Tabris said:
You take other mediums like movies and literature, and characters are judged by their dynamics and depth. How they deal with their relationships and in general, their dealing with "the human condition".
Yet for some reason, in the video game medium, a lot of players don't want characters that deal with anything like that. They want characters that save the girl, save the world then sing a happy tune while doing it. They dislike characters that instead are caught up in the things that make movie and literature characters so compelling.
No, what they want are lead characters that have issues, but deal with them
without being assholes. The reason I detested Squall was not because he had personal problems, but because the
way he handled them made him extremely unlikable. You can be conflicted or insecure without abusing the people around you. And unlike more passive media, games--RPG's in particular--expect you to invest time and effort guiding and nurturing the characters onscreen. Why the hell would I want to spend hours helping some character grow and mature, when I can't stand him in the first place? So that after 40 hours of contrived, fast-forward character development, he becomes someone who
doesn't turn my stomach, just in time for the credits to roll? Sorry, that's not my idea of a good time.
Some people give me the distinct impression that their liking for characters in a particular RPG is a very dry, clinical thing, based on the complexity of their internal conflicts and psychological states. I tend to be a lot more visceral about it--no matter how complex and well-realized your hero is, if he's an obnoxious asshole, I'm not going to like him, any more than I would if I ran into the same guy in real life. As for Vyse, most of the conflicts in Skies were external rather than internal ones, and Vyse's straightforward, positive attitude--resolute without being grim, optimistic, uncrippled by self-doubt--worked to deliver an entertaining adventure in the context of the world and story.
Tabris said:
A good recent example would be Tidus. Here you have a take on the "fun and positive" character, which was infact a front for deep-seeded trust issues due to his relationship with his father. Yet people absolutely hated that.
The biggest recurring complaint I've heard about Tidus is that he's 'whiny', and/or not 'gritty' enough. Nobody seems to have a problem with the character's trust issues. I don't think I entirely agree with your interpretation of his personality, either--yes, Tidus had some deep-seated (
seated, not
seeded) issues with his father, but I'd say that he was a genuinely optimistic, positive guy who was doing his best not to let the painful events of his past dominate his life. It's that aspect of his character that made him infinitely more appealing to me than Squall.
Tabris said:
You take Squall. Here you have a character that legimately grows through out the entire story. (dynamic) He showed a "hedgehog dilenma" like personality (depth) at first before slowly growing out of it; due to a girl he grew to love (relationships). While dealing with issues about being abandoned as a child, issues about his sister, guilt and insecurities (human condition). Yet people absolutely hated that.
Again, what I hated wasn't the fact that the character had personal demons, or watching his journey to overcome them. It was the fact that I found the character in question so damn unlikeable that not once did he kindle the necessary spark of compassion that would've made me want to help him on his journey. I wanted nothing to do with this jackass, yet the game was built around me helping him survive his little journey of self-discovery.
Tabris said:
I say you get what you deserve. You don't want characters that deal with anything on a human level, yet complain that characters are too static in video games.
Luckily not all developers listen to some of their fans requests. Slowly it's changing. I would say the first game that really showed some character depth was FFVI. Then FFVII spurred it's course, and now it's definitely on the right track as long as developers keep ignoring people like you.
My biggest problem with this is that people insist on holding up Cloud and Squall as poster children for character depth in RPG's. 'Depth' and 'internal conflict' don't
have to mean 'dark' or 'antisocial', but all too often people insisting on deeper characterization in RPG's act like the two go hand in hand. Give me deep, flawed, but
likable characters and I'll be happy.