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Worlds Contain Characters

"Avatar" is a neutral term that indicates the icon or graphic in a game that represents the player - the avatar can be a ship, a car, a character, or whatever - the player understands that "this is the icon I am controlling," but sometimes, it can go deeper than that: the avatar can become a character.

"Character" is a concept taken from narrative, and some video games borrow upon it heavily, such that the avatar in the game is not just an icon representing the player, but a character with its own personality and character traits.

When a character is created, it should be carefully chosen: it should be a character that the player wants to identify with, or would want to "be." It does not necessarily need to be realistic - it can be a cartoon character. There are situations in which realism can be a drawback, particularly when the game is too abstract or too fantastic.

Character is not necessary. For example, the FPS genre often lacks a sense of character - the player himself is the character, taking a first-person view. This can be compelling, but has some limitations (for example, the Japanese are not fond of FPS, preferring to see the character they are controlling, uncomfortable with being the one doing certain things).

Character also pertains to artificial intelligences within the game: every enemy, ally, or helper the player encounters is a 'character," which may be developed in varying degrees of detail. Generally, the more time a character spends on screen, or the more critical the encounter with that character to the game, then the more development you should do.

As for creating characters, the usual spate of random tips:

A diagram is provided that schematizes characters. Click for larger version.

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