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Originally Posted by Andross No, not really. If the character is poorly developed, then it's poorly developed. There really isn't any justification for a paper-thin character with no development whatsoever. |
Paper-thin implies that there's no emotion or ambition, which is clearly not what we're talking about here. No development, however, is something else entirely.
Character development means that said character goes from one stage to another through the course of the story. There's good character development, where a character grows better as a person. Bad (not poor) character development, where a person grows more flawed and/or "evil". There are several kinds of ways that a character can grow or progress, all depending on the story that's being told. So "no development" simply means that a character doesn't change (or develop) throughout the story. Technically
OoT Ganondorf DID change and grow more powerful, but on a personal level I'd say he was pretty much equally evil all throughout the story. In comparison, WW Ganondorf didn't develop at all - he retained the same ambitions, the same goals and the same mindset throughout the entire game. So sure, paper thin characters are rarely ever justified, but a lack of character development isn't always neccessary - in fact, in certain contexts it's just best left alone.
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In the case of a video game, character development/plot might not be the focus, and in that case, we shouldn't really be talking about how great the character development/whatnot is in the first place and instead talking about how fun the game is.
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Sure but I haven't been talking about character development, I've just talked about Ganondorf's role in the story.
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He comes off as an archetype that has existed in media long before, an archetype that has been executed better, and an archetype that has been done better long before.
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In what way? I've played no game where I've seen an "archetype" just like Ganondorf, but done better. If you're talking movies or books, that's a whole different story (though I think those kinds of villains would make a piss-poor transition to video games).
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| OoT's Ganondorf doesn't really aid the plot at all; he just doesn't hinder it, because Ocarina of Time doesn't have much of a plot to begin with. If Ocarina of Time had a better, more complete script, OoT's Ganondorf would become a more apparent flaw.
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Yeah but no that's simply not true. Ganondorf doesn't just aid the plot - he
is the damn plot. Everything you do - everything that happens -
revolves around Ganondorf. If
OoT had a better and more complete script, as you said, Ganondorf as a villain would change and he might be better or worse.
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The point I'm making is that it's lousy writing. Sure, if Ocarina of Time was one of the first pieces of media you've experienced with a character like that, then you may think he was pretty memorable. When you're exposed to more and more media, however, and realize how many "Ganondorfs" other works have, you would realize how unoriginal he is.
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Unoriginal is not the same as lousy. You can argue as much as you want that it's been done before, but you said that your point was that it was lousy writing, and if unoriginal is all you got then I'll just go ahead and tell you that you need more than that to be convincing.
You should also consider that video games do story telling different from other media. A villain like Ganondorf would probably seem very clichéed and two-dimensional to a movie, but a movie isn't a game and can therefore focus on telling a story without any other qualms. A game goes differently about its business - this is why Bowser is still Mario's arch-nemesis and keeps being the end boss.
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Sure, if a character comes to you easily, then that doesn't necessarily make him bad. If you more or less copy/paste a character from another work, though, then it's lazy and bad.
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You described Ganondorf earlier as an archetype. Archetypes are described as such because they are often used in some way. Ergo, arguing that he's an archetype and then turning around and saying that he was copy-pasted from another piece of fiction is just... I dunno, redundant? I know that the evil sorcerer type has been done before by other pieces of work, but employing it as a video game villain isn't
bad. You can argue that it's lazy as much as you want, but it isn't automatically bad for it.
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Again, threat has nothing to do with making a great villain. Mary from the film Precious didn't conquer kingdoms or anything like that, but she was a far greater villain than those found in most modern films.
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Threat has everything to do with making a good video game villain, particularly in an action-adventure like Zelda.
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A villain who is really, really, really evil whose threat escalates over the course of the story to the point where he has the power to destroy the universe poses a far greater threat than Ganondorf ever did, but if that's all you know about him, then he's a pretty crappy villain.
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Sure but who said that threat is the only thing to a villain? Consider it one of several important pieces to fit together. And I'm talking about video game villains, not those in films and books that abide by different rules (like, they don't need a final boss fight).
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Irrelevant. The game makes it so obviously clear that he's evil from the start without questioning it, from the perpetual "dastardly" look on his face, the armor, hs actions from the start, and whatnot. Sure, the game didn't flat out say "WELL THIS GUY'S EVIL," but communication does not exist through words alone.
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Which is very much my point. The case of "show, don't tell" is a very good way of establishing characters without having to say a word.
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You're talking about relations between characters, though, not the qualities of Ganondorf himself (And even then, when you try to illustrate your point, you mention something that Ganondorf accomplished--using the tri-force of power to go on a rampage--instead of demonstrating character depth).
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My "demonstration" wasn't about Ganondorf's accomplishments - it isn't exactly an accomplishment to
lose, is it? It's
how he loses. As for relations between characters, I wasn't talking about that. If I had I'd talked about other characters too.
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There is no contradiction. See, you're conflating "acting humane" with a character's "humanity" (Not "humanity" in the sense of being humane, but in the sense of being human). A villain can very well act brutal--without ever doing a "humane" thing to other individuals--but a work of media can show his humanity--how it's tearing him up psychologically on the inside, and how ****ty of a condition he must be living in that he must do these evil things--and thus you can feel sorry for him.
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You're arguing "doing" and "thinking". A hero can very well act brutal too, even doing things that can be considered evil too, but does that mean that he's an evil person?
Even then, this isn't even the kind of "depth" that WW Ganondorf shows. It's not remorse or humanity he shows, it's just explaining his ruthlessnes and ambition.
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It isn't as simple as "if a villain is a nice guy with good intentions, we can feel sorry for him, and if he's a bad guy with bad intentions, we can't feel sorry for him." Sinestro is a good example of this, as well as Atrocitus in Blackest Night; sure, Atrocitus is an evil demonic monstrosity who wants to kill all of the good guys and grind them in to a bloody mess, but it demonstrated the deep sorrow he has for the loss of his home sector due to the massacre by the Manhunters and whatnot. You couldn't help but feel sorry for him.
In addition, many of the best stories about revenge demonstrate the humanity behind the vengeful; revenge is never a good intention and it certainly isn't humane, but you can feel sorry for how the pursuit of revenge is tearing a person up and making their life **** and whatnot.
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I do feel sorry for him. It's not an issue of what he should or shouldn't be or what I can or can't do, but simply a matter of what he offers the story and essentially how he affects it. Putting the spotlight on why he does what he does is, as I've said, a pretty good way to tell a story, but as a villain it dragged him down from what
OoT Ganondorf was.
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Yes, but that wasn't exactly my point; I was just using "feeling sorry for a villain" as a way in which a villain can be well developed. A villain doesn't necessarily have to make you feel sorry for him to be well-developed; a villain could make you question the nature of the universe, or re-evaluate your moral standing, or whatnot.
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That's not development though, that's just character description. You don't necessarily have to see a villain develop those traits, and it's not development that they have those traits in the first place. It's just a part of their character. When something becomes a part of their character through the story, THAT's development.
Looking apart from that technicalty, I agree that great villains can act in different ways to evoke emotions, but some times it's just as simple as "he's so evil I wanna kick the snot out of him".
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Ganondorf, being as cliche and under-developed as he is, doesn't really do any of that.
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No, but he still ends up being a better video game villain than any such person. Why?
Context. A good villain isn't someone you can put in just any kind of story. You look at their individual qualities and judge them by that - how original are they, how interesting are they, what do they do, etc. But there
is more to it than that, at least in my eyes. Ganondorf, if put into a different kind of story, could very well suck balls. I have no doubt that he would if you put him in a romantic comedy. But in an action-adventure high fantasy game?
You could have the most developed character in the world but if they don't help the story or perform their job then it's just a poor character, through and through.
[quote]Then the quality of the villain is irrelevant in that case; it's no longer about creating a good, memorable villain, but a good, memorable gameplay experience using a villain. Ganondorf wasn't a good villain, then; he was just
used in a way that the overall experience was fantastic.[COLOR="Silver"]
But a villain that enhances the gameplay experience
is a good villain, by gaming's context. If you don't judge a character by how it's used then how on earth can you judge a character at all?