SolidSnakex said:
Do characters have to be completely likeable to be good characters? Squall is probably better than 99% of RPG heroes out there as far as character development goes, but you've got people who thinks he's an ass, and others who love him. I think that's a good sign of character development. A character shouldn't always be liked, there should be enough motivation to feel both ways about them. I hate it when game scripts push so hard for you to like a character they never want to make them the bad guy in the scenario. Squall was that, there were reasons to hate him and reasons to like him. I personally prefer characters like that who're complex and aren't your simple heros like say Zidane from FFIX who was basically your typical "i'm a good guy, really" character. He had nothing complex about his personality he was just a character build for everyone to like. That to me is boring character development. When there's nothing more to them than a typical cliche good guy routine that the majority of games seem to do now. We could do alot better if we had more characters like Squall. Chracters that personalities range more outside of being so one sided that it borders on the annoying.
I don't see why EVERY character needs to be completely likeable. It's just boring and not only that it's so damn cliche. You mention recent FF's, all of them are you typical likeable characters with the exception of Squall. They just have more going on with them than previous characters but they're still what you get in the majority of RPG's. A typical character who's built with no other intentions than to have everyone like him/her.
As a medium, videogames impose some unique demands on characterization due to their interactivity. In a novel or film, you're strictly an observer. If you don't like a particular character, you're limited to watching the story unfold and hoping that he'll get his comeuppance before the end.
Things are different in a game, where you're given some measure of control over what transpires in the game world. For example, in FF VIII, I could not
stand Squall, as you're probably aware. Even so, if the story was being presented through a conventional medium, I might still have found it tolerable. The problem was that the game placed me in the position where I was being
forced to guide this man I despised to victory. Since he was the lead character, the game placed his life in my hands... then demanded that I protect it in order to win, even though I'd rather do anything but.
As a player, an active participant rather than a passive observer, I hated that. I didn't
want to protect Squall. I wanted to walk him in front of one of the trains in an act of suicide, then complete the game with a character I actually
liked. I resented the fact that I had to invest time and effort to powering up this asshole and helping him to win battles, just so I could watch him mistreat his comrades some more. The fact that I despised the lead character made the on-rails narrative nearly unbearable, perhaps the only time I've ever felt this way about a JRPG.
My point? An unlikeable lead character can ruin a player's enjoyment of a game to a far greater extent than would be the case in other media. Making sure the viewpoint character/player-surrogate is likeable may make him/her bland in some peoples' eyes (though there's no reason a character can't be complex
and easy to like), but it also ensures that more people will actually enjoy participating in the fiction of the game.