Monday, October 13, 2014

Character Design - Amplification Through Simplification

There’s an interesting concept called “Pareidolia” that’s been on my mind lately. Essentially, it’s the word for how humans can perceive significant imagery in vague stimuli, like seeing shapes in clouds and faces and/or rabbits on the moon. It’s part of this amazing human propensity for creativity and interpretation. The most interesting way I think it tends to pop up is in our ability to see vague faces in everything, as long as we can identify anything that might be construed as two eyes and a mouth (this facet tends to fall into the term "matrixing"). We have this innate need to caricature things so that we can see ourselves in them.



I first heard of the concept in Scott McCloud’s Understanding Comics, a textbook that analyzes the way comics are built and how they utilize visual storytelling in a wholly unique way. It’s a great, approachable book (told, of course, in comic format), and I recommend it to anyone who’s interested in comics in the slightest. In chapter 3, McCloud looks at how character design and details can bring you into a story. He looks at what’s so intriguing about cartoons.

McCloud suggests we latch onto simple designs via a concept he calls “amplification through simplification.” In his own words: “When we abstract an image through cartooning, we’re not so much eliminating details as we are focusing on specific details.” Two eyes, a nose, a mouth. Because we all have those very basic figures (give or take), we can all see ourselves in, say, a stick figure. “Thus, when you look at a photo or a realistic drawing of a face… you see it as the face of another. But when you enter the world of the cartoon… you see yourself.”

I feel like this is something we’ve had to pay more attention to as video games have become more complex. See, since their inception, games have been tied to the strength of technology. We started off with very simple strategies, like with Spacewar and Pong. As the tech got better, we were able to design more complicated games that often had more complicated stories. The better we could render characters, the more detailed their designs could become. We had to rely less and less on box art and concept art to see detailed characters— all we had to do was look at the character models in game.

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 Here’s why I’ve been thinking so much about McCloud lately. It all ties into diversity and representation in games. When games were newer, when technological constraints could barely handle any kind of detail in character design (I’m looking at the early arcade era through the industry crash and up to about the middle of the NES’s life cycle), art design tended to veer towards simpler, cartoony looks. Even more “realistic” designs, like in Metroid, had simplistic in-game sprites so you could easily identify a human shape. And because they were all cartoony to varying degrees, the “amplification through simplification” concept went into effect. We could see ourselves in these cartoony shapes without too much trouble, even if we weren’t mustachioed Italian plumbers. The simple design meant they were blank canvases. Not to mention, their motivations were so simple (“rescue the girlfriend,” “beat up that guy,” “punch the dinosaur”) that we could place ourselves into the game at the drop of a hat. After all, I, too, want to punch a dinosaur. Who doesn’t?
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But over the years, our games have gotten a lot more involved. Character designs have become detailed, as have backstories and plot. It’s harder to see yourself in someone photorealistic, no matter how well his arm hair is rendered. It’s just a facet of design.

The ultimate goal of any game is immersion. You want your player to tune out everything else and totally place themselves in the game you’ve created for them. And an easy way to do that is to help the player feel connected to their avatar, often through character design. But since we’ve strayed so far from simple, cartoony characters (In many genres, at any rate-- simple character designs still thrive in all-ages titles), players have had a more difficult time placing themselves in the situation presented in a game.

This is just one reason why the continual use of Grizzled White Guy with Brownish Hair as a design in games has become so frustrating for anyone who doesn’t exactly fit that description. We want to see ourselves in the media we consume, and we can’t do that easily when character designs are so photorealistic. It breaks our immersion and keeps us just a few steps away from the protagonist. Which is enough to break flow and lose enjoyment.

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The need for new, distinguished and diverse characters has grown exponentially since we’ve become able to create realistic avatars. And it behooves us all to fulfill this need. Not necessarily to fulfill a quota, but to bring immersion to players that haven’t been able to fully bring themselves into a game for almost thirty years.

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Annie Craton
Design Lead for NORA