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Game heroes: confessions of a fanboy

It's Saturday night and I'm hunched over the keyboard writing about video game heroes. Join me for a geeky, enthusiastic, and slightly pretentious look at a type of hero that deserves far more attention than it currently receives. (If you're my future in-laws, I'm afraid it's true: your daughter is marrying a total nerd.)

Mario and Luigi. Lara Croft. Duke Nukem. Gordon Freeman. Guybrush Threepwood. Link. Jim Raynor and Sarah Kerrigan. Samus Aran. The Nameless One.

If you recognized more than three of the above names, you're probably a gamer. They're the names of imaginary characters--virtual alter-egos who, for the sizeable percentage of Americans that grew up playing computer and video games, showcase the virtues of heroism as strongly as any Hollywood action avenger or pop-fiction protagonist. Like the heroes of literature or film, they span the range of character archetypes--some are goofy or comical, others over-the-top and ubercool; still others are the everyman, finding strength to meet an unasked-for challenge. They're video game heroes, and while their faces and attitudes are stamped permanently into the memories of gamers throughout the world, they've managed to avoid any serious notice or engagement by the critics of popular culture or the experts of academia.

I've never accepted the conventional wisdom that video or computer games (hereafter referred to as simply "video games") are merely passive entertainment, an all-glitz-no-substance means of whiling away an afternoon. While there is much to be said about the carthartic and entertainment value of video games (and indeed many games, either through mediocrity or deliberate intent, never rise beyond the level of "brain candy"), I tend to approach games with the same level of seriousness I would bring to a movie or a novel. Booting up a computer game for the first time is like watching the opening scenes of a film or reading the prologue of a book: I'm filled with eagerness to meet the story's characters, excitement at the prospect of experiencing firsthand the product of a skilled artisan's imagination, and anticipation at the thought of meeting and overcoming what challenges the game will place before me. Central to the experience of a truly great game is the cast of characters who participate in and create the story--while many games get away with invisible protagonists or cardboard characters, the greatest games are focused around heroes whose personalities, quirks, and abilities capture our imaginations and inspire us to immerse ourselves in the world as they perceive it. The greatest game heroes even transcend the boundaries of their gameworlds and become icons for entire genres or styles, just as Indiana Jones embodies cinematic pulp heroics or James Bond embodies suave espionage antics.

All this is not so much to argue a point as to paint a picture of my mindset in reading the book 1000 Game Heroes, a coffee-table tome I perused and purchased some weeks ago. The cover--a depiction of Lara Croft wielding her trademark bemused smirk and Desert Eagle--caught my attention as I strolled past the "Games" section of Barnes and Noble. Inching my way past a small horde of adolescent males digging through game strategy guides in search of cheat codes to use in their favorite games, I snatched a copy of the hefty tome and flipped through it. I was amazed. A few minutes later I was on my way home, poorer by a good chunk of change but looking forward to diving into a book devoted to that most wondrous, most neglected of topics: the game hero. I won't attempt a full review of the book here, but I do invite you to come along with me as I recount some of the thoughts 1000 GH inspired as I read it.

My first impression upon paging through the book--a few hundred full-color, glossy pages of screenshots and concept artwork from several dozen relatively recent games--was giddy amazement at the sheer imaginative wealth represented by video games. Before viewing 1000 GH, I had never given conscious thought to the simply massive number of games that have graced monitors and televisions since the 1970s; but this book featured a huge number of characters and faces--and those drawn only from games released in the last four or five years! There, laid out in all its digital glory, was a sampling of the range of heroes with which gamers have identified for years, lavishing upon them the same level of devotion that movie fanatics offer their favorite Hollywood stars: there are funny heroes, angry heroes, curious heroes, vengeful heroes, timid heroes, tragic heroes, everyday heroes, elite heroes, over-the-top heroes. Some of the characters portrayed were little more than cardboard cutouts designed to be taken lightly or at face value; others were complex and multi-faceted personalities with fully-fleshed-out histories behind them and fateful destinies ahead of them. Many turns of the page were accompanied by a mental exclamation of pleasant surprise: Yes, I remember him! and Of course, who could forget her?--nostalgic joy at seeing my favorite heroes included by the book's editor (along with the inevitable disappointment that other favorites weren't included).

I grew up with many of these characters, in the same sense that I grew up with the heroes of Middle-Earth, Narnia, Dune, and Prydain. Some of them are great characters in a near-literary sense; others would never stand up to serious scrutiny--but like the protagonists of Star Wars, they're simply too appealing, too likeable, too fun to be clouded by lofty intellectual criticism of their artistic flaws. They're simply embedded in my imagination, and my life has been infinitely more fun with them along for the ride.

For reminding me of the simple, almost indescribable wonder of games, I owe 1000 GH my thanks. Where the book falls short, however, is in its failure to scratch the surface of its gorgeous images in search of the more interesting truth beneath. The questions I find most illuminating are ones that the book never bothers to ask, content as it is with simple descriptions of games. Why do we identify with these heroes? How can an imaginary hero with little in-game dialogue or personalization evoke such fascination in the mind of gamers? What archetypes shape the sorts of heroes that appear in games? What factors distinguish the truly great game heroes from the forgettable ones? How do game heroes compare to their literary and cinematic counterparts? Why has it taken so long for games match the level of character depth we find in good books and movies? Why do so many people hold such low storytelling and artistic expectations for games (a self-fulfilling prophecy that has hindered the artistic development of the entire medium)? Why have there been so few real explorations into the narrative potential of games? What do our game heroes tell us about our values and our imaginations? How is it that I can remember the names and backgrounds of dozens of game heroes from 15 years ago, but would be hard-pressed to name more than a handful of characters from a movie I watched last night?

I don't know. I hope that society--gamers and non-gamers alike--devotes more time in the future to answering some of these questions. In the meantime, I'll be going about my everyday life--enjoying time with friends, plugging away at work, pursuing my interests, exercising my imagination where I can--reading good books, watching good movies, and playing good games. And accompanying me through it all, living on in the back of my mind in that mental space allotted to memorable characters I've encountered in my reading, writing, and gaming, will be the game heroes I've come to know over the years. Game on!

Note: the heroes named at the beginning of this article hail from the following games: Mario and Luigi--Super Mario Brothers and its sequels; Lara Croft--Tomb Raider; Duke Nukem--Duke Nukem (surprisingly enough); Gordon Freeman--Half-Life; Guybrush Threepwood--the Monkey Island games; Link--The Legend of Zelda and its sequels; Jim Raynor and Sarah Kerrigan--Starcraft; Samus Aran--the Metroid series; The Nameless One--Planescape: Torment.

Another note: I'll try to compile a list of my personal favorite game heroes for a future post.

Comments

I found your post fascinating -- maybe I'm not playing the right games, but I don't feel the same level of attachment to these characters you do. Mario and Luigi are just representations on the screen of movements of my hands -- I feel no more attachment to them than the stick-figure boxer from Mike Tyson's Punch-Out or the chef from Burger Time. Remember that Mario himself began in torturous Donkey Kong, which featured no storyline or bit of character at all.

Maybe it's the fact that you list video games. I think I've felt this way with protagonists of computer games -- Roger Wilco from Space Quest and the computer brain from A Mind Forever Voyaging are two favorites. I think I need more storyline than the average video game has in order to empathise with the character.

I think one of my favorite "heroes" from a computer game was anything but -- remember the protagonist from Infocom's Infidel? Here was a main character you were supposed to despise. Even though you guide his actions and the world through his eyes, he's a completely despicable person. When the game ends in an unconventional and unpleasant manner (I won't spoil it, except to say you don't defeat the Level Boss and take away the Princess), you can still feel satisfied. Another great piece of interactive fiction that uses this idea of a rotten protagonist meeting his end is the recent Varicella by Adam Cadre.

Jon, I agree with you that it is generally in computer games, not video games, that memorable characters appear--my use of the phrase "video games" was meant to encompass both computer and console games. I should have made that clearer. In fact, although I do think that console games have produced some pretty interesting and fun heroes, computer games have come the closest to producing truly interesting (in a literary sense) characters. Compare the depth of characters in a computer game like Baldur's Gate 2 and the relatively shallow portrayal of Link from Zelda (as likeable as he may be) and there is quite a stark difference. I would say that as a whole, video/console games tend towards the "brain candy" end of the spectrum, neither aiming for nor achieving any kind of greatness in character or plot. I think that's changing and that there are some really interesting games out there for consoles, but I haven't played enough recent console games to know.

I should qualify this, however, by saying that being an in-depth, three-dimensional character is not a requirement for being a memorable game hero. Mario, Luigi, Link, and other console heroes are likeable and empathetic without needing detailed backstories or complex personalities. I'm interested in what makes certain characters "heroes" even when we know little about them. There are computer game equivalents--in the super-popular Half-Life, the protagonist Gordon Freeman never speaks a line or dialogue and we never learn much about him beyond that he works in a secret science facility and must now undo the damage caused by science gone amuck. But he's still a compelling hero, a character that most gamers would recognize immediately. In the same way, there's something about the portrayal or characters of even one-dimensional heroes like Mario that make them lasting game icons. Why is that?

And I do remember Infidel--I really enjoyed that one. Interactive fiction has produced some really fun characters. I remember finding the space-janitor protagonist of Planetfall and his robot companion to be quite entertaining--I don't know if he came before or after Roger Wilco.

Heh... now that you've got me thinking about it, I'm going to have to go home and load up Infidel again...

I was all set to completely disagree with you.. but then I thought about it for a while, and you have a point. There is a noticeable difference in the whole "depth of the character" thing between consoles and PC games.. at least with your average PC game vs your average console character. I think a part of it has to do with the audience: Typically younger people played console games, where older [by comparison] people played PC games. At least that's how it seemed to be 5-10 years ago.. things have changed a bit now. When I was younger, I could really care less about the character, or why I was supposed to be doing what I was doing.. I just wanted to know what I was supposed to do next. So you take a game like Super Mario, or Hudson's Adventure Island, and *boom* you start. No back story, no explanation, no nothing. Computer games from the same era: Bard's Tale, Zork, etc.. were based heavily on a history and back story... It just seemed to be set up that way: Computers were for long, storyline driven [RPGish] games, and console games were more action/run around and kill things... The medium probably lended itself to one or the other... You couldn't type in complex commands on a Nintendo...

okay, that was a long-winded explanation that explained nothing.

My main thought was this: It seems like PC game heroes have their stories/histories, etc.. written out ahead of time, as part of the manual, or as the intro to the game. You're told who you are, why you're doing what you're doing, etc.. The console characters that hold a special place in my heart exist there because of what I've gone through with them. [it's going to be next to impossible to not sound like a complete tool while explaining this]. I'm a huge Zelda fan, and have been for a long time. I thought the original Zelda was awesome.. light years ahead of it's time. But it wasn't until a number of Zelda titles had come out, and I had joined this character on a slew of adventures, and save the world many times over that he really took his place as a loved video game hero. If it were just the one game, he'd prolly have been forgotten. His story becomes more rich, complex, deep, enjoyable with each new iteration of the game, as more and more of the legend is revealed. You can say the same for many console based characters in solid franchises. They started out as just really good games, and since the games were good, they made new games with the same character, and the story/legend grows, and soon you've got a hero that you can look back at with nostalgia.

I think there might be something to be said for those characters that we've gotten to see "grow up" as we grew up. Compare the original Link from Legend of Zelda to his current form in the Windwaker.. or Mario from Donkey Kong to Mario Sunshine, and all the games in between... These characters have matured & grown right along side us,

All this to say that Link from Zelda is my personal hero.

Ron, you'd trip over yourself praising Zelda even if the next chapter consisted of Link sitting in an unadorned room breaking wind. You are a complete tool.

Show me a Zelda game not worthy of being praised, and I might begin to feign interest in your opinion.

Please post more comments, I will visit this site again soon.

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