Chapter 2.19. Emotioneering Techniques Category #19: Role Induction Techniques

There's an art to pretending.

Role Induction Techniques

are techniques that make you willing to identify with the character you're playing.

What roles do you play willingly? Friend? Husband? Wife? Father? Son? Daughter?

Are there any roles you play unwillingly? At home? At work? In your family?

Children slide and in and out of roles at dizzying speeds. But by ten years old, psychological sediment has set in and they're expected to lock down into predictable personalities—although I'm proud that many gamers seem to have escaped some of this cultural curse.

It seems to me that some “role-playing” games are misnamed. The game might allow you to choose a variety of characters to play, and yes, these characters might have different bodies and faces. You might learn a bit about their pasts. And each has a different set of skills, weapons, specialties, spells, and so on.

Yet, in such games, taking on a role is really like being dealt a hand of cards, if each card was a skill or ability. One chooses a role depending on what that character can do.

It's not expected that you'll feel like one of these characters.

The opposite problem also besets some games. They actively cast the player in a role that he or she is supposed to emotionally embrace. But just because, for instance, the game says you are the last surviving pilot of your squadron, that doesn't mean you feel like you're a pilot, nor that you are willing to be one.

Yet we know from our own lives that people are quite willing to emotionally involve themselves in a role if it's one that appeals to them. After I graduated college, I spend my weekends in spring singing at a massive Renaissance Faire, where, every Saturday and Sunday, 10,000 visitors would be entertained by 2,000 people quite willingly delving into the roles of sixteenth-century British nobility, peasant, minstrel, or craftsman.

How do we create this kind of emotional connection between a player and a role in a game?

Skill Sets

Let's say that the game involves you taking on the role of an FBI agent.

A major part of identifying with a role involves learning the skill set of that role. If you can do a heart transplant, there's a good chance you'll feel like a heart surgeon. Of course, this education works particularly well if it takes place during early missions or training programs that offer genuine suspense and lots of fun.[1]

What are the skill sets of the agent? Surveillance? Hand-to-hand combat? Mastery of a variety of weapons?

As we master the skills and tools of a trade, we begin to assume the identity that goes with them.

There are a number of other ways to encourage a player to become emotionally caught up in a role. The following sections describe a few. I'm certainly not saying you should use every one of these. But, while some of these can be used in combination, you'll note that many of them can't.

Rewards for Playing the Role

In real life, there are all sorts of obvious and subtle rewards for doing a good job in certain roles, such as the roles of friend, father, mother, citizen, and so on. Rewards can encourage players to adopt a role as well.

These rewards can come in a variety of forms, such as:

  • Admiration by strangers.

  • Admiration by NPCs who are your colleagues.

  • Having a reputation that spreads to NPCs you haven't met, but who, by your reputation alone, place you on a pedestal (or fear you) when they meet you.

  • Admiration or fondness by an NPC who's an attractive member of the opposite sex.

  • Admiration by the NPC who is your boss or superior in the game.

  • Immediate rewards for a job well done. For instance, if you do a good job on a mission in your FBI role, you're given a better car to drive or a new group of great weapons.

  • Access to places that others in the game are denied. Maybe it's a penthouse office.

  • Being let off the hook from debts, obligations, and the like.

  • Negative attention. In Grand Theft Auto III, it's tremendous fun to cause so much mayhem that every cop in the city is after you.

Rewards for Playing the Role

The illustration on the left is of an example game scenario. You play the bad-ass gunslinger who just rid the city of its worst villain—the leader of a heavily armed crime ring.

And now you're being rewarded with the red-carpet treatment and a choice of great, high-tech weapons.

The scene shows several rewards:

  • Admiration

  • Acknowledgment

  • Access to special places (the penthouse)

  • Tangible rewards (the weapons)

All of these work as Role Induction Techniques.

Against All Odds

A badass is a character who's able to stand on his or her own, without the need of a social network, and who is willing to take on incredible odds. It's a role players are often glad to assume. The character might be out for the social good, as Batman is, or just out for himself, as is Mel Gibson's character in The Road Warrior is.

Even people who, in real life, are politically correct goodasses, will secretly confess over their fourth beer that there's nothing like playing a badass.

Accomplishment

Make the character the best at something, or at least a master at it. For instance, in Thief, you play a character who is a master of stealth. If the player doesn't start the game as the best, make it known that he or she can rise to that level.

Leadership Attitudes and Abilities

We have a natural propensity to identify with someone who exhibits leadership abilities and attitudes. These include being:

  • Ambitious

  • Daring

  • Original

  • Confident

  • Respectful; treating others as if they're important

  • Responsible

  • Ethical

  • Not shaken easily from a path

  • Able to handle tough situations instead of being overwhelmed by them; not shirking from situations that would intimidate others

Remember, some of the techniques in this chapter are incompatible with each other. For instance, a number of qualities on the preceding list wouldn't jive with the badass personality described in the section “Against All Odds.”

A Valuable and Appreciated Role

In massively multiplayer online games (MMOGs), you often see people congealing into guilds and getting very involved in roles like my experience at the Renaissance Faire.

Even if you're not the leader, occupying a valuable and appreciated role can be a powerful Role Induction Technique.

A Story About Bread

I was speaking to a designer of MMOGs who was talking about the roles played in his games by NPCs. He said, “No one would want to play the baker who makes bread.” Thus that role, he reasoned, would best be played by an NPC.

I took up the challenge, and suggested he imagine a society in which:

  • Bread offers not just sustenance and health, but, if you eat certain breads, they give you superhuman abilities, at least for a time. For instance, you could gain the ability to see through walls.

  • The Lead Baker controls the flow of bread and decides who gets how much.

  • The Lead Baker is the most respected person in town. He gets more attention even than the Mayor. People offer him free goods and services wherever he goes.

  • Bakers from this and other towns gather for secret ceremonies in which they renew their abilities to make magical breads. No one else knows what goes on in these ceremonies, but everyone is dying to know.

  • The tradition of being a Baker is a long and rich one, and pieces of that story are engraved on the front of City Hall.

  • Bakers, because they can eat their own breads and gain special powers at will, can, when required or when they feel like it, exhibit extraordinary abilities—speed, strength, or even wilder abilities like the ability to walk through hills.

The game designer looked at me and nodded. Who wouldn't want to be a baker in that game?

License to Break the Rules

In some ways, curiously, this technique is the opposite of the leadership traits mentioned earlier in this chapter. In this technique, your character can enjoy taboo thrills that would normally be frowned upon.

We're all indoctrinated into a cultural straightjacket. Break the rules at your own risk. If you don't believe me, wear a bright orange jumpsuit and walk along a downtown sidewalk, playing with a yo-yo. Strangers will shun you like the plague.

The straightjacket begins from the moment you wake up in the morning, and many people are only freed from it when they're dreaming.

Now, perhaps the word “straightjacket” might be a bit harsh. Certainly reigning in some impulses is critical for the greater good, or real life would resemble the chaos of the Internet.

But a game that allows us to take on a role in which we can ignore or break many of those social conventions and strictures can be quite involving. Grand Theft Auto III and Vice City bear testimony to the power of this Role Induction Technique.

Beguiling New Identities

Part of the previously mentioned cultural shackles involves submitting to a personality lock-down.

At the Renaissance Faire, there was one young woman who played the Queen of England, year after year, at Faire after Faire. As she was carried aloft in her traveling palanquin[2] by a dozen young men, all others at the Faire would fall silent and bow when she passed by.

I remember observing this one day, as I stood alongside a cynical news reporter. He leaned over to me and said, “How sad that this woman feels she has to pretend to be a queen.”

I can still remember my response. “How sad that she lives in a society that doesn't see she has the nobility of a queen.”

A role that allows a person to take on a beguiling new identity is a role the player will assume quite willingly, of course modified by individual taste. Even at the Renaissance Faire, those who enjoyed playing nobility wouldn't dream of playing a peasant, and visa versa.

In a game, we can escape our cultural shackles and become:

  • A dark and mysterious hero

  • The most feared man or woman in the county

  • A benevolent god or the ruthless dictator of an entire community

  • Mario

  • An alien

  • A superhero

  • The leader of a fearless band of space militia

  • The world's best thief

  • A dancer in Britney Spears' stage troupe

  • A noir detective

  • A funny but slightly insane animal

Or we can choose hundreds of other roles that normally aren't available to us.

Abilities Beyond the Norm

Abilities Beyond the Norm can certainly make playing a character more enticing. Who didn't enjoy being undetectable in Thief? Or juggling an enemy in the air with blasts from your duel pistols in Devil May Cry?

Character Diamonds

In Chapter 2.1, “NPC Interesting Techniques,” I introduced the idea of giving a major NPC a Character Diamond of three, four, or five different traits to make their personalities more dimensional.

There are a couple ways to use Character Diamonds in Role Induction—if it's a Diamond a player wouldn't mind occupying, at least in fantasy.

To be effective and entice the player to identify with the Diamond you create, take one of the preceding roles—from leader to badass to playing a valuable and appreciated role in a group to playing a beguiling identity—veer a bit away from the cliché Diamond, and include a few interesting traits.

For example, playing a detective who is always cynical probably isn't as compelling as the character who is:

  1. Often cynical

  2. Occasionally brilliantly insightful

  3. Cool and unflappable under pressure

  4. Slyly generous

That is, we've created a non-clichè detective with an interesting Diamond.

The key, though, is to, along with the Diamond, use at least one of the other techniques discussed in this chapter, such as being a master at something; being a badass; having leadership qualities, and so on.

The Character Has Emotional Responses We Recognize and Can Identify With

If something great happens that makes the player exalt, the in-game character should do the same as well. For instance, if the player gets an awesome power-up that gives him exciting new abilities, the in-game character should be excited by that as well.

However, if the character has a large exuberant response to every little reward you get in the game, but the player doesn't feel the same way about receiving those rewards, the player will start to break his or her emotional connection with that central character.

The opposite also holds true. If you feel excited about a big accomplishment but your in-game character has no reaction, that can also diminish or break the bond.

The exception is if part of your character's Diamond is to show no reaction to triumphs or setbacks.

Self Auto-Talk and Self Auto-Thought

Earlier we looked at ways to use a single line of dialogue to reveal insight into a character. Self Auto-Talk and Self Auto-Thought[3] can be used to reveal some of the character's Character Diamond or unique traits.

These techniques can enhance identification with a role.[4] For example, Self Auto-Talk is used effectively as a Role Induction Technique in Thief.

Fewer Words Usually Invites the Player to Identify with the Character

As we saw in Chapter 2.4, “Dialogue Deepening Techniques,” a lot of meaning and emotion can take place beneath the surface of few words. Using fewer words can also create a sense of mystery.

If we hear the character we're playing talking, it's helpful if the character isn't overly talkative. A less talkative character allows us to project ourselves into the character.

A character who hints at what he or she is feeling, instead of spelling it out, also allows us to project ourselves into the character. It forces us to fill in the pieces, and thus draws us in.

Also, if we hear the words of the character we're playing and the words are slightly mysterious, we are similarly pulled in as we fill in the pieces.

In the game Final Fantasy X, we're supposed identify with Titus, the teenage hero, who leads a group of comrades on a fantastic journey. Most players identify most strongly, however, with his elder protector, Auron, because he's the one who speaks few words and has an air of mystery.

Character Silence (No Self Auto-Talk and No Self-Auto Talk)

Many game designers prefer to have the character you're playing be silent. This technique has also been shown to be effective in creating Role Induction.

Grand Theft Auto III is just one of many, many examples. By not giving the character a diamond or even any speech at all, each player can take the badass role and make it his or her own. Still, most players I've spoken to preferred playing Tommy Vercetti, the character in Vice City who does have a voice.

Generalizing a Problem

In Final Fantasy X, you play the role of Titus, a young man who is angry because (as far he knows) his father deserted him. But unless your own father deserted you, it might be hard to identify with his anger.

However, if Titus complained about the unfairness in life—the fact that one person is born rich and another poor, that one person lives long while a child might die of some dread disease, and, in his case, his father deserted him—then his anger would have been generalized and thus be easier to identify with.

Tradeoffs When Using Role Induction Techniques

Opening one door means not opening another. There is a tradeoff with every choice of Role Induction Techniques, and the tradeoff with keeping the character silent is that you can't create and define a complex and fresh new character, like Garrett in Thief, for the player to identify with.

A Case Study in Role Induction: Thief

Thief, in fact, uses a number of techniques discussed in this chapter:

  • License to break the rules. You get to steal things, and you get to act as narcissistically as you want.

  • Accomplishment. You're great at being a thief.

  • Abilities beyond the norm. You can make yourself unable to be detected.

  • He has a sense of mystery about him. He has mysterious abilities.

  • Garrett says few words.

Because of the preceding five techniques, when you play the game, you're willing to identify with Garrett, the character you play. And because you're willing, that identification is then enhanced in the game with:

  • Use of Self Auto-Talk

  • Garrett's Character Diamond; he (you) have the following traits:

    1. You're a master thief

    2. You're out for yourself

    3. You're dryly ironic

By the end of the sequel, you begin to develop some empathy.

Final Thoughts

How emotionally involved will you be in a game where you don't identify at all with the character you're playing?

Well, perhaps a lot, if many other Emotioneering techniques are used.

However, to cast the player into a role and then not try to make the player identify with that role, is to actually diminish the player's emotional engagement in the game to a greater or lesser degree. It also means passing up a superb opportunity for increasing the player's emotional immersion in the game.

Role Induction and First-Person Character Arcs (see the next chapter) are two of the biggest hurdles in game design. Games that conquer these challenges and that also offer intoxicating gameplay will become signature fixtures in the next generation of games.



[1] This last point is important: A training mission, if the game includes one, needs to have suspense or fun. It should also relate to the main story of the game. It can be like a mini-story in itself, but if this is the case, it should be tied to the main plot. The fact that the player is being trained should be disguised, as much as possible, by Emotioneering.

[2] A palanquin is seat or throne set on two poles. The throne and the poles are conveyed aloft, parallel to the ground, on the shoulders of a group of carriers.

[3] Self Auto-Talk is when you hear the character you're playing talking. Self Auto-Thought is when you hear his or her thoughts.

[4] It's important to note that weak writing will annihilate the effectiveness Self Auto-Talk or Self Auto-Thought.

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