“Is Your Villain Appropriate?”—Examining Character Construction in Different Media

"Phyrexian Ironfoot" (2006). Artwork by Stephan Martiniere. Copyright Wizards of the Coast.

Every Monday, I read Mark Rosewater’s weekly column “Making Magic,” partly because I have a casual interest in the collectible card game Magic: The Gathering (I once played it, and some of my friends still play it), but mainly because Rosewater routinely offers great insights into aesthetics and game design. (He’s also a strong writer who regularly experiments with his column’s form.)

In an article published a few weeks back, Rosewater outlines why he thinks one of Magic’s villains, the Phyrexians, are that game’s best. As is typical with Rosewater, it boils down to a design principle—in this case, how the game operates narratively:

As a story-telling venue, Magic is best when it is telling what I call environmental stories. That is, the best thing Magic can show off creatively is an environment. The genre of a trading card game requires that you show lots of creatures and places and objects. This does a good job of showing off a diverse environment.

The Weatherlight Saga [a series of much older sets] was an attempt for us to tell a plot driven story through card sets. What we learned from that is that it’s very hard when we can’t control the order that players see the cards to convey traditional plotting. […] What Magic is good at is telling stories about changes that happen on an environmental level. This way the changes aren’t seen on a single card but a wide swath of cards. When we tell a story in another medium, we will tell a story that plays to that medium’s strength. Card sets, though, have to tell stories that can be told through card sets.

One of the reasons that I believe the Phyrexians make a perfect villain is that they attack on an environmental level. Take Scars of Mirrodin [one of the game’s most recent sets] as an example. The attack of the Phyrexians isn’t something seen on a single card but on many, many cards […]. My contention is that Magic’s best villain is one that works in the kind of stories that Magic (the card sets) can tell.

In a basic sense, Rosewater is advocating that an author tell a story appropriate to his or her medium—age-old advice. But let’s look beyond that simple rule of thumb: What does it mean for a story to be appropriate? And what are the consequences for characters?

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Ghost Writers in the Sky

Ghost Writer 1Ghost Writer 2

According to Wikipedia:

Two of John F. Kennedy’s books were almost entirely ghostwritten. Former President Ronald Reagan also released a ghostwritten autobiography….

[T]he purported author of the Nancy Drew mystery series, “Carolyn Keene”, is actually a pseudonym for a series of ghostwriters who write books in the same style using a template of basic information about the book’s characters and their fictional universe (names, dates, speech patterns), and about the tone and style that are expected in the book….

The estate of romance novelist V. C. Andrews hired a ghostwriter to continue writing novels after her death, under her name and in a similar style to her original works. Many of action writer Tom Clancy’s books from the 2000s bear the names of two people on their covers, with Clancy’s name in larger print and the other author’s name in smaller print. Various books bearing Clancy’s name were written by different authors under the same pseudonym. The first two books in the Tom Clancy’s Splinter Cell franchise were written by Raymond Benson under the pseudonym David Michaels. Continue reading