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August 10, 2005
1 Min Read
Today's main Gamasutra feature about character development in games is by Red Storm Entertainment game writer and designer Rafael Chandler, a veteran of titles including Majestic, Motor City Online, Ghost Recon 2, and Rainbow Six: Lockdown, and discusses techniques to help game creators craft memorable in-game characters and situations. As Chandler explains in his introduction to the feature: "As games continue to mature and become more sophisticated, the expectations for production values become higher. These production values include graphics, music, and story. Story is the result of character development: what happens to the characters as events transpire around them. Character development in and of itself isn't going to make your gameplay any better, but it will create a more satisfying experience because you're furnishing a more well-developed context, a more immersive world for the player to explore. You can't read a review of an adventure game or shooter without seeing some kind of reference to the storytelling, the dialogue, the characters. Can you relate to the characters? Are they well-developed? Are they interesting? It's become an expectation, an industry norm. Cliches and stereotypes are unacceptable." You can now read the full Gamasutra feature on the subject (no registration required, please feel free to link to the article from external websites).
About the Author(s)
Simon Carless is the founder of the GameDiscoverCo agency and creator of the popular GameDiscoverCo game discoverability newsletter. He consults with a number of PC/console publishers and developers, and was previously most known for his role helping to shape the Independent Games Festival and Game Developers Conference for many years.
He is also an investor and advisor to UK indie game publisher No More Robots (Descenders, Hypnospace Outlaw), a previous publisher and editor-in-chief at both Gamasutra and Game Developer magazine, and sits on the board of the Video Game History Foundation.
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