Mario as he appears on the box of the Japanese release of Super Mario Bros. 2 (known as the Lost Levels in the United States). |
While you might think that the value of a well designed character does not extend far beyond narrative driven games, that is very untrue. An aesthetically appealing character can be the most important part of drawing players to your game, and the most important part of compelling them to continue playing. Let's take a look at the most recognized and long-lived video game characters of all time to start with. The face of video games himself, Mario.
Mario is a character that has truly stood the test of time, and has proven to be one of the most recognizable characters, not just in the gaming industry, but in cartoons altogether. Though his beginnings were quite humble, the process of his design is remarkable, and proves the timelessness of his design.
Mario originally appeared in an arcade game released in 1981 called Donkey Kong. In this game, a portly carpenter (known at the time only as "Jump Man") was trying to save a damsel in distress from a big dumb gorilla named Donkey Kong. The game's creator, Shigeru Miyamoto, has said in interviews that he wanted to create a dynamic similar to Popeye and Bluto since he was unable to acquire the rights to use those characters outright. Thus, these new characters were born. But let's take a look at Mario's original design, and dissect it.
Mario's original appearance in the 1981 classic, Donkey Kong. |
If you count the colors on the Mario image above, you'll find that there are only 3 distinct colors that make him up. This can be very difficult to work with, so flexible colors were selected. For example, blue is a color that is bright enough to be a shirt, but also dark enough to be hair or shoes. And Mario's skin tone also accounts for the button on his overalls. Wisely choosing your color palette was extremely important back then because you didn't have many colors to choose from. To solve the issue of the limited resolution available, Miyamoto did a number of clever things. When the pixels you're working with are so big, fine details like hair can be nearly impossible to portray. So Mario was given a hat, which helped make him iconic without having to give him a unique hairstyle. And the reason why Mario has a mustache is twofold: one, it helps define the character's nose, and two, it implies the position of his mouth without explicitly drawing it. To help deal with the problem that character limbs often can't be defined using such a limited color palette, Mario was given overalls, so that his arms would contrast with the rest of his outfit.
So as you can see, every defining characteristic of Mario served a functional purpose when he was created. I guess this is what you call "art through adversity," and it's something we don't see much of nowadays, since technological limitations are much less present. Placing limitations on yourself helps to keep your designs neat, clean, and succinct. When your character appears on the game screen, it's going to be much smaller than it was in your head when you designed it. It's important to keep in mind what your character will look like shrunken down. For me, it helps to think of character designs as silhouettes. The silhouette of Mario jumping over a rolling barrel is still very recognizable, and it's a symptom of a well designed character. I'll talk more about this concept later.
When looking for examples of well designed video game characters, it's always best to start with Nintendo. They have created so many memorable characters over the years, and very few of them have any actual personalities to speak of. And yet, people still fall in love with these franchises, dress up as the characters for halloween, and draw terrible fanart of them in elementary school. But let's take a look at some more modern examples.
The cast of playable characters in Valve's multiplayer shooter, Team Fortress 2. |
Now that I've talked about some good examples of characters, let's talk about some examples from the school of how NOT to do things. Examples of this are harder to come by, since there aren't really that many games that have bad character design, but had good enough gameplay to be successful anyways. Somewhat of a testament to how important good character design is.
Street Fighter is a long running series of fighting games. The core mechanics of these games are very solid, which is why they've had so much success in spite of what I consider to be some of the worst character designs ever. Here's an image from their most recent game, Super Street Fighter IV.
Adon, as he appears in Super Street Fighter IV. |
Another important distinction to make is the difference between an ugly character and an off-putting design. For example, many characters in cartoons, comics, and video games are ugly by design. Super villains and monsters tend to be great for these kinds of designs. Take a look at this classic villain from the cartoon, Dragon Ball Z.
Frieza, the evil space alien dictator. |
One last thing that I want to comment on is art style and how it can affect character design. Sometimes a character can be fundamentally a good design, but the style they are portrayed in will cause the design to suffer greatly. The best example of this is another classic character, Sonic the Hedgehog.
Getting back to what I was talking about before, it's important to keep in mind the silhouette of your character. The design on the left is very iconic and easy to recognize even if it was colored in solid black. Two round spiky circles with stubby arms and legs. There is brilliance in its simplicity. However, in the design on the right, you have a highly amorphous head with the spikes looking more like tendrils or wet noodles. The body was made oblong, and the legs were made much longer. The problem with all these things is that it's making a simple cartoon character become more and more abstract and complicated. In modern Sonic games, when you see the design shrunken down and put on the screen, you can oftentimes barely see the body underneath the enormous misshapen head, and the legs are so long that it makes the character look like a giant head with legs coming out of it. Take a look at these two screenshots to compare.
However, in this screenshot from 2010's "throwback" Sonic 4, Sonic gets highly obscured. His legs are so long and skinny that they're practically invisible, and his tiny body can barely be made out underneath his enormous head and giant hands. The modern design he was given abandoned the simplicity of the original design, and the character is much less iconic for it, not to mention the design is just no longer effective here.
So that's just my basic thoughts on character design, at least for cartoonish and stylized characters. The most important thing to keep in mind is the idea of making a character be a symbol. This forces a certain amount of simplicity that will help make the character easily recognizable and avoid making a design that's too busy or too complicated to make out effectively. Good designs can make the player feel attached to characters that have no personality and no back stories. The most successful and long lasting franchises of all time tend to have good character designs centered around them. It's easy to spot good or bad designs, but making good characters can be tremendously challenging. It's a difficult but invaluable thing to learn about game design.
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