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50 developers betray which characters you want to see in the future more often wool

As part of our hero * inner weeks, we have made ourselves looking for answers, as actually creates video game characters. For this we have chatted with over 50 developers of different studios and publishers, as they approach character design. You can read your answers here:

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In addition, we wanted to know what kind of characters you would like to see more often in video games. The answers there is here!

An important note: The wishes of the developers are private nature and do not necessarily allow for conclusions on which projects and characters they are currently working on.

We need more Senuas

Greg Kasavin, Creative Director at Supergiant Games (Hades, Transistor, Bastion)

The Hades-Creative Director has very specific wishes when it comes to video game characters:

I always wanted to experience a game in which the protagonist suffers from strong social anxiety, which is expressed by the mechanics. Maybe this person is very good in all the other things! It is difficult to meet new people.

According to its own statement, Greg loves Kasavin role and other games in which he can approach and talk to them. However, he has problems identifying with this experience as he has more problems in the real world to approach people.

To keep eye contact and the same thing is a matter of course for some of us, but for some of us it's not easy. I often thought about how a game could simulate this experience. Then I played some titles that somehow tried, But I think it's a challenging challenge.

As a positive example of a kind of characters he wishes more, he calls Senua from Light Blade:

I appreciate games like light blood: Senua's Sacrifice, which immerse yourself in the heads of characters and explore their inner fighting, on a significant way that connects the themes of the game with his mechanics.

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More Diversity

Kazunori Aruga, Art Director at Obsidian Entertainment (Grounded, Pillars of Eternity)

On the question of which Figures Kazunori Aruga wants to see more of Obsidian, he gave a simple but very clear answer:

Diverse figures. It's great that we are now more likely to see you in games, but even greater progress in the future would be fantastic.

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Characters do not define through the genre

Gregory Louden, Narrative Director at Housemarque (Return, Nex Machina)

Characters should not be defined by their genre. This opinion is Gregory Louden, Narrative Director at Housemarque and thus one of the Creator of Selene from Return. Instead of defining characterures through the genre of their game, he wants them to be shaped by their ambitions and their past to be more realistic.

I would like to see more layered, complex and realistic characters in video games.

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Returnal Selene is what many women are not allowed to be: not young anymore

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Show something that there has never been

Ben McCaw, Narrative Director at Guerrilla (Horizon Zero Dawn, Horizon Forbidden West)

We want more protagonists with incredible depths and details.

That says Ben McCaw of Guerrilla. In the case of Aloy in Horizon Zero Dawn, the development of her hero took years in which she had viewed everything.

However, we always had an eye on the dramatic core of history and personality. We thought about how Aloy would react to certain situations - what would you think and how would she say something. The result was a thing Character, who has arrived in the player's share and felt real. This has deep discussions, many iterations and the ability to question ourselves as a developer.

His wish would be that future studios will follow this path in the future:

Fans want unique protagonist artists, such as Aloy, Ellie or Miles Morales characters that go against the norm, but also feel detailed, profound and ultimately human.

Everyone should find themselves in games

Ben Arfmann, Advanced Senior Writer and Lead Writer at Insomniac Games (Marvel's Spider-Man: Miles Morales)

According to Ben Arfmann, insomiac games concentrate in the development of characters, above all, on comprehensible ambition, whereby the traceability would be achieved by accuracy of characterization.

On the example of Miles Morales he explains that Spider-Man would receive a lot through his cultural background:

He is the child of a Puerto-Rican mother and an African-American father. We worked a lot to represent the background as authentic as possible. This focus on very special details is drawn through the entire cast with a huge cover of different backgrounds and Life experiences.

The hope is always that players find their characters when starting a character they close in or in which they can recognize themselves. This is also Ben Arfmann's desire for video games General:

To expand the representation in characters, so everyone gets the chance to recognize themselves or someone they love in games. We can be all heroes.

Representation for all

Lauren Mee, Lead Writer at Insomniac Games (Ratchet & Clank: Rift Apart)

Although she belongs to another team as Lead Writer of Ratchet & Clank: Rift Apart, Lauren Mee from Insomniac closes to her colleague Ben Arfmann: she too wishes that someday every * R can find itself in video games.

Our world is just like the universe of Ratchet & Clank filled with unique, interesting and various characters. There are so many experiences and perspectives in which we have not even started exploring them. We have the special possibility for video games To share the watches directly at the art form. At some point I would like to see a world where each one can take the controller and recognize themselves on the screen.

Hot men

Tanya X. Short, Creative Director at Kitfox Games (Boyfriend Dungeon)

Honest? Video games need more hot men . Much more.

This immobilized opinion is Tanya X. Short of Kitfox Games, which hopes that Boyfriend Dungeon can be a comfort patch for everyone who believes. Her words blade flapsig, but in them is a serious core: developers are more reconsiderable how men can look in games and solve themselves from the social idea that only slim muscle packages are perceived as attractive.

Dear developers, you do not have to objectify and sexualize all characters, but looks, because there is so much diversity how a hot man has to look like. There is a large range of options that can be worked on. We do not need to be able to work Generic types more.

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Cliches question (and thick eyewear)

Pawel Kroenke, Lead Narrative Designer at Arcane Lyon (Dishonored, Deathloop)

An almost down-to-earth wish has Dishonored \ - and Deathloop-Lead Narrative Designer Pawel Kroenke: He would have liked to play more thick glasses in.

Fun aside, seriously meant there are figures that question the clichés in the story of stories. For example, players are always asked by the fictional relationship, to find or rescue anything. The assumption here is that everyone is automatically more around Someone takes care of when they are related. I want a character that questions this assumption.

More old people, more romance

Tilman Schanen, Game Writer and Lead Narrative Designer at Daedalic (Lord of the Rings: Gollum)

For Tilmann Schanen of Daedalic, Henry and Delilah from firewatch are excellent examples of characters in video games, of which he wishes more. Generally, the Gollum-Game Writer wants more figures that feel like they really exist.

Besides, more old people and characters with good romantic storylines.

Unique design instead of realism

Lucas Roussel, Lead Producer at Bandai Namco (Little Nightmares 2)

Lucas Roussel is a fan of simple, unique and memorable designs. Little Nightmares 2 Lead Producer puts less value on realism and more on special features:

It does not have to be realistic but something that is familiar but has never been done before. For example, the main character from Hollow Knight, Ori or last Death's Door.

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Better background stories

Lisette Titre-Montgomery and Lauren Scott, Art Director and Senior Systems Designer at Double Fine (Psychonauts 2)

Representation also plays an important role in Psychonauts 2-Art Director Lisette Titre-Montgomery, especially those of Women of Color. According to her, we just scratch the surface in terms of diversity and still have a long way to us.

I've been playing games for 20 years and still we only scratch on the surface of the representation. I think one of the great things about psychonauts is: We have aware of that it reflects our world. I want to see more in other games , I think Women of Color are still largely ignored. Above all, I would like to see more often, along with richer background stories, so that you can finally be in the limelight.

Your colleague and senior Systems Designer Lauren Scott, on the other hand, wishes more exciting and diverse backgrounds:

We already had so many games with any guys who have lost their wife and go to a ratchet trip. Come on, we know this story. I do not even know how distributed such stories are. I want to fundamentally play things The new and unexplored are.

She wishes new perspectives, backgrounds and character types that would lead to completely new player experiences.

I just want to explore the boundaries and see what is out there, in the unknown.

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Slanted dream worlds: So Psychonauts 2 Psychic problems playable

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not always young & fidel

Anselm Pyta and Benedict Bumblebee, founder of Studio Sigh (The Longing)

Anselm Pytas wish sounds almost simple, but still - can be found rarely in video games except for exceptions like here in the picture Watch Dogs Legion - rarely in video games:

Playable tour. Almost all characters are always young and fidel.

Studio Sigh Colleague Benedikt Hummel also wants video games to deviate from the young and healthy standard:

I would like to see more figures and play that rather embody unpleasant or heavy topics that are often ubiquitous, but little representation will find in the media world.

Please more strangeness

Rich Lambert, Creative Director at Zenimax Online (The Elder Scrolls Online)

Normal is boring, Rich Lambert from Zenimax, who has already described his favorite character in our last article, The Drake of Blades, from ESO.

I like strange characters that may not be neurotypical and give you an insight into another perspective. I want to see more such figures in video games.

Machine learning for own experiences

BRENCH ADAMS, PRINCIPAL DESIGNER at Crystal Dynamics (Tomb Raider)

While some developers want more about more representation or thick eyewear, the hopes of Crystal Dynamics Brench Adams go into a technical direction. Although he also wishes unexpected developments, but his main wish applies to a more personal experience that should already be integrated into the Game Design.

Specifically, the Tomb Raider-Principal Designer is about aspects of machine learning, which he would like to see more frequently applied to characters. It would allow for players to develop actual own experiences when playing, instead of being strictly managed by the Game Design.

In my own work, I have recently tried characters that are more likely to be characterized by physical or mental complexity. As a result, I wanted to find new references and standards that represent a balanced contrast to typical hero * inside. I would be happy , the industry would be more common of such challenges to create more diverse characters that are technologically and aesthetically complex.

Hero * inside for all

Noah Hughes, Studio Creative Director at Cystal Dynamics (Tomb Raider)

Noah Hughes does not want less than anything. Namely, certain aspects of hero * could be universal, but in his eyes little is so meaningful how to recognize themselves in an entertainment icon.

I would like to see hero here for everyone and each of us. It surprises me not to see diversity in game helpers inside, if uniqueness is one of their most important aspects. However, the industry makes great progress, which not only promising is, but inspiring.

with walking aids & wheelchairs to other angles

Jonathan Zimmerman, Narrative Director at Deck Nine Games (Life Is Strange: True Colors)

According to Life's Strange: True Colors-Narrative Director Jonathan Zimmermann are often bound to the need for the need to own similar physical properties like most of the players * inside: they have to go on two legs, have a similar pace at the race or fight . His wish would be that this changes in the future.

But it would be wonderful to play as an elderly person with a walking help or a wheelchair. I want to experience a world in this way. See the world from another angle. Maybe moving me with another pace in this world. And of course a hero will be.

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Complex & please do not perfect

Jean-François Dugas, Senior Creative Director at Eidos Montréal (Marvel's Guardians of the Galaxy)

Jean-François Dugas is a fan of complex, round characters with mistakes. Of course, the team around Marvel's Guardians of the Galaxy wanted to play the hero of her own stories, but that does not mean that you want perfect characters.

I think we can provide more vulnerability, contradictions, mistakes, and different perspectives that (possibly) players can produce in wonderful species. Our medium gives us the opportunity to throw many situations in many situations where you are on fun and confronting kind can learn more about yourself. And what is the best way to enable that if not by creating characters that have this kind of discovery already from nature?

omniscient narrator

Grzegorz Like, Writer at Bloobe Team (The Medium)

Grzegorz Like, author of the horror title The Medium, has a quite simple wish, which is rarely fulfilled to him:

An omniscient narrator next to that happen. There are way too few.

Less reality, more anime

Kobayashi and Miki Yamashita, Character Designer at Square Enix (Neo: The World Ends With You) **

Realistic designs are according to Gen Kobayashi today mainstream, but the Neo-Character designer prefers another look:

But I want an anime-liable aesthetics to persist. I would like to feel as if I had just entered a world from an anime.

His colleague Miki Yamashita does not value photorealism:

I would like to see more characters in various styles, also to be inspired by it.

Inner conflicts overcome

Kouta Ochiai, Art Director at Bandai Namco (Scarlet Nexus)

Kouta Ochiai by Bandai Namco wishes more characters that have problems struggling to overcome these inner conflicts and ultimately overcome.

That would give players a sense of hope, but also give the vitality when they play a title for the first time.

Helium babies and legal auditors

Ben water, Game Director at Gumberland (Ooblets) **

OoBlets-maker ben water has a very democratic answer for us, because the team of Gumberland has kept an internal survey for us which characters would like to see more often.

The answers ranged from babies to characters that do nothing to auditors and helium stuffed people float around. Expected at our next game a helium-filled baby auditor, swinging around the day and doing nothing.

So you have it. The next Gumberland game will turn around a helium-filled baby auditor. After the dancing vegetable friends in Ooblets, this is no longer really surprising.

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Less tropes, more disappointment

Riad Djemili and Dennis Kogel, CEO and author at Machine Man (Curious Expedition 2)

Riad Djemili by Curious Expedition 2-Studio Machinery Human has a whole wish list of characters that he would like to see more often - or not anymore.

Complex figures in games, the time have to tell the figures. Less negative tropes against minorities. Figures that are not clearly good or evil, but how to convince themselves in the real world and make mistakes.

Curious Expedition Author (and Gamestar / Game Director-Freelancer) Dennis Kogel, on the other hand, wishes characters that interact in an interesting nature with the world around them and rub them with them and question them. And he would like to be disappointed:

Figures that are sympathetic ... until they also disappoint us, figures that challenge me to show another reality than those I know. My personal gold standard, which is concerned, is the series Stop and Catch Fire , there's the story of the history of the tech industry, but actually the relationship between 4-5 characters, all of which are very bad (every * R in one own type) and but also incredibly adorable, very human, very much Sad, very tangible - so figures that are perceived in the end in all over humanity. I wish such figures!

Older characters with a lot of life experience

Phil Robb, founder and creative director at Turtle Rock Studios (Left 4 Dead, Back 4 Blood)

Back 4 Blood-Creative Director Phil Robb employs its own age in its character requirements, which he would like to see more often in video games:

I move to 50 years and I would like to see older figures. Taffe old men and women who could already collect a lot of life experience. That's how we always look for someone we can identify with us. But I can identify. But I can identify Would like to see characters that are outside the templates. In addition, you still have to make sense within history and that's the point where it is always hard for me, if not understandable, why you are in this situation.

With regard to back 4 Blood he explains that it is always important for the Turtle Rock Studios team to consider how and why a character had survived the zombieapocalypse so that it remains plausible. But that should not be a hurdle.

But it's funny and more interesting if there are figures that do not meet the stereotypical templates. From this idea, characters like Mom, which is cool but also unexpected.

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Back 4 Blood is not Left 4 Dead continuation and that's good

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Normal people instead of plated hero * inside

Will Doyle, Game Director at SuperMassive Games (The Dark Pictures Anthology)

According to Doyle, Doyle wants to focus many games on heroic characters in ambitious roles. This would trigger a comic book feeling, which apparently leaves him a little more column:

This works very often, but I want stories about normal people who are thrown in exceptional situations.

Traveling with personal growth

Josh Grier, COO and co-founder at Ember Lab (Kena: Bridge of Spirits)

We have the most fun in characters that go through a journey with personal growth during a convincing action strand.

This explains Josh Grier, whose studio Ember Lab is working on Kena: Bridge of Spirits. Video games have a unique potential, which gives the connection to characters and would become more and more diverse. His hope is that this diversity will follow even in game characters:

Games have the opportunity to connect players through interaction with the characters more and to feel more. There is so much potential for more variance and complexity of the characters, while more and more diversity is applied to video game stories. We hope that we hope that This diversity will follow even in characters on the natural way.

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A little more coen brothers

Ben Fiquet, Creative Director at LizardCube (Wonder Boy: The Dragon's Trap)

Video games already have a large variation of different characters, says Wonder Boy-Creative Director Ben Fiquet. From sweet mascot to muscular, fantastic-resigned figures, everything was represented. What he wishes, is more depth.

I'd like to see more well-written, clever characters, like the figures from the films of the coen brothers.

Ethan and Joel Coen are responsible for films such as Fargo, No Country for Old Men and The Big Lebowski.

More Ryu, less Genshin Impact

Jordi Asensio, Lead Game Designer at Dotemu (Streets of Rage 4)

As a lead game designer of Streets of Rage 4, no one should be surprised that Jordi Assio has an affinity for characters like Ryu from Street Fighter, whose design he appreciates. However, there are also figures and styles that he can win little:

I like characters with a pure, simple, but strong design. I prefer a good Ryu (from Street Fighter) or a good Vanessa (from King of Fighters) as a figure from Genshin Impact.

Respect differences

Allan Marlon, Art and Creative Director at Massive Work Studio (Dolmen)

Allan Marlon by Massive Work Studio, who are currently working on the science fiction title, it's not just about the look of characters, but about what they stand for and what they do with us.

[I want more] characters that strengthen our own sense of community, honesty, courtesy and empathy through creativity and feelings. The differences should be respected, no matter where someone comes from.

More moral gray zones

Pavel Jiri Strnad, Creative and Game Director at Studio Goldknights (The Last Oricru)

While some developers look for wishes and inspiration towards new games or films, Pavel Jiri Strnad is reflected on the classics:

I admire John Long Silver of Ri Stevenson's The Treasure Island . It is one of the most controversial figures, since he is neither good nor evil, but lives according to his own rules. His actions are unpredictable, but make sense. I would like to make more such Seeing characters living in a moral gray zone and go through a kind of evolution.

Consequences for our actions

Abdulazis Aziz Aldigs, Character & Co-Art Director at Studio Goldknights (The Last Oricru)

Also Pavel Jiri Strnad's colleague Abdulazis Aziz Aldigs is a fan of moral gray zones and figures that stimulate think and let him question his own morality.

It's curious when antiheld figures or the typical good guy character standing in front of a moral dilemma, and then the reaction comes, as in a black mirror episode. Life is not black and white and video games are a special , Interactive medium that helps to make these extremes, unambiguous decisions and feel emotions.

That's what he was interested in the Last Oricru project:

Killing the consequences for killing. It is not a pointless pressing of the buttons.

Neutinterpretations of well-known figures

Sergey Kornilov, CEO and author at Wild Forest (Night Is Coming)

The team would look forward to Wild Forest about a redesign of well-known movie characters, explains author and CEO Sergey Kornilov.

We would like to be characters like the twin brothers (albinos) from the second matrix [-Film]. Create. Or the character and behavior of Joker from the Batman Film (Christopher Nolan).

More coming-of-age stories

Mike Skupa, CEO of Brass Token (The Chant)

While many developers told us that they would like to see more older characters in games, Mike Skupa from Brass Token looks in the other direction: He would like more and more realistic stories about teenagers.

I'd like to see more serious games that are as it is to be a teenager. Since playing character development often, a coming-of-agree story would be perfect for the kind of accelerated gameplay and the feeling of the amazement that we Than the game design often.

Desperados 3: The gameplay determines the figure

Moritz Wagner, Head of Design at Mimimi Games (Desperados 3)

For Moritz Wagner of the German Studio Mimimi Games our question is not so easy to answer, since he has that, what many others misses: Representation.

I'm doing hard with an answer. I would be glad about more representation for others in video games, but for me personally it is as a white guy no matter, I have representation in every game.

Nevertheless, the head of design of Desperados 3 wishes when it comes to characters in video games or better the way stories are told. It belongs to you that it desires an organic development of the characters that are not only shown in CutScenes but is an organic part of the gameplay. The LAST OF US: Part 2 is a negative example for him, as he explains to us. Here Story and characters would be presented almost exclusively by Cutscenes, rather than that the action would be made felt by the gameplay. If it was after him, a rethinking should take place here with video games.

Mythological figures in focus

Jeff Dronkers, Character Artist at Vertigo Games (After The Fall, Arizona Sunshine)

Jeff Dronkers of Vertigo Games would like to have more video games about mythological figures, especially in relation to all the non-human persons, which we like to find in myths.

I would like to see more mystical characters from Nordic or Egyptian mythology (and not necessarily the human).

Cool older people

Junko Kawano, Character Designer and Illustrator at Rabbit & Bear (Eiyuden Chronicle)

A similar opinion like Jeff Dronkers is also Illustrator Junko Kawano of Rabbit & Bear, because she also wishes fewer people - and more older characters.

It's great to have non-human creatures that exist so only in games, and I would like to play with different types of character, young and old, men and women who exist in the real world. It would be wonderful, it would be wonderful give more cool older people!

Less idealized body

Tomasz Pietrzyk, Concept Artist at One More Level (Ghostrunner)

Ghostrunner Concept Artist Tomasz Pietrzyk would like more strong, female characters that are not defined alone about their sexuality. He also wishes the same for male heroes:

We have too many hero * inside with overidalized bodies.

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Weak, shattered, broken

Maciej Karbownik, studiofolder of Dark Lord (Glitchpunk)

The power fantasies of most games show only one, mostly very heroic and masculine side of characters, says Maciej Karbownik of GlitchChunk-Studio Dark Lord.

And if you fall into a melancholy mood, they fall on the nose, because that's usually only to drive the plot, just to put the character quickly back as Badass. I'm not anxious teenager who needs artificial encouragement While I find it impossible to come with such avatars.

Representation of characters with struck psyche or a difficult past are still lack of shortness in his eyes, although so many people of his generation could understand these problems. The main topics of Glitchpunk are still running, shooting and generally doing horrible things, but that's exactly what the place where in his eyes would exist all the poor, misleading and self-destructive creatures.

The comedy and the tragic, hand in hand, where a smile can lead self-injury, that's an important place in my eyes, which still needs to be explored. Of course, with caution, but also with the self-confidence that we adult and responsibly over Such topics can speak and at the same time can provide rousing, action-based experiences.

can lose yourself in the lives of others

Ryosuke Hara, Producer at Bandai Namco (Dragon Ball Z Kakarot)

As a producer of a video game adaptation like Dragon Ball Z: Kakarot, RYOSUKE HARA to appreciate fabricated hero and lifts the superhero game of colleagues from Insomniac Games:

Personally, I find that the Marvel's Spider-Man series is best to make it for myself. There are many games that focus on the action aspect, but I hope there are more and more games will give, which enable us to lose ourselves completely in the life and the environment of an existing figure.

Invisible, non-vibrant things as figures

Minoru Iwamoto, Art Director at Bandai Namco (Tales of Arise)

In the eyes Minoru Iwamoto, Japanese have a unique sense of life, even in non-living things. The Art Director of Tales of Arise believes that it could be that Japanese inner for centuries of invisible and mysterious phenomena beyond their understanding, which are the work of gods and monsters. If there was good harvest, the God of the Rice was thanked, the people of dessar and epidemics were hit, then it was the fault of monsters.

This peculiarity of Japanese culture would like to see Minoru Iwamoto in more games - and even design.

I find it interesting to portray such invisible, non-living things as living characters. That could sound a bit far-fetched, but I think it would be pretty interesting, concepts like dungeons , user interfaces or magic that it Often there are in RPGs to design as characters. That would be a challenge I would like to accept.

Characters without special skills

Koji Iga Igaraschi and Shutaro Iida, President / Producer and Director at ArtPlay (Bloodstained: Ritual of the Night)

Koji Iga Igaraschi wishes more video game characters without special forces - but not in his own games.

A character that is well thought out but has no special forces. It is not the kind of figure I can bring to life. That's why I want to see how others create such a character.

His colleague and Bloodstained-Director Shutaro Iida, on the other hand, wants more characters that suffer from trouble, as they would spell us in his eyes.

Absurd, unreal, unknown

Joel Styles, Art Director at Prideful Sloth (Grow: Song of the Egree)

Memorable characters and personalities, the players think or feel something that lies outside their everyday expectations and experiences.

That wishes great: Song of the Egree-Art Director Joel Styles. As examples he calls titles like Planescape and Animal Crossing:

This can be so big as the wildlife in the Planescape Universe, in which characters live in completely different realities, or just as small or whimsical as the animals from Animal Crossing, who tell you how the beetles under their beds with them talk.

More humor for more fun

Björn Pankratz, Creative Director at Piranha Bites (Elex)

Björn Pankratz of Elex developer Piranha Bites would like to laugh more. There are too few video game figures that you can laugh heartily.

Humor is with the most difficult, but also something that can greatly upgrade a game and the fun. Similar to the old Lucasart's classics, the most common game situations that are reminiscent of our games, funny. This offers in A rather harsh and drag game world like Magalan [in Elex], for example, a welcome contrast.

Popularity is overrated

Nicolas Lietzau, Writer at Grimlore (Spellforce 3)

Grimlore author Nicolas Lietzau is convinced that we do not have to love all the characters so they are good. Accordingly, he wishes less black and white thinking when it comes to hero and more complexity.

[I would like] morally ambiguous characters that are not all badass or virtuous. Not all figures you have to like.

A little more idealism

Jonas Wæver, Creative Director at Logic Artists (Expedition: Viking)

Expedition Creative Director Jonas Wæver wishes more idealism in video game characters. He likes to trigger change when characters are motivated, rather than leaving the world as it is.

Many protagonist in video games want to keep the status quo, fighting against the antagonist * inside, who want to change the world. I am more interested in characters with strong crashes and an honest agenda in history, whose actions around the world Change them around.

Some of the answers were shortened for space reasons. At the time of publication of this article, we achieve other answers, which we will gradually complement.

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