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Character Building

Due to the recent release of Skyrim’s Dragonborn DLC, I’ve been spending a lot of time in Bethesda’s massive world again. After playing for an unhealthy amount of time, I realized that I wasn’t paying too much attention to the developer’s story. However, I was still following a narrative, whether it was imposed on me or not.

I began my exploration of Solstheim, the area of Morrowind the content lets you explore, with my upper-level High Elf. Like many people, my first Skyrim character was a bit of an experiment, so his perks are spread thin across a variety of skills. But lately, I try to focus on using magic. No rule says I have to do this; the game lets me mix and match however I see fit. The more I thought about it, the more I realized that my other characters fit the same trend. My Argonian isn’t consigned to thief skills, but I still stick to them, even though they’re all maxed out. The same goes for my Imperial’s fighting skills. 

The armor I wear reflects this idea, too. Even if the protection, enchantments, or skill augmentations of a certain set of armor outweigh my current wardrobe, I won’t wear it if it doesn’t fit my character. Something feels off when I equip my Argonian with glistening Elven Armor. Seeing my High Elf mage sporting the animal fur of a hunter makes him look awkward and out of place. 

What really made me realize how much I had invested in my characters is how I approach each situation, combat or otherwise. I see my Argonian as a rugged, do-whatever-it takes thief who uses as little words as possible. Should the situation arise when I find myself in the middle of a brawl, I’ll use Illusion spells and sneak skills to escape and reassess the situation (and maybe run away). Even my conversations showed a pattern; I would say as few words as possible, usually resulting in some pretty hilarious responses – an Orc threatened me saying, “I have two daggers, only one of which you can see. Start talking.”

Although I was avoiding any semblance of a story in terms of main quests and side missions, the exploration, combat, and everyday conversations I engaged in took on a story in my own mind. Just like a tabletop RPG, I was imagining my own character and generating an intangible story around him. Never once did Bethesda say, “Be a thief. Wear this. Say this. Go here.” Everything I did was a result of the character I had imagined and formed to suit my own story.

This kind of narrative isn’t specific to Skyrim by any means. Any number of games can create this sensation. It is, however, specific to video games. Movies, by definition, need to guide the viewer from point A to point B under the umbrella of a specific story. Because a game lacks that strong narrative doesn’t mean the player won’t feel any intent of their own though. I created my own fiction in Skyrim because that’s exactly what great games allow: player involvement. 

Some of my favorite video game characters are set within amazing stories. John Marston, Jack from Bioshock, and Frog from Chrono Trigger all come to mind. Still though, I relate to Elrohir the High Elf mage, Kal-El the Argonian thief, and Imrahil the Imperial brawler more than any other characters, because I was the one who created them. Bethesda handed me the reins and let me shape the character and the story that I wanted.

Skyrim stands as a shining example of what video games can do. I love a well-written character or amazing script almost as much as fun gameplay. But my favorite games are the ones wherein I can create my own character. That involvement is not, and never will be, possible in any other medium. This video game-specific method of characterization creates an attachment that lasts longer than just a few hours, and it’s exciting to think about what’s coming next.    

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Comments
  • Always time for some Skyrim love. I somewhat agree with this viewpoint, I think the lack of a defined background in the Elder Scrolls and the flexibility of the gameplay allows you to create the character you want to play.
  • My absolute favorite moment in Skyrim was Dawnguard, where Selena asked about my parents. Suddenly, I had a choice about who my character was that was actually acknowledge in the game. Were they nice? Did we get along? Are they dead? Do I miss them? Giving me the option to actually fuse my character's origins into the story, to have an AI respond to it, gave me a feeling of freedom no game has done sense.
  • Good read. I love it when I do this in a game. This article is inspiring me to add in one of my Minecraft 360 worlds a mural dedicated to my first Fallout 3 character, depicting his birth, conquering of Death Claws, and fighting alongside Liberty Prime.
  • I believe the phrase you're looking for is "role playing". Contrary to popular belief, RPGs are games that allow you to do this, not games that feature level-based progression and number-based combat.
  • I am still astonished at how popular Skyrim is even though it's been a year already. I know that may sound like a rather short period of time, I mean, I personally, tire of most game within a year, when the next batch of games come out but I still l love playing Skyrim. I feel like I'm in my own world whenever I play it. Completely agree with this article.
  • I agree, simply because I see myself in my characters

  • My Imperial, Reynold (and his multiple versions) have always been the same idea, a warrior who is cool-headed and easy-going, but knows when and how to get serious. The game has never told me what to be, and I'm glad for that. I can be who I want to be! However, a good story and character not of my own creation is also fun to play, no doubt about it. It's just sometimes harder to connect with it.
  • Had a story built for my Skyrim character right of the gate. Freemanious was to be an old Redguard with no respect for destruction magic. Only the magic of life (restoration). He loved life but he understood the importance of it. Some had to die so that others could live in peace. So he took up the skills to be an assassin. He didnt pick a side when it came to the war. He viewed it as senseless. He was quick although old he had seemingly endless stamina. He was great with a bow and arrow. He didnt care much crossbows, the technology scared him. He stole from the rich and gave to the neady. He was by all means a good man. Until nightfall. His warewolf blood took over too often, ate entire nights. Surprisingly he was a vegetarian when he was his regular self. He may have been a serious drinker but he was the best role model for his two adopted children, and a loving husband to his wife. Freemanious was a good man...... then I got RRoD :/
  • agree...and agree.

  • I love games where you can to make your own characters and can do whatever you want. I can't wait to see games of 2013 are going to look like. Hope there more games like Skyrim.

    I would like to see a game like Skyrim but set in a futuristic world and with gameplay like pray two. Or maybe set and the George RR Martin world of wild cards

    And love this article
  • Second paragraph, described my first character to the T. GO HIGH ELF!!!!

  • Definitely true. Without a script, I feel I am playing as myself, and it effects the decisions I make even more

  • This is something that really keeps me playing Skyrim. Whenever I create a new character, I try to decide what I'm going for ahead of time. Right now I have a sword and shield character who's also a Werewolf, a mage, who's a vampire, and a sneaky thief/assassin.

    Then by the time you're casting master spells, killing giants in one hit, or clearing dungeons without being seen, it's awesome to know you built your character's skills to that point.

  • This describes pretty much the correct way to play these ypes of games (there is really no correct way, you play how you want) This is why clases are important. If I play a nord barbarian, it has to be a nord warrior all the way. That means no magic, no enchanted weapons,no mages college quests, only a big sword and crappy scale armor. Same goes in Mass effect and most other games. If my shepard is a soldier, i'm not using biotic powers during the playthrough. Even MGS 4, I always have snake use whatever weapons he carries in the cutscenes even though there are hundreds that you can find. Because it's what I feel the character should use. Anything else feels wrong

  • I didn't feel like Skyrim consigned me to building a character, so I basically made a mash-up of indecisiveness. Part mage, part archer-thief, my Argonian does everything and acquires skills worth having.

    I didn't get the feeling that magic was strong enough to be worth as much focus as I'd like to give it. On the other hand, I was able to, for better or for worse, hold onto my thievery.

    But that runs the risk of being unfocused, too much of an "everywhere" man.
  • I was talking about this yesterday and how much it improves the experience.
    For example, I made a imperial female vamire lord. I set up some pretty nice backstory for her, including why she arrived at Skyrim and such. I set upo a personality for her, that would in turn limit the questlines she would undertake, making it far mor believable than the guy that does every single mission.

    Regarding gameplay, she disguises herself as barmaid and at night preys upon the weary souls who are resting in taverns and small towns. This means that her equipment usually consist on an enchanted tavern robe and mehrunes razor, when I feel like mixing it up, I switch to archery, but most of the time is a combination of stealh, mehrunes razor and illusion spell. Believe it or not these limitations make the experience feel unique.
  • I never really focused on one thing in Skyrim, I just kind of mixed all of the melee and archery perks.

  • Imrahil?? That's the name I use for my guys!
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