Sunday, February 28, 2010

Kelsey Sharpe-- Week 8-- Antagonist

One of the things our group still needs to get a handle on is the terrorist/anarchist cell that our main character is struggling against. While tamping down the internal structure of the group is important for determining things like mid-bosses and game narrative, I think that the more important aspect is the group's leader--our main villain.

Villain, however, is a word that I am hesitant to use. I think that antagonist would work better, as we've largely agreed that we would like our antagonist to be more compelling and troubled than outright evil. In a game where our central focus is varied, interesting characters, a cliche , mustache-twirling villain seems like something of a cop-out. At this point we need to carefully frame the background and inspirations of our antagonist, and I feel that hopefully from there we will be able to craft a character who will be troubling both for the game player and for our protagonist--someone who is both sympathetic and ignoble. I think that by setting up the antagonist in a comparison with C Monitor, we will be able to show how the two are really just different permutations of the same character type. We can therefore show how our antagonist could've gone about things the right way, and how our protagonist could just as easily fall into the wrong way.

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