Wearing John Marston’s Skin: How I Learned to Inhabit Videogame Characters
When you focus your thought-beam on iconic videogame protagonists (that’s the royal “you”—I can’t see inside your head, whoever you are), there are probably a few grizzled (and, less often, not-so-grizzled) countenances that spring to mind without much effort. I’m referring, of course, to the John Marstons of the world. The Geralts of Rivia. The Snakes, both Solid and Liquid. The myriad evolutions of Lara Croft. These are characters that stick to the corners of your brain long after you’ve finished the games they star in, that leave you facing real-life conundrums (what to eat for dinner) and frowning to yourself and wondering, “Well, what would John Marston eat for dinner?” (He’d eat bear meat). So how is it that these characters impress their handprints in the squishiness of time and continue to haunt us years later? By what mechanism is such freaky voodoo made possible?
I’m inclined to suggest—hell, I’ll just go on and suggest it, enough pleasantries—that these characters remain guests of the public consciousness due to one of their most obvious and ubiquitously held traits: they’re characters. That is to say, they’re not vacuous stand-ins for you, the player, to employ as a tool to enact your most horrific, pedestrian-murdering fantasies, or even to simply “project yourself” into their personality-less shoes (if, you know, shoes had personality). Instead, they’re fully detailed people complete with backstories, emotional baggage, defined temperaments, preferred costumes, and favorite beverages, and it’s your job to jump in as puppetmaster and guide them around while they go about their business questing or dragonslaying or whatever.
But—and here’s the important part—they were going to do that anyway. You’re just along for the ride, experiencing their experiences through their eyes, which, chances are, are looking at something different than yours (unless, to continue using John Marston as an example, you’re a battled-hardened turn-of-the-century gunslinger living on the Texas-Mexico border, in which case, good for you).
There are various gradations of personality within that realm of fully “characterized” protagonists, with the most hardcore, defined attributes belonging to those characters whose personalities were lifted wholesale from established properties. Geralt of Rivia, for instance, existed long before The Witcher surfaced on PC in 2007—he’d been parading around the landscape with his potions in the original Polish short stories for over a decade by that point. That being the case, CD Projekt RED’s job, at least as far as protagonists go, was about as hard as kicking over a bowling pin: just import Geralt straight into the game, all personality quirks intact and operational. As the player directing Geralt’s actions, you get to know him pretty quickly and, depending on your style of roleplaying, you probably tend to make in-game decisions according to how you believe Geralt would make them, if only to avoid the cognitive dissonance that might result by forcing the poor sucker to do stuff you know he wouldn’t do.
So, what do we know about Geralt of Rivia? Well, for starters, this guy fucks. No matter what else he’s got going on in his life at the moment or how distracted you think he ought to be given the circumstances—he’s covered in the blood of a million huge spiders he just murdered, he just witnessed a gruesome monarchical execution that will send the kingdom into centuries of upheaval, whatever—dude is generally DTF, and you know what? That’s commendable. What else? He has no time for your politics—he’s just witching for the money, man. And that’s only the tip of Geralt’s iceberg. Same goes for John Marston, in the sense that you know enough about him to have a feel for how he’d react in certain situations. John’s seen some shit, and that’s reflected in his worldview (to be fair, he’s also vocally disgusted by the contents of the stomachs of the animals he slays and flips his absolute shit when he walks through a campfire, but those are attributes arguably more universal to the human experience as a whole).
When you play as an established character like Geralt of Rivia, John Marston, or Cloud Strife, you’re participating in their story as an invited guest. What you’re not doing is forging your own. Plenty of games with established characters allow for a certain level of cursory decision-making, sure, but it’s rare that you’re given free rein to significantly redefine a protagonist whose attributes predate your meddling. You’re there to point them in the right direction and lend a helping hand in baddy-vanquishing, maybe steal a potion out of a barrel or cabinet along the way, and push them along the gradient of their plot arc and help them grow as a person—but you’re not building anything new. You’re along for the ride, stuck in your boat-on-rails watching animatronic pirates go about their piratey business.
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