one thing about them, and repeatedly throwing in your face - in the short period you are playing, you won't learn the character of all your allies, so attempting this feels overwhelming. I actually think that BiA has some of the best characterisation than many games I have played.
And it is an RTS rather than an FPS, so you won't feel much attachment to the characters that the game won't show you.
Having watched a lot of war films and played a lot of war games, I find the characters in BiA to be absurdly cliched. Hell, you've got the slightly pathetic guy with the glasses who ends up flipping out because he can't cope with the horrors of war, you've got the badass veteran sergeant who is firm but fair and takes care of the soldiers, you've even got the two guys who constantly make jokes back and forth and lighten the mood. The only characters I found that weren't cliched were Lt.Col. Cole (only because he actually existed) and the essentially characterless squadmates that fill in the gaps after a few get killed off.

Redlin5 said:
I'd like a war game where you are a silent protagonist and your NPC squad mates have very human problems, dark secrets as opposed to fighting beside saints. I want to be in a squad were the NPC sergeant has a drinking problem, where one of the soldiers enlisted to avoid jail time and where the Captain breaks down one day because his girl back home sends him a "dear John" letter.

Give the NPC's real personal problems and make how they're feeling that day effect their performance and attitude while in combat. That would make the game more immersive IMO.

Edit: One would have to do this over time however. Try to dump all this personality in one scene and it won't have the same impact. Have the characters built up over a series of cutscenes so that it will actually matter when they get captured and killed savagely by SS fanatics.
Now that would be good. I would love to play a game with that level of characterization.