I want villains I can respect


all_hell

 

Posted

I'm clearly waaaaay too used to typos.

My first thought on reading the subject header was "Umm, gather a team, do missions, and go to Thorn Isle in Nerva..."

On the actual subject, though, a good villain makes the story, a weak one makes the story fail. Whether I find them engaging, or I just love to hate them and want to see them fail, I can be sold on the story if the villain is believable.


The wisdom of Shadowe: Ghostraptor: The Shadowe is wise ...; FFM: Shadowe is no longer wise. ; Techbot_Alpha: Also, what Shadowe said. It seems he is still somewhat wise ; Bull Throttle: Shadowe was unwise in this instance...; Rock_Powerfist: in this instance Shadowe is wise.; Techbot_Alpha: Shadowe is very wise *nods*; Zortel: *Quotable line about Shadowe being wise goes here.*

 

Posted

Being slightly tangental, and hopefully not trying to derail - but shouldn't we have a broad spectrum of villainy? I'm thinking along the lines that the great villains are generally great (rather like heroes to be fair) because they stand head and shoulders above their peers.

In fiction generally, there generally seems to be a standout villain, surrounded by other bad guys who range from the thug to the downright incompetent, and the odd psycho just for good measure.

I guess that's one problem with a mass-media game - if your villain is highly noticeable, then unless other villains are less so, or it becomes the median and then less great. Greatness is generally a comparative measure I suppose because of it's ephemeral nature perhaps. If all are great who notices?

Perhaps in game terms this is a problem with the story and the path we take. We're mostly lackeys and patsies, rather than genuine game-changing villainous characters that have everyone in awe.

Sadly I have no idea how to overcome that particular hurdle.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
Perhaps in game terms this is a problem with the story and the path we take. We're mostly lackeys and patsies, rather than genuine game-changing villainous characters that have everyone in awe.

Sadly I have no idea how to overcome that particular hurdle.
I beleive it can be done.

For instance, there can be more choice and story branching written into the mission system. It can be more goal-oriented. Already, we have a path to Mayhem Missions: brokers. We can set a personal goal, robbing a bank, and get there. More things need to be set up that way.

We need to be able to go to a Scheme tab or sommat and pick a short- or long-term goal, kind of the way that you can build Incarnate abilities and progress up a tree to a particular power.

- Acheive local/regional/national political power
- Defeat (specific hero from list) once and for all
- Summon and bind powerful entity
- Build Doomsday device

... and many more.

Each of these schemes would have a story arc associated with it, culminating in a failable timed mission.

Accomplishing one of these goals results in a worldwide announcement on the zone event channel or a special channel. "Doctor Insidious has built an orbital death laser" and an associated temp power.

It also opens up a corresponding hero-side arc: "Destroy <playername>'s orbital death laser!" complete with a 'clone' of your character to beat up in the final mission, your loss of the temp power, and a proper announcement "Captain Righteous has destroyed Doctor Insidious orbital death laser!"

The key is in the writing, NOT the mechanics: the Contacts that facilitate these goals would be your victims. People you kidnap, blackmail, corrupt or threaten. In these you are not begging jobs from Arachnos, you are written as researching what shipments to rob and what plans to steal yourself (or via hirelings or whatever).

In these missions, we need to oppose and defeat good guys: honest cops, heroes, security details, soldiers, etc.

Let me emphasize: What we need is a Contact system that lets us pick a goal and work toward it by being villainous, rather than doing villainous deeds because this faction of Arachnos wants to undermine that one.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

Quote:
Originally Posted by Kitsune9tails View Post
We need to be able to go to a Scheme tab or sommat and pick a short- or long-term goal, kind of the way that you can build Incarnate abilities and progress up a tree to a particular power.
So what would heroes get?


61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)

 

Posted

Quote:
Originally Posted by TheDeepBlue View Post
So what would heroes get?
Why would they need anything?


BrandX Future Staff Fighter
The BrandX Collection

 

Posted

There are far too many points I want to address for me to put in individual quotes, so I'll try to respond free-hand. If it seems I'm responding to you, I probably am

First of all, I want to clarify why I chose the word "respect" in the title. A lot of people have spoken about likeable villains, and I may have fallen into that trap myself, but I don't actually have to specifically like a villain in order to respect him. In fact, to borrow a concept from the Dragon Age 2 relationship duality, I can highly dislike a villain and still respect said villain. Someone at some point postulated that "it's better to be feared than loved," and this is precisely where a lot of respectable villains fall. No, they're not likeable, not at all. They want to destroy the world, enslave humanity, infect us all with the alien virus, but by strength of their "villainous virtues," we cannot help but respect these people.

In a recent vlog, the Spoony One talked about classic D&D mages who started out with just one spell, saying "When you saw a high-level mage, you RESPECTED him, because he went through the **** to get there." A lot of villains are not likeable people. They're actually very reprehensible people. However, at the same time, you look at the things they've done, you see the wonders they've achieved, you see the things they've built, you see the greatness, and you have to respect these people. You just have to.

When describing Al Capone, many people say that if the man had not turned to crime, he could probably been an amazingly successful businessman and probably changed the world. This is the kind of villain I cannot help but respect. Sure, he wants to kill me, sure he hates my guts, but when I look at the greatness he has achieved and think about how much that could have benefited the world if he weren't evil, I can't help but dream and wish. A villain can be great and powerful in a way that's completely separate from being evil

Now, there's also respecting a villain as a credible threat, respect through fear, as it were, but that only really works if the villain isn't actively stalking you through an abandoned house, axe in hand, determined to wear your face. When a villain is built up as a great but static threat, one that has to be provoked or slighted in order to turn on you, that is also a villain I can respect. Laugh if you will, but I feel Dragon Ball Z's Freeza is built up like this in a very big way. He's the guy who doesn't do anything right up until the end, but everyone knows - they KNOW - that if they upset that guy, he will kill them. No frills, no games, no jokes. He will simply kill them. A villain with enough power to be a credible threat, yet enough restraint to not attack anyone on sight, is a villain I can respect, in much the same way as I respect the propane tank in my kitchen, in much the same way I respect the power sockets all around my house. This is someone of great power that you simply do not upset.

Of course, there's also the truly likeable villains. Because they have awesome costumes, interesting quirks and cool powers, we just like these guys. In fact, a lot of these guys I like because I could see them being heroes if they weren't so completely evil, but you can sidestep the evil and still have a cool character left behind. The truly likeable villains are those who are likeable for reasons completely separate of their villainy. Yes, they're villains, but they'd be just as awesome without their evil streak, too

Here's where we cross over into "justifiable villains" territory. I've seen a few people talk about giving villains reasons and even excuses to be evil, and I do admit that this makes it easier to like said villains. However, it also has the downside of making it harder to take these people seriously as villains, or at least villains that don't piss me off. There are few things that upset me more than the "misunderstood hero" type villain, at least when it comes to narrative character archetypes, and that's mostly because it gives me emotional dissonance. I want to like these people because they're good, but I can't because they do evil things. I want to hate these people because they do evil things, but I can't because they're good. When you have a brainwashed/confused/fallen hero that you don't want to kill but rather save, the story just draaags until that plot thread is resolved. Well, either until it's resolved or I no longer give a crap about the character. That was, as a point of fact, the fate of Naruto's Sasuke. I'm sick of hearing about the *******. He's been the focal point of the plot for 300 episodes, and I just don't care about him or the show any more.

Now, of course, that's just me. I don't want to dis other people's misunderstood heroes or affable villains. Far from it. But when I make my own villains, I try to give them a solid grounding for their alignment, and that solid grounding usually takes the form of a conscious choice. Now, this doesn't mean mental illness or Saturday morning cartoon villain allergy to "goodness" so much as the character being presented with a choice and taking the evil option consciously. If a villain, for instance, is given the choice to lie to a person and manipulate him for his own ends, or otherwise tell him the truth and lose his support, then the villain will choose to manipulate. Why? Is it because he didn't understand the consequences? Is it because it's vital that he gain this person's help? No. The villain knew what would happen. He just didn't care about this person he's manipulating.

Similarly, I HAAATE using the "madness excuse." If a character is imported-guano-insane, then really anything he does can make sense, to the extent that nothing he does ever makes sense at all. Why does he kill people? Because the sky is blue and dicks are white. Why did he just set that cat on fire? Because wakka wakka wakka. Not giving a villain any logical reason to be evil is, in fact, the ultimate excuse - he's evil because he's insane.

Personally, I don't want my villains' evil to be based in madness or excuse, but rather to originate from the villains, themselves. These are simply not good people, but they are still at least tangentially realistic people. One is selfish, another is callous, another still is greedy and so forth. They all have their character flaws that drive them to make the "wrong" choices, but they still have A character to speak of. Which is where we step into motivations.

Much as I hate giving villains excuses for being evil, I still try whenever I can to give them at least a reason for, and a reason that can be explained and believed. A villain who's evil because he's evil is only interesting once, and that's been done many times already. Beyond that, we need to know why this person made the evil choices he did. What does he want? What does he hope to achieve? What kind of backstory conspired to teach him the life lessons which led him to this decision? If I had lived his life, might I possibly agree with him? One of the tricks to making a good villain is to give him a motivation that people can understand, and perhaps even agree with if they hypothetically let go of their moral qualms.

If I weren't a good person... Could I be like that villain? The answer, at least for me, is usually "yes," because most villains I make originate in the different unthinkable urges I've felt throughout my life. And, really, unless you're a saint, I'm sure you've felt some of those, too. You've felt greedy, you've felt arrogant, you've wanted to hit people, you've wanted revenge and so forth. Most of us choose to be good people and ignore these urges, but because these villains are not good people, they act on them. That kind of villain is one I can actually sympathise with. And if I can also respect this villain, then he becomes awesome!

Having said all this, yes, I do take my villains and heroes and characters in general pretty seriously. I don't roleplay them, no, but at the same time I can't and don't want to feel disconnected from them. Every hero and villain I make is based on something I feel, and if I lose this, I lose the character at all. I've tried writing for characters by just going through the motions, and it simply never works. When there's no emotion in the story, there's no motivation to read or play. I can force myself to read and play when I'm not motivated, of course, but the result is gameplay that's not fun and writing that ends up being garbage. If I can't feel the emotion a story is supposed to convey by virtue of distancing myself from it, then the story becomes uninteresting to participate in.

---

Somewhat separate of the conceptual discussion is the notion of PvP and developing our heroes and villains through competition between them. This is an argument I've heard before, and I flatout reject. A good hero needs a good villain just as much as a good villain needs a good hero, but there's no need for both of these to be player characters. In fact, there's no express need for EITHER to be a player character, but for the sake of a game, we need to be playing someone.

My point is that I've heard people lament how difficult it is to roleplay a villain fighting heroes when PvP zones are dead, and I simply don't buy it. A player hero has tons of NPC villains to fight, and a player villain has ever more NPC heroes to fight. While one might argue that the PvE content has a set storyline that is not conducive to forwarding a character's own story, but at least it has a setting. PvP in most games doesn't even have that. And, really, the game's written story doesn't HAVE to get in the way of our own personal journeys. Personally, I feel that the City of Heroes world should be written less as a linear or even branching tree narrative and more like a setting with interactive story elements within which our characters can participate for their own reasons and motivations.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Lex Luthor is one of my favorite villains. Why? Because he believes that he is saving the world from Superman. Lex honestly believes that Superman is a bad influence on the world, despite how many lives that have been saved. Lex may go about this in all the wrong ways, but he honestly believes he has the world's best interests at heart.

Dr. Doom is very similar to this; he wants to rule the world because he believes that he is best suited for it. Yes, he does have a massive ego. However, the citizens of Latveria have prospered as a nation. It may be a heavy handed rule, but again, he recognizes only himself as a competent ruler.

As for the bad - evil - villain, evaluate these scenarios:

1. Cop stops an armed robbery. In preventing harm to bystanders, he shoots and kills the robber. Saving bystander = good, but killing = bad. Is the cop bad for killing?

2. Same scenario as 1, except it's a normal citizen instead of a cop.

3. Time traveler comes to the past to prevent an armed robber from killing a bystander. Would future knowledge of a murder be considered an acceptable reason to kill the robber before the crime? Is the time traveler considered an evil person for killing someone with no apparent (to us) reason?

Morals are usually decided by the majority, but how do they apply when dealing with a different culture? Can morals change, or are they permanent? Can the ends truly ever justify the means, no matter the means? Hard to say. Robin Hood is a hero, because he gave his illegal gains to the poor. (Well, a vigilante in CoH speak, but he's still regarded as the hero of the story.)

Painting good and evil as strictly black/white is a little naive, IMO. Every person has a motive for what they do, and it doesn't always fit into small, tidy packages. Good things are done for the wrong reasons, and evil things are done for the right reasons.

Where is the line drawn for good vs. evil? Who draws the line? Different people will give different answers, and I am not sure any one person is qualified to make those judgements.


I find your lack of signature disturbing.

 

Posted

Quote:
Originally Posted by TheDeepBlue View Post
So what would heroes get?
Not that they need anything like it to make them feel more 'heroey', but I realize they would whine.

So why not give them the same sort of thing?

The differences:

- Heroes would investigate chosen specific enemy groups in their level range, rather than work toward villainous goals.

- The Contacts, rather than being victims, would be written as grateful citizens inspired by the player's example and the like.

- The temp power, rather than being the goal the hero worked toward, would be a souvenir-type bit of confiscated gear.

- Success would unlock a villain-side mission to steal the confiscated gear from a 'clone' of said hero.

- The announcement would be that the hero had confiscated the target gear.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

Sam one of the things I've not seen you note in there is the "Amoral" villain who's motto is "Do what thou wilt is the whole of the law" and I'm curious as to your take on that.

There's a truish sales maxim that people buy stuff for two reasons: Greed and fear. Greed cuz they want it, fear because of the consequences of not having the whatever it is.

I'm figuring if you're in an environment where fear is not a driver; "I've got the power to take what I want" it means that those who aren't raised with a very clear moral upbringing and belief set could easily turn to an amoral life where they take what they want, do what they want, and be whatever they want because there's really nobody around to stop them.

That's not to say they are evil per se but because they are effectively unlimited there's no shackles on their behaviour - and the only way they could be forced to moderate their behaviour is a bigger, badder somebody coming along and kicking their posterior to kingdom come.

At least with Cole he has an ulterior motive of "saving his people" however he sees that... but aside from that he's one of the most powerful beings on his manor that we've seen (granted that story may be changing) but I have the strong impression he's a tyrant because he has no significant challengers - which is perhaps the entire nature of power - and the more power one has, the easier it is to change the rules to suit your needs.

Somebody who is that powerful could be either respected or reprehensible depending on their behaviour of course but it seems that their lack of "evil" could make them highly respectable in that they are moving to their own goals in their own way of choosing - and in game terms it takes an effort to change that.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

I see Emperor Cole as an guy a lot like Ozymandias in Watchmen. Kill thousands to save billions.

He wants to save his world. To him that means several things:

- Making a deal with the enemy that can destroy them (or else fall in battle, knowing they will be destroyed in his absence).

- Creating an absolute police state where even thought is censored (or else watch someone else violate said pact and doom the world)

- Covering up his deeds to the point of brainwashing and murder (or else have someone depose him, and thereby doom the world)

- Betraying his closest allies to the point of replacing them (or else have someone who doesn't know the secret accidentally break the deal and doom the world)

- Betray his deal with the Hamidon and attempt to invade an innocent world and destroy the heroes therein (or watch his own people die)

...and it is interesting to note that when granted absolute power, he built a paradise. Er, up to a point. It's kind of the 'nicer' version of Latveria.

...

This is almost the exact choice Superman faced in Kingdom Come.

The difference is, Superman gambled everything on his faith in humanity, and Cole did not.

A slippery slope indeed.

...

There are those who would find what Cole has accomplished, and Cole's goals respectable while others find the price so high it renders such respect impossible to grant.

Cole must be opposed, or you will lose your very identity.

Recluse by contrast conquered a country through assassination, created an organization that has snappy uniforms but is (by design) fraught with infighting, professes anarchy while ruthlessly punishing those who violate his mandates, and ultimately rules over a hellish realm of shanty houses and industrial carnage broken up by the occaisional house of decadence.

Recluse must be opposed, or you will be plunged into a slightly pre-apocalyptic urban wilderness.

It's an interesting dichotomy.


Story Arcs I created:

Every Rose: (#17702) Villainous vs Legacy Chain. Forget Arachnos, join the CoT!

Cosplay Madness!: (#3643) Neutral vs Custom Foes. Heroes at a pop culture convention!

Kiss Hello Goodbye: (#156389) Heroic vs Custom Foes. Film Noir/Hardboiled detective adventure!

 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
Sam one of the things I've not seen you note in there is the "Amoral" villain who's motto is "Do what thou wilt is the whole of the law" and I'm curious as to your take on that.
An amoral villain is just a villain with a different type of motivation. Since amoral villains are rarely justifiable outside of amoral reasoning (he kills people because he doesn't care about them, but I didn't care about them either, so it's OK), I don't have a problem with it. In fact, it's a pretty good angle, if handled with care.

My drive was more to separate a villain's motivation from the qualities that serve to make that villain respectable, in a sense I sought to balance the villain's vices against his "villainous virtues." A villain that I literally CANNOT hate, therefore, is a bad villain in a storytelling sense, but then so is a villain I can't respect. A villain needs to be bad either through amorality, extremism or assoleism, but that needs to be balanced against reasons to respect this villain through genius, tenacity or audacity.

In essence, I want a villain I can respect first and know he's evil second, as opposed to a villain who's evil first and hateful second.

Now, as for whether an amoral character always has to be a villain, that's a subject of debate and a matter of presentation. That's really not the point here, however. I've accepted that villains need to be bad people lest I just make them on hero-side. It's a question of how to handle the unpleasant sides of this badness, and the answer seems to be two-pronged:

1. For incidental characters, make them hateful, then kill them off.
2. For persistent characters, make them respectable so people don't change the channel every time they show up.

---

Something of a tangent, something occurred to me today: I spoke about how it's easy, as a player or a viewer, to see the game, the movie, the story as the obstacle and its creators as the enemy, therefore making it easy to hate repugnant villains. I also spoke about how difficult this is when you're the creator and the story is your own.

This isn't necessarily the case, as multiple people have helped me realise. This, really, is only true for important, persistent characters that we have to live with. Incidental, fleeting character very much CAN be treated as the enemy. I have, in fact, done this in my own stories. When I've needed accidental villains only important as plot devices, I've made them very, very bad. And then I've killed them in very, very gruesome ways. A the writer of the story, I hated these people, and as the writer of the story, I conspired to kill them, and no-one ever missed them. Because they were bad people.

That's why the abovementioned two-pronged solution works. If a villain will be prominent and recurring, he needs to be respectable. If he's going to be incidental... Meh, who cares?


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Frost Warden View Post
Lex Luthor is one of my favorite villains. Why? Because he believes that he is saving the world from Superman...

Dr. Doom is very similar to this; he wants to rule the world because he believes that he is best suited for it. Yes, he does have a massive ego. However, the citizens of Latveria have prospered as a nation. It may be a heavy handed rule, but again, he recognizes only himself as a competent ruler.
Alas, any world-saving tyrant who is defeated by squirrels has had his idiom wrecked. They should horse-whip the folks that did this:


"How do you know you are on the side of good?" a Paragon citizen asked him. "How can we even know what is 'good'?"

"The Most High has spoken, even with His own blood," Melancton replied. "Surely we know."

 

Posted

Quote:
Originally Posted by Melancton View Post
Alas, any world-saving tyrant who is defeated by squirrels has had his idiom wrecked. They should horse-whip the folks that did this:

You want to even try to whip Steve Ditko?


61866 - A Series of Unfortunate Kidnappings - More than a coincidence?
2260 - The Burning of Hearts - A green-eyed monster holds the match.
379248 - The Spider Without Fangs - NEW - Some lessons learned (more or less.)

 

Posted

Quote:
Originally Posted by Melancton View Post
Alas, any world-saving tyrant who is defeated by squirrels has had his idiom wrecked. They should horse-whip the folks that did this:



Having villains cut down to size by small furry animals is great


@Golden Girl

City of Heroes comics and artwork

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
An amoral villain is just a villain with a different type of motivation. Since amoral villains are rarely justifiable outside of amoral reasoning (he kills people because he doesn't care about them, but I didn't care about them either, so it's OK), I don't have a problem with it. In fact, it's a pretty good angle, if handled with care.

My drive was more to separate a villain's motivation from the qualities that serve to make that villain respectable, in a sense I sought to balance the villain's vices against his "villainous virtues." A villain that I literally CANNOT hate, therefore, is a bad villain in a storytelling sense, but then so is a villain I can't respect. A villain needs to be bad either through amorality, extremism or assoleism, but that needs to be balanced against reasons to respect this villain through genius, tenacity or audacity.

In essence, I want a villain I can respect first and know he's evil second, as opposed to a villain who's evil first and hateful second.

Now, as for whether an amoral character always has to be a villain, that's a subject of debate and a matter of presentation. That's really not the point here, however. I've accepted that villains need to be bad people lest I just make them on hero-side. It's a question of how to handle the unpleasant sides of this badness, and the answer seems to be two-pronged:

1. For incidental characters, make them hateful, then kill them off.
2. For persistent characters, make them respectable so people don't change the channel every time they show up.

---

Something of a tangent, something occurred to me today: I spoke about how it's easy, as a player or a viewer, to see the game, the movie, the story as the obstacle and its creators as the enemy, therefore making it easy to hate repugnant villains. I also spoke about how difficult this is when you're the creator and the story is your own.

This isn't necessarily the case, as multiple people have helped me realise. This, really, is only true for important, persistent characters that we have to live with. Incidental, fleeting character very much CAN be treated as the enemy. I have, in fact, done this in my own stories. When I've needed accidental villains only important as plot devices, I've made them very, very bad. And then I've killed them in very, very gruesome ways. A the writer of the story, I hated these people, and as the writer of the story, I conspired to kill them, and no-one ever missed them. Because they were bad people.

That's why the abovementioned two-pronged solution works. If a villain will be prominent and recurring, he needs to be respectable. If he's going to be incidental... Meh, who cares?
Fair points. I can't disagree with anything there - but here's a thought that I don't know if it works for you or not: Most people don't see themselves as "villains" - they may admit they might have done bad things, but even people who history has consigned to the depths tend to see themselves as misjudged or unlucky rather than evil.

I don't know if that's something to consider - we're possibly getting into philosophical territory that I'm probably not going to be able to add much to.

It seems to me that much of your point is about "respect" as much as villainy - and that's far more personal I think. What drives you to respect someone? Physical strength, mental agility, cunning, compassion. I guess if a character is written in a way that would imbue them traits you respect as a real person then that's the problem solved. In that sense the reader defines the story.



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
Most people don't see themselves as "villains" - they may admit they might have done bad things, but even people who history has consigned to the depths tend to see themselves as misjudged or unlucky rather than evil.
That's true, I agree, even if there are exceptions. What I'm more concerned is how these villains are treated by the narrative more than anything else. If it's MY narrative, in the sense that I wrote it, then I simply do what I can to rob villains of their excuses. That doesn't mean they can't make excuses, just that their excuses don't work as justifications.

To give you an example, someone who kills people at random because he turns into a werewolf and loses control of himself can be forgiven. Sure, it's not "OK," but this is a redeemable character. If he can be cured of his werewolfism, taught to control the urges or simply locked up during a full moon, he can become a hero easily.

To give you another example, someone who kills people because they get in his way of becoming rich, powerful and influential really can't be forgiven. Even if everyone in the world lost a brain lobe and just gave him all the money, power and influence he needed, he'd still be a callous ******* who wouldn't think twice about killing people who got in his way. In fact, giving him these things would make him MORE likely to kill, not less.

In terms of narrative, forgiveable villains are those who can be redeemed and become heroes by changing physical attributes about them while unforgivable villains are those for whom a personality rewrite or epiphany therapy is required to make them into heroes, at which point they essentially become entirely different characters.

Quote:
Originally Posted by Scarlet Shocker View Post
It seems to me that much of your point is about "respect" as much as villainy - and that's far more personal I think. What drives you to respect someone? Physical strength, mental agility, cunning, compassion. I guess if a character is written in a way that would imbue them traits you respect as a real person then that's the problem solved. In that sense the reader defines the story.
I still feel it's more a matter of writing than it is of reading. I've experienced enough of other people's stories to be able to spot what an author is trying to say through context, and some authors treat their villains with more respect than others. If an author goes out of his way to present his villain as both reprehensible yet still respectable, that will carry through in the reading. Certainly, it won't carry through for everyone and it won't read the same for those it does, but by and large it still will.

A villain is rarely describe in exposition outside of character biographies and shoddy stories. A villain is much more commonly described by example, through showing the evil deeds that they do. If the narrative makes it a point to describe the horror and terror this villain causes while downplaying his villainous virtues, then this narrative does not treat the villain with respect. On the contrary, the narrative wants you to disrespect the villain, such that when you finally come face to face with him, you'll want to insult him to his face per chance you can't punch him outright.

If, by contrast, a narrative respects a villain, it will give you more of a balance between the reprehensible things he does and the cooler things that make him awesome. Sometimes, respectful narrative will even downplay the villain's horror, having it happen off-screen, emphasising instead his positive attributes. If done poorly, this can undermine the villain's evil and his threat, but if done properly, this creates a villain we want to kill, but whom we can still admire.

Dr. Doom is always a good example. Specific writers aside, he's pretty much always an unambiguous bad guy. He kills people, threatens cities, bargains with homicidal aliens and more, so we know this is not a very good person. But at the same time, we can still admire his genius, we can still admire his achievements and we can still admire his tenacity. This is a villain that the narrative respects, and because the narrative respects him, we as the audience are in turn compelled to respect him, as well. This doesn't always work, obviously, but it still works more often than not.

Ultimately, everything comes down to how each individual reader parses a story's writing, that much I can't deny. But how the story is written can have a major influence on how it's read by most people, at least.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Frost Warden View Post
Lex Luthor is one of my favorite villains. Why? Because he believes that he is saving the world from Superman. Lex honestly believes that Superman is a bad influence on the world, despite how many lives that have been saved. Lex may go about this in all the wrong ways, but he honestly believes he has the world's best interests at heart.
I absolutely disagree with part of this characterization of Lex.

I fully believe that this is the lie Lex tells himself because he's jealous of Superman's power. Lex wants that power for himself and in a number of cases attained it and then accomplished nothing with it, but his own selfish goals. He doesn't trust anyone with that level of power, because Lex knows what Lex would do with it.


 

Posted

There's an old actors' rule: to understand a character, ask "what does he want?"

A "hero" wants order, decency, a stable and egalitarian status quo. Some use force within limits to get it. Superman, Captain America and yup, the Batman.

"Vigilantes" want the same things, but do not adhere to these limits. These extremists will resort to foul means to accomplish their noble goal. The Punisher, V, Rorschach.

"Rogues" want something selfish and petty and will use ignoble means to achieve it. They can be lovable and charming, or thuggish and dull. Catwoman, Deadpool. They'll work for the villain if he pays well.

Villains...?" Oh, what true villains want is horrifying! What does Phipps want? What does Peter Themari want? What does Recluse want? The answers make normal people gasp and shudder! Joker, Dr. Doom, Darkseid.

That holds true in real life too. Of course we have evil supervillains in real life and I think we can all guess who makes the short list. What they wanted -- words cannot contain the horror.

So to make a memorable villain, a villain you can "respect," find the worst possible answer to the question, "what do you want?" Their answer will lead them to personify a particular kind of evil.

As examples, I created my own "Holy Inquisitor," a vigilante mind-controller who personifies religious bigotry. I also have my own version of the Joker, an axe/dark brute named "Mister Hide" who personifies misogyny. Even most villains want to kill this guy the instant he walks into a room.

The more you think about true villains, the worse they get.


 

Posted

Quote:
Originally Posted by Colette_NA View Post
Villains...?" Oh, what true villains want is horrifying! What does Phipps want? What does Peter Themari want? What does Recluse want? The answers make normal people gasp and shudder! Joker, Dr. Doom, Darkseid.
While it's true that the openly evil mastermind type who wants nothing more than to see the world burn is one kind of villain, the more three-dimensional type is the one who sees themselves doing some kind of good.

Emperor Cole is a good example of that, manipulative and oppressive, but convinced that his methods are saving his people from the evils of Hamidon and the Primals. Another good example is the antagonist of the first season of Gurren Lagann, Lord Genome. He forced the people of earth underground into societies where food was scarce and the standard of living was fairly abysmal, and openly opposed the hero who was trying to free them, but he was doing so to save mankind from an alien race that would annihilate them all when the world's surface population reached a certain amount.

So, I think what makes a villain a villain is their methods, not their intentions. Whereas heroes solve a problem by doing what's right, villains do what they can with less regard for the decision they think is arbitrarily "good."

Also, if you're looking for villains who demand respect, Lord Genome once punched a mech in the face while his head was on fire


 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
That's true, I agree, even if there are exceptions. What I'm more concerned is how these villains are treated by the narrative more than anything else. If it's MY narrative, in the sense that I wrote it, then I simply do what I can to rob villains of their excuses. That doesn't mean they can't make excuses, just that their excuses don't work as justifications.

To give you an example, someone who kills people at random because he turns into a werewolf and loses control of himself can be forgiven. Sure, it's not "OK," but this is a redeemable character. If he can be cured of his werewolfism, taught to control the urges or simply locked up during a full moon, he can become a hero easily.

To give you another example, someone who kills people because they get in his way of becoming rich, powerful and influential really can't be forgiven. Even if everyone in the world lost a brain lobe and just gave him all the money, power and influence he needed, he'd still be a callous ******* who wouldn't think twice about killing people who got in his way. In fact, giving him these things would make him MORE likely to kill, not less.

In terms of narrative, forgiveable villains are those who can be redeemed and become heroes by changing physical attributes about them while unforgivable villains are those for whom a personality rewrite or epiphany therapy is required to make them into heroes, at which point they essentially become entirely different characters.



I still feel it's more a matter of writing than it is of reading. I've experienced enough of other people's stories to be able to spot what an author is trying to say through context, and some authors treat their villains with more respect than others. If an author goes out of his way to present his villain as both reprehensible yet still respectable, that will carry through in the reading. Certainly, it won't carry through for everyone and it won't read the same for those it does, but by and large it still will.

A villain is rarely describe in exposition outside of character biographies and shoddy stories. A villain is much more commonly described by example, through showing the evil deeds that they do. If the narrative makes it a point to describe the horror and terror this villain causes while downplaying his villainous virtues, then this narrative does not treat the villain with respect. On the contrary, the narrative wants you to disrespect the villain, such that when you finally come face to face with him, you'll want to insult him to his face per chance you can't punch him outright.

If, by contrast, a narrative respects a villain, it will give you more of a balance between the reprehensible things he does and the cooler things that make him awesome. Sometimes, respectful narrative will even downplay the villain's horror, having it happen off-screen, emphasising instead his positive attributes. If done poorly, this can undermine the villain's evil and his threat, but if done properly, this creates a villain we want to kill, but whom we can still admire.

Dr. Doom is always a good example. Specific writers aside, he's pretty much always an unambiguous bad guy. He kills people, threatens cities, bargains with homicidal aliens and more, so we know this is not a very good person. But at the same time, we can still admire his genius, we can still admire his achievements and we can still admire his tenacity. This is a villain that the narrative respects, and because the narrative respects him, we as the audience are in turn compelled to respect him, as well. This doesn't always work, obviously, but it still works more often than not.

Ultimately, everything comes down to how each individual reader parses a story's writing, that much I can't deny. But how the story is written can have a major influence on how it's read by most people, at least.
Well your first example is almost exactly what I remember about the old Marvel series "Werewolf by night" (I'm working from memory and I read it originally so we're going back ot the mists of time here) but that's almost exactly what the book was about - John Jameson was ultimately a likeable character but for the three nights of the full moon... and even when governed by the comics code one got a sense of menace and conflicted "anti-hero". I'd agree with you about Doom. Some stories were crap... everyone comes up wtih the squirrel girl thing but that's mostly light comedy relief and doesn't need to be taken seriously but I remember Stan the Man bemoaning the fact that the movie Dr Doom was really poor in comparison to the comic version and I'd agree wtih him 100%

One thought I had overnight - this subject's piqued my interest and thought processes as you might have noticed - is this: We take a lot of the background of this game for granted - but for me at least, in my head, even if I'm not RPing - my good characters are incredibly interesting whatever side of the divide they stand and because they are mine and I create them with the tools of this world - they can be however I want. So they become much... brighter than the main story characters in game. The Sig characters, good, evil and indifferent aren't nearly as interesting or exciting to me. It's therefore harder for me to respect them in the context that you mean but my interesting evil characters are worthy of respect to me, even if they are psychos. (Not that I have many of them... ;-)



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Colette_NA View Post
Villains...?" Oh, what true villains want is horrifying! What does Phipps want? What does Peter Themari want? What does Recluse want? The answers make normal people gasp and shudder! Joker, Dr. Doom, Darkseid.
That's precisely the kind of thinking which utterly ruins Morality and Alignment missions for me - "what villains want is horrible." It doesn't have to be. Sure, some do, but those almost always end up being two-dimensional cartoon characters. Or Dr. Evil, I guess. However, just as presenting villains as people with only sins and no virtues is a fallacy (they'd be too incompetent to be a threat), so is presenting villains as only wanting evil and never good is one, as well.

Let me put it this way - at their core, villains are still just people. They're not good people, no, but they're still people, and people want to be happy. Ultimately, a villain does evil not because he wants or likes evil, but because that's what he believes must be done in order for him to achieve his goals - goals he sees as good. Just like any person, a villain wants to be happy. It's just that he needs to kill a lot of people to achieve what he needs for happiness. Just like any person, a villain wants to help the people he cares about. It's just that he doesn't give a crap about anyone who's not on that list. Just like any person, a villain wants to be successful. It's just that his chosen occupation is very bad news for very many people.

This actually does also apply to aliens, monsters, robots and pretty much all characters who aren't specifically and intentionally built on malice. Everyone wants something, and that something is most often to be happy, in whatever way that works for the specific character in question. To demonise a villain as just a malicious psychopath is to turn what could potentially be a good, believable, respectable villain into a newspaper caricature.

The problem most people have when it comes to constructing a good villain seems to be that society has conditioned us to "bad" people as objects, rather than real people, to see them as icons of what they represent, rather than persons with their own dreams and aspirations. To try to understand them, some believe, would be to try to excuse them, and their acts are inexcusable. And while that works for an expendable antagonist we're not intended to want to play as, it's an utter failure for a character we're not just intended but also expected to play as. That's the whole point to City of Villains.

Villains DO evil things, yes. That's what makes them villains. But they don't have to WANT evil things.

Quote:
Originally Posted by Scarlet Shocker View Post
One thought I had overnight - this subject's piqued my interest and thought processes as you might have noticed - is this: We take a lot of the background of this game for granted - but for me at least, in my head, even if I'm not RPing - my good characters are incredibly interesting whatever side of the divide they stand and because they are mine and I create them with the tools of this world - they can be however I want. So they become much... brighter than the main story characters in game. The Sig characters, good, evil and indifferent aren't nearly as interesting or exciting to me. It's therefore harder for me to respect them in the context that you mean but my interesting evil characters are worthy of respect to me, even if they are psychos. (Not that I have many of them... ;-)
I agree with you wholeheartedly. I know this is a nightmare to write for, but I think City of Heroes' greatest curse is also its greatest blessing - it is a game which inspires us to create, rather than just use what we're given. It inspires us to make our own characters, imagine our own stories and, eventually, become much more attached to what we create than what the game's own writers have to offer. I know it's hard to write for this, but it's also a VERY strong hook once you've become attached.

That said, I do believe the signature characters and storylines can be good, and can present us with good, respectable villains. For instance, I am endlessly impressed with the Nemesis and how he's written. Sure, some people find him to be a Mary Sue, but to me, that's kind of why it works - he is the ONLY one that the story treats like this, and that's why the Nemesis is awesome. The game's narrative allows him to get away with nonsense that no-one else can get away with. He can have a Shadow Shard base, he can have psychic robots, he can have a mind control railroad, he can have a weather machine, he can have his hand in every storyline the game has to offer. For anyone else in the game, this would be a stretch and a failure. Not for Nemesis. For him, this works, because he's awesome

More broadly speaking, the game's own writing is a source of inspiration, if nothing else. It has good villains in it. Many good ones, in fact, though most of those hail back to the pre-I1 days when they were less hammy. Many of the original stories are written with great respect for their antagonists, and it shows. Sure, not everyone likes them, but they're there. At worst, they just provide a decent story. At best, they provide the inspiration to create villains of our own. Ghost Widow, for instance, has made me explore ideas of existence after death and write several villains to take advantage of the concept. What's more, her mix of loyalty, resentment and tragedy serve to give her enough depth to earn my respect just on that point alone.

The are good villains in the game. Whether we as players appreciate them or not, I wish the game's actual writers would show them a bit more appreciation.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Dr. Doom is always a good example. Specific writers aside, he's pretty much always an unambiguous bad guy. He kills people, threatens cities, bargains with homicidal aliens and more, so we know this is not a very good person. But at the same time, we can still admire his genius, we can still admire his achievements and we can still admire his tenacity. This is a villain that the narrative respects, and because the narrative respects him, we as the audience are in turn compelled to respect him, as well. This doesn't always work, obviously, but it still works more often than not.
I am a big fan of Doom and prefer the stories where he is written somewhat ambiguously. Like the one where he succeeds in taking over the world and actually does a better job of running it, turning it into a utopian society.

I feel the same about Mr Fantastic. There was a story where Sue Storm found a diary that suggested Reed Richards predicted the effects the cosmic rays would have and knowingly flew them into the radiation. That Reed Richards was far more interesting that the one the story end with, who had merely been the victim of a frame-up by our favourite Baron.


This is a song about a super hero named Tony. Its called Tony's theme.
Jagged Reged: 23/01/04

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
Villains DO evil things, yes. That's what makes them villains. But they don't have to WANT evil things.
Of course, part of the problem may be that the terminology is overloaded here. Villain in game means (given the things you engage in!) being willing to basically sacrifice everything in order to gain your objectives (which is to eat a power source larger than your head). If you had limits, you'd be a Rogue.


@Mindshadow

 

Posted

Quote:
Originally Posted by Samuel_Tow View Post
I agree with you wholeheartedly. I know this is a nightmare to write for, but I think City of Heroes' greatest curse is also its greatest blessing - it is a game which inspires us to create, rather than just use what we're given. It inspires us to make our own characters, imagine our own stories and, eventually, become much more attached to what we create than what the game's own writers have to offer. I know it's hard to write for this, but it's also a VERY strong hook once you've become attached.

That said, I do believe the signature characters and storylines can be good, and can present us with good, respectable villains. For instance, I am endlessly impressed with the Nemesis and how he's written. Sure, some people find him to be a Mary Sue, but to me, that's kind of why it works - he is the ONLY one that the story treats like this, and that's why the Nemesis is awesome. The game's narrative allows him to get away with nonsense that no-one else can get away with. He can have a Shadow Shard base, he can have psychic robots, he can have a mind control railroad, he can have a weather machine, he can have his hand in every storyline the game has to offer. For anyone else in the game, this would be a stretch and a failure. Not for Nemesis. For him, this works, because he's awesome

More broadly speaking, the game's own writing is a source of inspiration, if nothing else. It has good villains in it. Many good ones, in fact, though most of those hail back to the pre-I1 days when they were less hammy. Many of the original stories are written with great respect for their antagonists, and it shows. Sure, not everyone likes them, but they're there. At worst, they just provide a decent story. At best, they provide the inspiration to create villains of our own. Ghost Widow, for instance, has made me explore ideas of existence after death and write several villains to take advantage of the concept. What's more, her mix of loyalty, resentment and tragedy serve to give her enough depth to earn my respect just on that point alone.

The are good villains in the game. Whether we as players appreciate them or not, I wish the game's actual writers would show them a bit more appreciation
.
Bolded your last sentence for emphasis and again I agree (without being entirely sure what a Mary Sue is tbh) but I think you've hit on something here: Maybe the game is really so good and our imaginations so vivid that it's REALLY pushing the envelope to build a good story these days.

I'll try and give an example: I used to love the whole Hollows arc... and when I first joined the game it was a rite of passage especially Frostfire. Generally once you'd nailed him a couple of times you could clutter off and do other things... But if you actually run that arc from start to finish, through the introduction to Wincott to the Cavern trial it's actually some of the best writing in the game. I always really felt for Frostfire: The kid who'd tried to do good and done a lot of damage and so was paying a very stiff price and was, in almost every sense, an Outcast. But more than that, taking him down was a challenge and offered a sense of achievement.

I always wanted to see him redeemed somehow... but when I've encountered him in Tip missions, he seems to just be an idiot. He's no longer the embittered, tortured soul who, down on his luck is holed up in a no hope situation just gritting it out until the end. He's wishy-washy, and fatuous and has some incredibly poorly written dialogue that makes him a shadow of his Hollows self (not to mention being bloody useless, even as an ally.)

To me, the Tip Frostfire isn't redeemed, he's a detraction from an originally great story - analogous to the poorly produced sequel movie designed to cash in on the classic original.

I always respected the Hollows Frostie, but loathe the Tip version



"You got to dig it to dig it, you dig?"
Thelonious Monk

 

Posted

Quote:
Originally Posted by Scarlet Shocker View Post
Bolded your last sentence for emphasis and again I agree (without being entirely sure what a Mary Sue is tbh) but I think you've hit on something here: Maybe the game is really so good and our imaginations so vivid that it's REALLY pushing the envelope to build a good story these days.
I like to see that as a good thing. We're always pushing the writers to try new and interesting things and up their game instead of relying on storytelling clichés. Sometimes it works (Praetorian Earth), sometimes it doesn't (First Ward), but it's still a benefit to the game. Unwittingly, Cryptic Studios created a game which put players in direct competition with the game's actual developers, and that's one reason we've pushed the team so hard.

While I think they've done well for the most part, I still want to criticise them for avoiding actually interesting stories and characters in favour of gimmicks and funky mission design. When I said they need to treat their good characters with more respect, I meant it. Recently, the game's storytelling has made it a point to take a dump on all established signature characters, I suppose in an attempt to make player characters feel more important (and then taken a dump on those, too) so that it's really turned into a world of losers and wimps. Everyone is tragic, everyone is in danger of dying, everyone is flawed, and there's just no respect left for the characters the story really SHOULD respect. When there are no respectable villains to compete with and no respectable heroes to measure against but the overpowered god mode sues which we can't really match anyway, it's that much harder to care.

And I WANT to care. I WANT to care about the storyline, I WANT to care about the characters... I want to care about this game's fictional world, but it seems like the writing stuff themselves don't care. "Old stuff is old," so previous writers' characters are killed off or ignored in favour of a Neuron style of development, always introducing new characters and plot points and then killing them or forgetting them just as quickly. I want to care, but I don't get the impression that the writers want me to care, or that they care about their own creations, at all. Maybe they do, maybe they don't, but it's becoming pretty obvious they don't RESPECT their own creations.

Quote:
Originally Posted by Scarlet Shocker View Post
I'll try and give an example: I used to love the whole Hollows arc... and when I first joined the game it was a rite of passage especially Frostfire. Generally once you'd nailed him a couple of times you could clutter off and do other things... But if you actually run that arc from start to finish, through the introduction to Wincott to the Cavern trial it's actually some of the best writing in the game. I always really felt for Frostfire: The kid who'd tried to do good and done a lot of damage and so was paying a very stiff price and was, in almost every sense, an Outcast. But more than that, taking him down was a challenge and offered a sense of achievement.
Honestly, I never liked the Hollows or the story it told. Even back in I2 when everyone and their grandma was hailing it as the new standard of quality for how stories and missions should be made, I still saw it as garbage writing. It's not really a "story," just a collection of unconnected events punctuated by a milestone when contacts get bored of wasting my time. Flux, for instance, gives me a bunch of meaningless missions, then goes "Oh, by the way, I know where Frostfire is!" and at the time he brings it up... I don't know who Frostfire is to begin with. "Oh, he's the leader of the Outcasts!" He is? Then how come he's barely level 10, but when I take him down and move onto Steel Canyon, I see outcasts with powers greater than his extending all the way to level 20? Who's their current leader? How can I "bust" the outcasts in the level range before they originally even existed?

Now, granted, I suspect the Hollows was intended to be something like a level 20-30 zone that got scaled down because of the "Kings Row bottleneck" as it was known as the time, so a lot of the critters were WAY too strong and a lot of stories feel like they should take place much later. Learning about Oranbega, busting the Outcasts and the Trolls and so forth. I get why things are as they are, but the zone has no real story or backstory to it. Characters are introduced only to disappear the next mission over, and the only consistent "storyline" is that of Sam Wincott through his diaries, which I can't even ******* see the ending of because I've never, ever, not once, not a single time run the Caverns of Transcendence.

I'd actually go as far as to ask where you're getting this much more interesting depiction of FrostFire from, because all I've ever been able to gather from the Hollows "storyline" has been "FrostFire is the leader of the Outcasts. Kill his ***!" Same with Atta, actually. Who is he? How did he become the Trolls' leader? Why is "Grendel's Gulch" relevant? What is his story? I didn't know the Trolls even HAD a leader until Talshak the Mystic told me he had divined where Atta was.

The Hollows, Striga and Croatoa are actually by FAR my least favourite zones for storyline content. Their "arcs" are disjointed, packed with filler and ultimately unfinished, because they all end on a TF, and of those the only one I've run is Ernesto Hess'. Characters exist in them, but the narrative fails to show them any respect or give them any characterisation. Even Hess himself I don't know much about. And who the devil is Maestro? All I know is I fought Emperor Ming the Merciless at the end of the Hess TF.

---

I get that we as players enjoy a narrative which strokes our egos and paints us as better than our peers and stronger than our enemies. I get that. But we need good peers and strong enemies for this to matter. Moreover, it is us who should be made better and stronger, not our peers and enemies worse and weaker. If the game respects its own villains, then beating them is that much more satisfying.


Quote:
Originally Posted by Arcanaville View Post
Samuel_Tow is the only poster that makes me want to punch him in the head more often when I'm agreeing with him than when I'm disagreeing with him.