THE IMPORTANCE OF BODY MODIFICATIONS AND ACCESSORIES IN CHARACTER DESIGN FOR VIDEOGAMES - Aaltodoc
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THE IMPORTANCE OF BODY MODIFICATIONS AND ACCESSORIES IN CHARACTER DESIGN FOR VIDEOGAMES Magdalena Węgiel MA thesis Supervisor: Miikka Junnila Advisor: Petri Lankoski Aalto University School of Arts, Design and Architecture Master’s Degree Programme in New Media / Game Design and Production 2021
Author Magdalena Węgiel Title of thesis The Importance of Body Modifications and Accessories in Character Design for Videogames Department Media Degree programme New Media Game Design and Production Year 2021 Number of pages 68 Language English Abstract This thesis is a project-based study that explores the importance and influence of body modifications and accessories on character design for videogames. It researches how small visual details are able to change or improve the character. The research bases on knowledge about the subject from existing movies, games, and animations as well as my own artistic study work. It focuses on human characters including main and non-player ones. This area of research seems to be understudied, therefore I decided to further explore it. The requirement for applying those elements derives from the need of creating distinctive and engaging characters. The term body modification applies to practices such as tattoos and scarification done to change one’s physical appearance. Accessories are understood as any items that can be carried for aesthetic or practical purposes, for example jewellery. The study also includes knowledge of other elements, such as scars that might have impact on appearance. The project done for the thesis consists of five illustrations of characters, each with two different versions of body modifications and accessories. The goal of the study was to research the possibilities of usage and influence of those details on design in practice. This study uses research by design approach where own practical work, combined with theories and previous research, is used to produce knowledge about character design. By creating two different versions of details of an own character it was possible to compare their impact and ability to change the perception of the design. The research combined with artistic project allowed me to study the subject from the theoretical and practical side. Understanding the meaning and history of body modifications, accessories and symbols allows to improve visual storytelling and add depth to designs. If used properly small details have a significant influence on the character design and are able to tell the story, profession, wealth, interests and many other features of the hero through visuals. Included in non- player characters’ design, they can convey information about the world, such as religion and customs. Acquiring knowledge about body modifications, accessories and symbols enable understanding their significant influence on every character, no matter the level of detail and fantastic features of the appearance. This thesis can serve as guidance on how to improve the design and visual storytelling for all individuals involved in character creation. Keywords character design, game design, body modifications, accessories, symbols, concept art
Acknowledgements I would like to thank everyone who supported me during the time I was working on this study: Petri Lankoski for the great advice and patience, Miikka Junnila for instructing me with preparations for this thesis and overall help, and Kai Lappalainen for guidance. I would like to thank all my friends, family, and my cat for the encouragement.
Table of contents: 1 Introduction 1.1 The reason for choosing the subject 1.2 The scope of the thesis 2. Literature Review 2.1 What forms a character 2.2 Meaning and function of body modifications, symbols and accessories 2.2.1 Symbols and signs 2.2.2 Scars, scarification, and skin conditions 2.2.3 Tattoos 2.3.4 Jewellery and accessories 2.3 Summary 3 Description of the project and creation process 4 Project description 4.1 Eliza 4.2 Joseph 4.3 Ichika 4.4 Luisa 4.5 Carina 5 Discussion 6 Conclusion Reference list Appendices
1 Introduction The thesis is a project-based study, and its aim is to show how a small change, an addition of a few small elements or even a single element, is able to change the whole design of characters for videogames. This work also studies meaning of various symbols, body modifications and accessories. There seems to be not enough information in the literature to fully understand the subject, which was a reason for this thesis. This work may be useful for concept and character artists as well as other individuals involved in creating characters and may serve as a guide of character design for games. The term of body modifications refers to practices performed on a body for aesthetic reasons. It includes tattooing, scarification, piercings, hairstyles, and the like. They can be permanent or temporary (Myers, 1992, p.267). 1.1 The reason for choosing the subject A great number of people are attracted to videogames because of interesting characters. If the design is appealing, players want to identify with heroes in games and therefore feel able to be a part of the story. In the Ultimate Guide to Video Game Writing and Design by Dille and Platten, the authors state “If people care about your characters, they will forgive a lot. In most storytelling, characters are the main figures we follow through the narrative. What makes games unique is that the player is the character“ (Dille, Platten, 2007, chapter 2). They continue with the information that if the barrier between the player and game character is broken, an amazing experience might be created (Dille, Platten, 2007, chapter 2). I agree with the statement and I think that the narrative and the visual design of a character are equally important in creating a successful game. Actually, the reason why I became interested in games was a powerful-looking, strong, and popular female game character. The character of Lara Croft, the heroine of the Tomb Raider series (Core Design, 1996), was what drew me to games in the beginning. The image of this strong female character made me feel powerful. Despite the engaging gameplay, the story of Lara and her changing appearance seemed to me the most interesting of all. The new outfits, improved details of her face, her silhouette that improved with time to look more realistic, and a refined back story made the games more fascinating to me. Although I prefer complex character design, which attracts people with many interesting additions and original forms, Lara remains splendid despite her simplicity. Her design became iconic as she was one of the first meaningful female game characters. It was a novelty to create a female character whose 1
design combined all female attributes with strength and power in her looks and behaviour which defied stereotypes of that time. In an interview in 1998, Toby Gard, the creator of Lara Croft states: The idea was to create a female character who was a heroine, you know, cool, collected, in control, that sort of thing. The problem with those other games is that the female characters are actually there for purely exploitative purposes. I know you could argue that Lara with her comic book style over-the top figure is exploitative, but I don't agree. I think it's ridiculous to say that portraying stylised people is degrading. You can represent an over the top hero figure by augmenting characteristics like a jutting jaw, wide shoulders, thin waist etc. and that is not degrading to men. (Gard, 1998) Those words explain very well that the image of a strong, intelligent female was something the creators were aiming for, which can be seen both in the story and in the character’s looks. Lara possesses very noticeable female features, but they are connected with two guns and big shoes that present her strength and refer to it. Consequently, her looks, despite the simplicity, became iconic. Therefore, even though more computer games are constantly created, the new heroines are not as distinctive as she is. Moreover, as the number of games is growing rapidly, creating a recognisable character today is more difficult because of the competition and a large number of new interesting designs. Consequently, today's design process to create distinctive heroes has to be much longer and more complex. Apart from interesting designs of armour and dresses, that usually work as a distinguishing feature, there are details such as specific tattoos, scars, pieces of jewellery and other accessories. They are particularly important while designing characters with simpler or casual looks, for example those that are placed in a contemporary environment or near future. These details contribute to new recognisable features of the heroes. They also tell their stories and identify their background, professions and personality traits. As Pentina and Spears say, human body has a big influence on self-expression. It is highly connected with culture and the need to feel more unique. The body is able to convey an important message and information about an individual (Pentina, Spears, 2011, p.75). The importance of the characters in a game is connected with storytelling and the emotions that the game is to evoke: 2
Characters drive the story. They create the conflicts. The only emotion in a game experience without good characters is the emotion derived by the player from the game play: frustration, anger, exhilaration, triumph . . . the thrill of victory, the agony of defeat.... To create emotion through story we must start with character. (Sheldon, 2004, p.64) The way characters’ personalities and their past are designed influences the perception of the story in the game. "We rely on characters in stories to help us understand how we feel about the events that are unfolding” (Sheldon, 2004, p.62). The way people in games look like should emphasize their psychological traits, likings, problems and show the marks on their body left after the important events of their past. The appearance is significant in case of the main characters as well as the non-player ones, which are often forgotten: Many games treat minor characters as functionaries only, assigning them a single role to play, and shoving a line or two of “character” dialogue—or simple dialect—in their mouths. This is not respecting the characters. This is ignoring all the many ways they can support the story and the overall game experience. (Sheldon, p.67) The side characters as Lee Sheldon claims allow one to point to certain parts of the story and create a specific atmosphere and evoke desired emotions that the imagined world should convey. If a player was to play The Elder Scrolls V: Skyrim (Bethesda Game Studios, 2011), an open-world game with a cold, highland environment but lacking the NPCs (NPC stands for Non-Player Character) that possess all the features underlining the harsh climate and tough living conditions in the world it would be a completely different experience lacking in many ways. Owing to the well-designed characters, dressed up in furs, that point out the cold temperatures, muscular figures, which manifest physical strength vital to survive, jewellery that is related to religion in the world and the power they derive from it, and body modifications the atmosphere is easily understandable and the world of the game is more believable. The details have been chosen as the subject of this thesis because they are not only used to show features such as professions, cultural background of the characters and families/nations they come from but are also able to provide the player with some information about the world in various ways. One of the games that provides examples of NPCs which retain features that pass information about the surroundings is the game The Sinking City (Frogwares, 2019). Certain characters have distinctive clothing and specific tattoos, which gives the impression that there is some kind of important, mysterious cult in 3
the game. According to Philip Shenefelt and Debra Shenefelt the religion commonly determines the number and types of tattoos, clothing and piercing as well as hair styles and colours used. They have a spiritual meaning and frequently religious themes (Shenefelt, Shenefelt, 2014, p. 207). The developers used this knowledge for the design of characters and elements of the game. Due to it, the player is able to notice the presence of some kind of a cult in the city before starting the first quest just by looking at people. In addition, the majority of NPCs in the game have eyes with dark rings around them, poor, damaged clothing and unhealthy, pale skin. Those traits show that some tragedy occurred, and the citizens are suffering from famine. The environment definitely shows it as well, but anybody who would look at the character design only would guess the characters' plight with ease. Another example of the use of symbols connected with presenting the world is showing the religion or customs of the inhabitants of a certain environment. For example, if everybody is wearing a certain religious symbol, the player is capable of guessing that faith is very important in the society. Incorporating a symbol for example the holy cross on the character's neck is similar to character's saying “God bless you” while saying “goodbye”. The advantage of adding that small symbol is that the information about that certain individual’s beliefs is explained by the visual design. Good character design also allows the creators to form a specific atmosphere. Certainly, there might be a very complex, skilfully designed world, where the environment and light show the overall mood, but characters bring life into the surroundings and enrich it. Adding specific details such as accessories or changing the colours of clothing enables making the design of the characters more consistent. Similarly, the details of character design may influence the atmosphere of the game. If the world is hostile or dark, all the people can retain corners of the mouth slightly facing down or may have an evil gaze. Those are not the types of enrichments I focus on in this work, but they are going to be mentioned a couple of times. When it comes to designing characters that are placed in modern environments body modifications and accessories are significant for a variety of reasons. One of them is that creators usually design main heroes who look casual. This desire is generally connected with the opinion that it is easier for the recipients to relate to such characters, or the plot requires a plain character. However, such heroes may lack variety in appearance. It seems that the most common type of a typical main character is a Caucasian, slim, attractive man with short dark hair. There is a large number of this kind of heroes appearing. The characters look much alike, and because of that they become less recognisable, and hence the player who sees a character so designed is not able to be quickly drawn to it, because they might mistake it for a hero from another game or it may seem like run-of-the-mill. 4
However, thanks to introducing a small change such as glasses, a scar, piercing, a slight change of hair style and colour or even a distinct print on a t-shirt, it is possible to create an ordinary but original character that stands out from the crowd of other heroes. 1.2 The scope of the thesis The aim of the thesis is to study the impact of body modifications and accessories as well as other small elements on characters in videogames with focus on how those details combine with the narrative side of the design. It researches how body modifications and accessories can be used in different ways to improve character design and underline desired qualities of a character as well as reveal the nature of the character. The research relies on knowledge from existing games, movies, and animation as well as on scientific sources about chosen body modifications and accessories and an artistic self-study project. The subject of this thesis is the analysis of human characters (both main characters and NPCs) with focus on how they are defined by body modifications and accessories (such as glasses, jewellery) and religious, mythic, and cultural symbols. The thesis focuses mainly on human characters. Monster or humanoid designs do not require such focus on details, since their forms and fantastic looks already make them unique. Moreover, designing monsters also requires thinking about the basic form, size, and shape of the creature which can help them blend into the existing in-game world. Considering the amount of the information, it is a subject for another study. The main idea of the thesis is to discuss the interdependence of carefully chosen details by the game developers in order to show the personality and different features of the characters which harmonise with the game world and have a significant influence on immersion. Consequently, this study does not focus on the main characters who are fully designed by the player at the start of the game, but on those who have pre-designed visuals, personality and story by the developers and customization of the hero does not influence their body. Beside videogames, examples from movies and animations are also used since the only differences in designing characters for games and films are related to technology constraints. 5
2 Literature Review This section includes knowledge about characters, body modifications, accessories and other elements gathered from different sources. It also provides interpretations of certain elements applied to designs of different characters from games, movies, and animations. 2.1 What forms a character Certain visual elements form a character. For example, gender, age, ethnic origins, height, weight, and muscularity. Later come clothes, body modifications and accessories. All of those are influenced and shaped by decisions such as the role of the character in the game as well as their designed personal desires, purposes, profession, personality, likings, and such. All characters in the game, especially the main hero should be unique and be an active part of the design of the in-game world. It is well described by Tim Schafer: If you’re going to drop the player into a world you’ve created for them, you should make them the star of it! Not just “some dude.” There is a tendency to say, “Okay, you are some dude, in this crazy world...”and that’s bad. (Schafer, 2004, cited in Isbister 2006, p.262, 263) Later he continues: So who would be the star of that world? That’s your protagonist. And then who would be a good foil for that character? Who, by standing in opposition to your hero, would give that hero a chance to define him or herself, and demonstrate their heroic qualities? That’s your antagonist. And so on. The rest of your characters fall out of these first few, critical decisions. (Schafer, 2004, cited in Isbister 2006, p.263) There is a belief that a main character should be bland and neutral both in its visuals and personality, so it is easier for the player to identify with them and project their own selves on it. Basing on Schafer’s view it is a misleading opinion and usually heroes designed with that kind of attitude end up being not original, not recognizable or in the worst case boring. They will not attract future player’s attention or might even discourage some people to play the game, because of the lack of interest in the character. Tim Schafer addresses it and has a very strong opinion about it. His dynamic quote illustrates those thoughts well. He says: 6
Avoid “Bland Lead Character Syndrome,” no matter what anyone tells you. You hear people saying all the time that having a blank, bland, boring main character is good because that makes a “blank slate” that the player can project their own personality onto. It’s a dirty lie! A lazy cop out! People just fall back on that because interesting main characters are hard to write (mostly because you’re so afraid that people won’t like them, you don’t put in any spice or risky qualities).If your main character is EXCITING and COOL, then the player will still project themselves (or “ego-invest” as someone more academic than me might say) into your hero. But they’ll think, “Hey, I’m that cool guy. I’m awesome. (Schafer, 2004, cited in Isbister 2006, p.264, 265) Schafer brings up that interesting characters are hard to write which is also influenced by the fear of risk and failure. There are many non-casual looking game characters, who are popular worldwide. Geralt, the main character of The Witcher 3: Wild Hunt (CD Projekt Red, 2015) does not resemble in any way an ordinary male hero, yet it is easy to reach immersion in the game. As long as the design of a hero is well-done, it should be possible for the player to be able to project themselves on them. It is impossible to create a “one-fits-all” character that will be possible for everyone to identify with as each person who plays the game has different looks, customs, background, and preferences. Therefore, it can be argued that creating an overly casual looking hero, does not grant a better immersion. It is important to first work on the personality and other internal qualities of a character since they influence the looks. Visuals should always support those features and the other way around. For example, if a character has a bland personality but a complex and fantastic design, those two will collide. It might seem like the individuality is unfinished since the looks point to for instance someone eccentric instead of ordinary. If a hero has casual visual side, but a rich backstory full of dramatic events and is someone special, for example is a powerful person with unique skills, the physical image could feel neglected because it does not support the narrative side. There are certain matters that a designer should focus on before designing a character. They concern gender, age, personality, goals, expectations, and background for example, wealth, education, occupation etc. Later, usually developers work on every other aspect of the digital person basing on the mentioned traits. Those are visuals, animations, dialogues, and voice acting. Consistency in the whole design is of a great significance because otherwise the immersion and believability of it might be broken: “Even if personally is assigned with very limited information, inconsistencies in the presentation can diminish purity of the personality […]. Thus consistency of presentation is important in any type of game, 7
using any type of characters” (Lankoski, Heliö, Ekman, 2003). If the character is said to be strong and confident, they have to move accordingly. For example, fighting (even if the player is not yet experienced in the game and encounters difficulties) has to convince the person playing the game that the protagonist is powerful. While designing visually engaging, inspiring characters, whose physical side fits their role in the game, there are certain points that should be kept in mind. One of them are stereotypes. Kate Isbister describes a crucial role of stereotypes and attractiveness. She states that the way someone is being thought of and reacted to greatly depends on how they look: People cannot seem to help reacting to the surface of another person, in predictable and suprisingly [sic] enduring ways, even in the face of contradictory information emerging from ongoing interaction. The saying “beauty is only skin deep” would not exist if we did not think it necessary to struggle past this bias. (Isbister, 2006, p.5) Later the author describes, that as stated in studies, physically attractive people are frequently perceived as individuals with positive features such as kindness, sensitivity, and smartness and frequently have more privileges than others. It might be related to health and choosing a fitting future partner for life. It is important to add that in various cultures, attractiveness is perceived differently. Many characters in games are designed to be attractive, so they are not only visually pleasing for the players, but also associated with the qualities mentioned above (Isbister, 2006, p.7-9). Although stereotypes are a difficult topic, they can be used in character design for video games in various ways. Stereotypes are: powerful social tools that guide unconscious decisions that can perpetuate an inequitable situation. Once a stereotype has been “primed” in a person’s mind, he or she tends to look for and mostly see the qualities in a person that support that stereotype, overlooking qualities that do not fit. This happens below the level of awareness. (Isbister, 2006, p.12) Video games are frequently using stereotypes, because of the fact that they allow a person to immediately recognize and associate certain features to various characters in games. Therefore, the time spent on evaluation is much shorter and the designed traits will be mostly perceived as the developers desired them to be. Occasionally, stereotypes are also being broken to enrich a character and make the design remarkable (Isbister, 2005, p.13,14). Placing opposite features can make characters shocking or less predictable. For 8
example, creating a powerful enemy looking like an innocent little girl is able to make the player underestimate her powers or become careful: they might feel that something is wrong as they have been expecting a terrifying-looking monster. In Souls series, which include Demon’s Souls (From Software, 2009) and Dark Souls trilogy (From Software, 2011-2016) as well as in Bloodborne (From Software, 2015) the enemies are almost always bigger than the player and many of them are enormous. The size of an opponent does not condition its difficulty or strength and it is frequently used to scare the player, because large creatures are typically associated with powerful ones. Big opponents are usually heavy and slow, which makes it easier to dodge their attacks, even if they deal more damage. On the contrary, human-sized enemies are much more swift and powerful, therefore harder. Stereotypes were frequently used in old games, where a typical main hero was a strong, muscular male. As it was mentioned in the introduction, character of Lara Croft from Tomb Raider series broke this stereotype which also contributed to her popularity. On the other hand, because of her large breasts, slim silhouette and large lips Lara herself is a stereotypically attractive female. It is important to add, that her oversexualized image was changed in the later games starting in 2013 with Tomb Raider (Crystal Dynamics, 2013). Since then, Lara has a realistic body, natural looking face, and less revealing clothing. Stereotypes are still now and then used in games. The series Gears of War (2006–2019) are full of muscled, macho men, who seem like their only attribute is strength. A change appeared in Gears 5 (2019), where the first female protagonist of the series appears. As for the visual side, a character consists of many elements such as forms and shapes, outfit, body modifications, accessories and other details. Forms and shapes are noticed first. They are influenced by factors such as gender, size, and posture. Silhouette can be altered by adding clothing and hairstyle during the process of designing a character. According to Dota 2 Workshop – Character Art Guide, working on those allows to make a distinctive shape on which the rest of the elements can be based and ensure, that the characters form will be recognized from afar and quickly read (Dota 2 Workshop - Character Art Guide - Steam Support, 2017). A character’s weight, size, and posture can convey a lot of information about them. For example, weight can point out their lifestyle, and posture can reveal their age, stamina, or character traits. Shapes and sizes of characters are important when it comes to designing outfits, and those are one of the most important pointers to one’s traits such as personality and profession. 9
Costume design is vital for a desired feel of the game and good characters. Monnet describes significance of fashion in the game Dishonored 2 (Arkane Studios, 2016) and explains that the amount of work put into designing outfits was equal with the effort put into creating the environment. He claims that the outfits were intended to match the surroundings and it was important for the garments to perfectly fit the atmosphere of the game (Monnet, 2016). Costumes are responsible for how societies and individuals in the fictional world are perceived. Clothes are the strongest message for the viewer about the person wearing them. They are able to communicate everything from age to profession, culture, and likings. Their condition, amount, colours, value, fabric, and patterns carry information. In the abstract of Simulation of Clothing with Folds and Wrinkles the power of clothing is greatly described: Clothing is a fundamental part of a character’s persona, a key storytelling tool used to convey an intended impression to the audience. Draping, folding, wrinkling, stretching, etc. all convey meaning, and thus each is carefully controlled when filming live actors. (Bridson, Marino and Fedkiw, 2003) Basing on the quote, while designing outfits for characters, one has to be mindful of the possibilities and be aware that even a smallest change is able to destroy or improve the garment. There are many factors that affect an outfit, for example personality and background. Jean- Luc Monnet explains that while working on Dishonored 2, before designing clothes, the main focus was on the character and their traits: age, background, origins and functions as well as position in the society and a faction (Monnet, 2016). Time period is also important and might define differences in clothing between different social classes. Monnet mentions that the creators of Dishonored 2, took care that rich individuals look noble no matter the weather conditions. Workers in a hot day could be shirtless and have a tanned skin, which created a contrast between classes. The makers of the game studied anatomy to be able to show the game characters’ social status through the posture. They found it significant to have it possible for the player to distinguish a worker from an aristocrat by their body even if they both are wearing the same clothes. That was achieved by paying attention to the creation of the silhouette. Body shape and thickness of the fabric conditions how an outfit behaves, so it has to fit to a specific character with a certain figure to look good (Monnet, 2016). 10
Clothes and fashion are significant and are one of the most important parts of the design. It is the strongest clue for the character’s personality, interests, and profession. In multiplayer games outfits help players to express themselves and get certain benefits. Lisbeth Klastrup and Susana Tosca basing on their study of World of Warcraft (Blizzard Entertainment, 2004) state that players care about fashion and what their avatar is wearing. Except for need of clothing that provides higher stats (enhancement of certain features of the character, such as strength and health) it is important for them how their hero looks like (Klastrup, Tosca, 2009, p.4). In multiplayer games, a rare armor is a subject of pride and sign of an experience in the game. Occasionally, World of Warcraft (Blizzard Entertainment, 2004) players change clothes after entering a city, to an outfit with lesser stats but better looking (Klastrup, Tosca, 2009, p.7). Hair is another significant part of character design. It is an element strongly connected to one’s lifestyle, culture, individuality, emotions, and fashion preferences. As hair is strongly connected to historical periods and certain societies it should be taken care of to present them accordingly. Susan J. Vincent explains that hair has a special meaning in religions and rituals, and it is strongly related to emotional states. Moreover, the author explains that most people feel a strong connection to their hair and that it is combined with their perception of self and losing it can lead to the crisis of identity. Through all centuries different hair colours were associated with different personality types. Some of those stereotypes last up to this day. One of them is perceiving people with red hair as evil or having negative character traits, which frequently leads to bullying and discriminating individuals with this hair colour (Vincent, 2018, p.8-15). The last components of character design are body modifications such as scarification and tattoos, other marks on the body like scars as well as jewellery and accessories. All of those elements are described in a detailed way in section 2.2. 2.2 Meaning and function of body modifications, symbols and accessories This section reviews usage of chosen body modifications (scars, tattoos, jewellery and others), symbols, and accessories in character design and their connection to existing game characters. It also includes information related to the meaning of those additions themselves and while forming a significant shape. This section focuses as well on the description of how differently people in certain cultures perceive the elements and how people who have or are wearing them are perceived. 11
There are three main functions of body modifications and accessories: decorative, storytelling and symbolic role. 2.2.1 Symbols and signs The need for symbols comes from "the demand of having a visible explanation of that, what is invisible” (Lurker, 2011, p.16, my translation). The symbols allow one to include various meanings in a single image to remove the requirement of a long explanation. Symbols are able to show hidden secrets and deliver powerful messages. (Lurker, 2011, p.16). Symbols and signs have a significant role concerning body modifications and accessories, since they frequently appear in the most of those elements. A tattoo can be an image which is loaded with meaning, a scar can be formed in a specific way, and in case of jewellery, a decorative piece itself usually forms some sort of a symbol. A decoration on a piece of clothing or an armour can be a complex picture, but in case of character design, it is essential that the representation of the desired matter is simple enough for the player to see it from a distance. A simple sign or a symbol, which is loaded with meanings is the best choice. Thus, the player does not have to struggle to decipher the message and the developers can be sure, that most of their audience will not miss the important part of the character design which is often vital for the story. Undoubtedly, a material on which a symbol is shown, or formed of, the placement and the way of representation (whether it is a tattoo or a scar, for example) is important and frequently has a significant influence on the information that is conveyed by the design of the character. A sign and symbol are different. According to Lurker, both differ from each other greatly and it is important not to use them interchangeably. Signs are used to mark something, they have one, specified meaning which is clear to everyone. Those are for example, road signs. Symbols are needed to describe something. They do not carry simple information, but one that cannot be defined with a word or straightforward explanation. They can also be reminiscent of something essential. Signs can be designed and their meaning can be planned. Symbols however are being created. Imagination and intuition have a significant role in the process. Nonetheless, some symbols can be also signs, but not all signs can be considered as symbols. Consequently, there can be typical signs and those with obtained symbolic meaning (Lurker, 2011, p.25-29). An example of signs that have additional symbolling meaning are two gangs appearing in Assassin's Creed: Syndicate (Ubisoft Quebec, 2015). The group that is friendly to the player 12
and which can be controlled by the player is dressed up in green, which is a colour that is commonly associated with something positive when placed next to red. The hostile gang in the game has red clothes. Red colour is usually related to danger. It can be noticed in the traffic lights, where green means go and red means stop. Except for being signals, the colours carry symbolic meaning in culture. Kopaliński explains that red symbolizes among others energy, bravery, and love, but also anger, crime, battle, revolution, and revenge (Kopaliński, 2019 p.51). On the contrary, green is a symbol of things such as nature, life, spring and youth, but also poison (Kopaliński, 2019 p.498,499). Therefore, the colours have strong influence on the perception and game experience. A disadvantage is that players who suffer from colour-blindness might experience more difficulties while playing the game. Adding some signs or symbols on the outfits of the opposing gangs would be beneficial. The two organizations do have signs, but they only help to tell the difference between their territories. In the game paintings on the walls and flags with those images are placed accordingly all over the city of London where the plot takes place. Symbols can have more than one meaning. An example that Manfred Lurker uses to prove that is the meaning of digit 7. In Christianity there are seven deadly sins, but also seven sacraments (Lurker, 2011, p.32). Seven is just a number, but superstitious people consider it often as a lucky one. Symbols can also gain new meanings with time, but they should never lose their older interpretations (Lurker, 2011 p.36). According to Lurker the lack of proper appreciation of symbols by some people results in harming the proper meaning of those images (Lurker, 2011, p.25). In such cases, people tend to forget the essential interpretations of symbols and might mostly associate those images with the newly acquired different meanings and improper context. It happened with svastika, which according to Kopaliński, in many cultures was considered as a positive symbol of for example life, luck and the sun (Kopaliński, 2019 p.410), but in the early 20th century, it started to be used by Nazis and became infamous. Respecting symbols is important for many cultures as the same image frequently has a different and important, or sacred meaning. Nowadays, young people tend to show less interest in their heritage. Therefore, the old traditions stop being respected and symbols that derive from them are not correctly recognized anymore. It is important for game designers to remember and take caution while changing or adding a new in-game meaning for an existing real-life symbol because of the reasons mentioned above and respecting the culture they derive from. 13
If one grows into some culture, they start to respect and learn the meaning of symbols appearing in it (Lurker, 2011, p.38). Symbols of factions in World of Warcraft (Blizzard Entertainment, 2004) are a simple example. They both have different images. Moreover, each faction is associated with a specific colour, Horde has red and Alliance blue. The territories are usually decorated mainly with the theme colours and flags with the symbols. Those serve as a warning to the opposite faction, which is related to game design. Besides that, they have an in-game meaning that is significant for the lore. Symbols of the two factions as images do not have a meaning in real life and are relevant only in the in-game world, but players associate with them quickly and treat the mark of their group as something to be proud of, which relates to the competition in the game. The application of symbols in games allows game developers to add depth to their works and create images that can carry some information without a need for an explanation. It is also able to emphasize certain meanings or importance of a situation in the game. Summing up, symbols can be used in various ways and are frequently parts of body modifications and accessories. They can represent many features as one visual element and add depth to the character. While using symbols for games, developers should be mindful of their meaning in different cultures. 2.2.2 Scars, scarification, and skin conditions Scars are marks that are left on the body after an injury. They influence one's looks and their perception of self-beauty. Every scar has a special origin and a story behind it. It is a special sign of a past event and carries information about a character. “When we see a scarred face, we instinctively find our eyes drawn to it, and our minds drawn to the story the scar may tell” (Austin, 1999, p.82). Scars can point out that the individual is a warrior or survived some tragedy such as fire or an accident. They are left after self-harm or stay as reminders of violence and abuse from another person. More trivial things such as accidental finger cut in the kitchen or experimenting with tools while crafting will leave certain marks. Some people do an art called scarification, where they create scars in various shapes and forms on their own body. All those factors can be successfully used in character design to tell one's personality, past experiences or traumas. Moreover, they have a strong meaning in various cultures and religions. Elizabeth Austin states that "For many patients with self-inflicted wounds, the scars tell the story of their illness and their attempts to heal themselves” (Austin, 1999, p.82). Scars and skin carry a lot of information about an individual: “The body’s surface – its skin – is often 14
thought to reveal something about the invisible: personality, identity, interiority, psychology, health” (Skelly, 2018, p.195). It can point out matters related to emotions, mental state and spiritual subjects (Shenefelt P. D, Shenefelt D, A, 2014, p. 205). A significant number of patients with scars have anxiety and avoid social situations. Marks on their body have a big impact on their mental state and actions (Brown, Moss, McGrouther, Bayat, 2009). Skin conditions have a significant influence on one's life and personality. Moreover, they reveal past events from life. Scars and various skin modifications also play a role in perception of a person by others. In the Western world societies scars are perceived as unattractive marks and pure skin surface is desired. In Elizabeth Austin’s article it is claimed that Americans do not consider scars as a sexual element, but as a defect that needs to be covered or gotten rid of. One hypothesis is that there was a conviction in the past that having a non-scarred body will distinguish Christians and Jews from pagans, who practiced certain scarring rituals (Austin, 1999, p. 48,49). It was mentioned before that scars can cause anxiety and insecurities in people having them, but there is another side of it. Remarkably, Elizabeth Austin writes that Americans do consider scars intriguing (Austin, 1999, p.49). For example, “A scar on an otherwise flawless face fills us with intense curiosity; we long to hear the sexy or sad story behind it, and we feel slightly disappointed if the story is dull” (Austin, 1999, p.49). Those claims should be able to get character designers' attention. Looking at Katherine Isbister's guides related to game characters creation, one can learn that attractive game characters are most desirable and evoke more positive feelings. The author adds that creating attractive villains is beneficial as well for the same reason (Isbister, 2006, p.16). Connecting knowledge about the influence of scars and other skin conditions on human psyche, an artist can apply those aspects in character design. An attractive but intriguing fictional individual can be created. Maxwell Roth, a villain from Assassin's Creed: Syndicate (Ubisoft Quebec, 2015) is a gang leader. He leads a luxurious life and being the head of an organization does not participate in fights and events himself. He is a handsome, elegant, and charismatic character and has a wide scar spread over his whole right cheek. This scar is much more mysterious for the player, who never learns its origin, but can assume that Maxwell got it in the past, while participating in many dangerous fights and life-threatening events, about which the player can read in the character description in the game (it is not explained during the game). The mark makes the design of his character not only much more interesting but also evokes the player's interest in his past, especially that (despite the fact he is a villain), he is extremely charismatic and likeable. Scars on bodies of characters who are warriors or swordsmen are 15
frequently encountered in games and important to make the heroes believable, but not as intriguing as on other types of individuals, since it is very easy to assume the story of those marks if the person who carries them is a warrior. In Assassin's Creed II (Ubisoft Montreal, 2009), the main character, Ezio acquires his characteristic lip scar during the game. A rock is thrown in his face and hurts him. From that moment after visiting a doctor who takes care of the hero, there is a visible mark on his face. It is an interesting enrichment of a character especially that the player participates in a creation of such recognizable detail. Ciri from The Witcher 3: Wild Hunt (CD Projekt Red, 2015) has a wide scar on her cheek. She is an attractive character with a pretty face. Even though she is a skilled fencer so the player can assume the scar's origins, combined with her nice-looking face the mark is intriguing. Ciri's profession is not being a fighter, even though she is very skilled in fencing. The origins of the mark are not clearly explained in the game, but players who have read the series of Witcher books (Sapkowski, 2014) know that the story behind it is very much complex and thrilling. Geralt, the main character of The Witcher series (CD Projekt Red, 2007–2015) who is generally considered as handsome, also has a visible scar on his face, one that is crossing his eye. Since he is a witcher – a monster slayer – the scar as well as many others all over his body, underline his profession and indicate that he went through many hard and exhausting fights in his life. In The Witcher 3: Wild Hunt (CD Projekt Red, 2015), Geralt explains that he got the mark on his face from a monster called cockatrice. The scars do not intrigue the player, since their origins are so clear, but if one would imagine Geralt without those marks, he would seem much duller. Moreover, pure body of a character whose profession is killing extremely dangerous creatures would not be believable at all. Skin with no marks on it can be associated with noble knights and perfect, good characters, while Geralt, even though has rather high moral standards, is by no means perfect and not always noble, although he always tries to act in the best and most just way possible. Other characters in the game have scars as well. That underlines the character of the world and tough living conditions. Many NPCs have scars that indicate they have been involved in many fights before or skin in a bad condition, that often points out their poverty. The Witcher 3: Wild Hunt (CD Projekt Red, 2015) has very good character design that uses little details in one of the most successful ways. Other elements of it, are described in later sections. In many cultures scars and scarification are something more than just a mark left after an injury carrying some memory about it. In many African, Amazonian and Asian societies, 16
body scarification is an attractive aspect of a body. Presence of scarification for some cultures means immunity and good health, which together combines into person’s attractiveness. Other than that, this practise is frequently related to a coming of age rituals. Some societies believe that children exposed to physical pain, will be stronger and more able to withstand mental and physical stress in the future (Garve, et al, 2017, p. 709). In some groups, scars are related to specific matters such as coming of age and sexuality. Austin describes that in southeast Nuba women acquire special scars for example after starting to menstruate or giving birth for the first time (Austin E, 1999, p.48). In East Africa, hunters could acquire a scarification after a certain fortunate kill (Garve, et al, 2017, p. 710). In specific Kenyan and Tanzanian Maasai societies, boys had brandings on their cheeks “as a tribal identification marker and as a sign of the desire to become a brave man in the future” (Garve, et al, 2017, p. 710). Elizabeth Austin describes that some young people living in the Western world, do scarification to alienate themselves from the surroundings they live in and want to reattach with people’s tribal history. It is also mentioned that many individuals consider that body modifications give a feeling of control over own body (Austin, 1999, p.78). Marks on skin are frequently related to a culture or are a statement, but a considerable amount of them is acquired because of issues that are non-dependent on an individual such as diseases, accidents, dangerous substances, or lack of hygiene. In art design for games, it is vital to create most believable surroundings and with that, characters who fit it. Game characters often get dirty skin after for example running and climbing for a longer time. After getting into the water, they become clean again and wet instead. Sometimes dirt is used to present certain conditions or the lifestyle of a person: “dirty skin usually signifies poverty, but when combined with other signifiers – such as bottles or drug paraphernalia – dirt on the skin can signify either alcoholism or drug addiction” (Skelly, 2018, p. 196). Some details of the design do not only improve the character’s looks and clarify their personality or background, but often contribute to the creation of the hero’s portrait and are vital for the story. A good example is Harry Potter – the main character of the book Harry Potter and the Sorcerer’s Stone (Rowling, 1999) which is the first volume of the series about the title hero. The series were later made into movies and games. Harry has a detail on him - a scar forming a symbol of a lighting. It is not only a symbol left by the main villain in the series, but as well a link between him and Harry. This mark makes him recognizable to both people inside the story and the fans of the series. In the book everybody knows who he is, because of the scar, even strangers to Harry. It distinguishes him so well that when somebody in real life draws a lighting on their own forehead, or has a scar in the same 17
place, people will right away connect it to Harry Potter. It is a small detail, it cannot be seen from afar and it is not as conspicuous as a certain type of outfit, hair, mask etc. but it has a huge influence on the plot, recognizability and can be later used in merchandise with success. This is a good example of how powerful such small things can be. What can be added is that the scar is in the shape of a lighting. It has a very strong meaning in many cultures. Shaping a scar into a certain form can strengthen its meaning for the character or provide additional information - like in this case. A lightning-shaped scar has a clear message that it is not a regular mark and works on the recipient's imagination because in every culture on earth this particular shape has a powerful meaning. Of course, there are symbols, which in some cultures mean something positive while in others they have an extremely negative meaning, so the designers should always be careful not to mislead future players. 2.2.3 Tattoos According to Żukowska-Gardzińska, the history of tattoos brings us back to as far as 5,300 years BC. In the past they had not only a decorative role, but also a magical meaning. Some tattoos showed tribal position, identified to which army a person belonged to or pictured experiences from life. Tattoos were common in Africa, Oceania, North America and parts of Asia. In some environments, for example in Judaism, tattoos are forbidden, because they are associated with believing in other, pagan gods and magic as well as considered as an interference in the body, which is a gift from God and belongs to Him. In some cultures, this type of art is related to protecting a person from spirits, therefore the judaistic prohibition is also a kind of protection from binding oneself with the world of ghosts. (Żukowska- Gardzińska, 2017, p.235). On the other hand, even though it was forbidden by the Church, some Christians in the past did decorate their bodies with religious elements and numerous Crusaders and individuals visiting Jerusalem tattooed themselves as a confirmation of being in that place (Ankirskiy, 2014, p. 20,21). Not only tattooing but also makeup and applying paint was related to spirituality. Red paint was especially meaningful. Philip Shenefelt and Debrah Shenefelt state that “Examples of the spiritual and social value of applying red paint on the skin have been present in many cultures from ancient times to the present day” (Shenefelt, Shenefelt, 2014, p. 205). Then they continue: “Pict warriors in Scotland painted themselves with red ochre as did Chumash Indians in California and the Moche in Peru” (Shenefelt, Shenefelt, 2014, p. 205). The authors also mention that painting bodies with different colours was meaningful for aborigines in Australia and add that applying red colour on skin is still done by Maasai. In 18
both cases, it is strongly connected to spirituality (Shenefelt, Shenefelt, 2014, p. 205). The special meaning of red paint was noticed by game developers and used in God of War series (SIE Santa Monica Studio, 2005-2018). The main character Kratos is unique because of his white skin and red tattoos. Those are his recognizable features that are connected to the tragic events. When he was young, his brother was taken away by gods Ares and Athena. Kratos trying to save him, was hit in the face by the god of war. The injury left a scar running over his eye. In memory of his kidnapped brother, Kratos got red tattoos in the same places as his sibling's birthmark. His skin became white later, after he got a great power from Ares and in his rage killed his family. As a punishment his whole body became white by being covered with their ashes to be a constant reminder of what Kratos has done. In Europe tattoos were not socially accepted for centuries. They became fashionable in 20th century. Before, sailors and criminals were the only ones whose bodies were decorated with this kind of art. (Sadowski, Borowska-Solonynko, 2017, p.282, 283). Tattoos were and still are an important part of the “prison kites” subculture. There are various reasons for prisoners tattooing themselves. Snopek states that tattoos are mostly done for communication, they state the position of one among others, or exclude them. Other, more artistic pictures are done to show prisoner’s personality, emotions, and the story of their crimes. Some tattoo themselves also to impress other convicts or women. Some take tattoos out of fear of being excluded from prison society. One of the popular reasons for tattooing is as simple as it being a form of spending time (Snopek, 2015, p.75). Prison tattoos always have a specific meaning. In addition, their placement is also important. The same pattern can mean two separate things if placed in a different spot (Snopek, 2015, p.72). Game developers often use knowledge about prison tattoos in character design. One of the characters with many examples of typical prison tattoos is Whoreson Junior from The Witcher 3: Wild Hunt (CD Projekt Red, 2015). He is one of the four bosses of the criminal world of the city of Novigrad in the game. The game The Witcher 3: Wild Hunt is a Polish game and tattoo designs presented on the characters resemble Polish criminal culture tattoos. Therefore, I described their meaning accordingly. Whoreson Junior’s whole upper body is covered with various tattoos. One of the more curious ones are two tears under his left eye. Mariusz Snopek explains their meaning: tears - tattooed around the eyes (from the outside or the inside) or also on other parts of body (in that case together with the image of an eye), are classified to a category 19
of tattoos defining prison martyrdom; tears symbolize a cry after lost freedom or suggest that a man never cries (it can be noticed, that both meanings are contradictory). As mentioned before, if motifs have a multifold meaning, convicts interpret them in their own way. A tear is also interpreted as a longing for mother, a cry after a dead father, etc. (Snopek, 2015, p. 83,85, my translation) Another tattoo is a naked woman on the left side of the character's back. It is a typical erotic image in the prison culture. “They comprise a form of entertainment as well as a discharge of sexual tension” (Sadowski, Borowska-Solonynko, 2017, p.282, 283). Mariusz Snopek claims that men in penitentiaries often tattoo images that can show their masculinity and other features such as strength. “Ex: monsters, devils, athletes, Grim Reapers, aggressive animals etc” (Snopek, 2015, p.79, my translation). On Whoreson Junior’s body such pictures can be noticed. First what is very conspicuous is a large Leviathan Cross or Satan's Cross on his chest. There is a crowned skull on the right side of his back and a large, spreading over almost the entire back, portrait of some kind of a devil. The tattoos are clearly intended to show Whoreson Junior’s criminal background. In the game typical citizens rarely have any tattoos, so it emphasizes the fact that those pictures are related to prison or gang culture. Not many people know the actual meaning of “prison kites” subculture’s signs but basing on the look of those images (monochromatic, simple in form with only an outline or simple filling), most of players can tell that those are tattoos from penitentiary. If Whoreson Junior was designed without the tattoos, he would be lacking in any clues about his background and past. Especially, that when the player encounters this character for the first time, Junior is almost completely naked, so prints on garments or jewellery cannot provide any feedback in this case. Showing a character without clothes might be a design choice, to reveal the tattoos and through them present the personality or other traits. Whoreson Junior is a very good example of enriching a character with tattoos. Tattoos were perceived and presented differently through centuries, so they can be successfully used in games in which plot takes place in the past. Edward Kenway from Assassin's Creed IV: Black Flag (Ubisoft Montreal, 2013), has typical sailor tattoos with marine motifs. As it was mentioned before, sailors were acquiring different tattoos during their travels. Big number of tattoos on his chest and arms can point out that not only he was travelling significant amount of times, but that he was visiting all the places on a ship. Of course, the game is pirate themed, so it is obvious for the player that the main character is bonded to the marine culture, but his tattoos accentuate it and make the design much more interesting and believable. 20
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