Without a doubt, the great unforgettable hero characters I have encountered in video games have gone a long way towards convincing me that games can and will eventually emerge as a recognized art form. A memorable hero can make or break a story. He or she can be the portal through which the player is transported into the game, the first critical step in achieving the elusive goal of player immersion. An effectively constructed hero character will also cause the player to experience powerful emotions. And once that begins to happen, then we can say that the medium is approaching the stature of art.
But what distinguishes a hero from a protagonist? Is there a difference? It seems like these words are used interchangeably, as though they were synonyms. But in the technical craft of narrative construction, they are not.
In my last essay I took a look at the function of the protagonist. Essentially, I stated that a protagonist is a character at the center of a story who initiates the conflict and keeps it going by trying to achieve something that brings him or her face-to-face with obstacles, or by seeking to change conditions imposed on him or her from the outside.
A hero is all that – and more.
A hero fulfills the structural requirements of a protagonist – driving the story forward – but he or she also embodies principles and virtues cherished by the audience. Most dictionaries will include in its definition of the word “hero” something along these lines: “A hero is someone noted for feats of courage or nobility.” In other words, a hero is someone we cheer for. And the people we cheer for are those who fight for the things that we we believe in. Those whose values are the same as ours.
Many compelling stories have been constructed around protagonists who were NOT heroes. From Medea, to Richard III, to Scarface, the non-heroic protagonist has played a powerful role in Western literature. This character is sometimes called an anti-hero. Not a villain, exactly, but rather a protagonist who lacks traditional heroic qualities: A protagonist who does not fight for our values.
But let’s dig deeper into the core definition of what constitutes a hero. The basic concept of hero in Western literature begins with Greek mythology. In fact, the word itself is Greek, and in that language it means, literally, “demigod.” Specifically, it is an individual who has one divine parent and one mortal parent.
Think about it. That touch of godhood would explain the hero’s extraordinary physical abilities and resourcefulness. It would account for something else, as well: the hero’s good luck. After all, what is good luck if not the gods looking out for us, assisting us when we most need it? And the hero, who is half-god, is someone whose well-being they’d take particular interest in.
But the demigod has one mortal parent as well.
That means the hero can suffer and die.
Extraordinary prowess, good luck — and vulnerability. Whether we’re talking about Greek tragedy, Hollywood movies, or video games, these are the necessary ingredients for a hero. When the Greeks first came up with this idea, it was easy to endow a character with these qualities: Simply give him or her a god for a father, or a mother, and the character would literally be a demigod. Zeus, for example, was the father of Hercules (or Herakles as the Greeks called him). Achilles, the hero of the Trojan War, had a sea nymph for a mother. This is certainly one route that’s available to the storyteller who works in the medium of video games.
However, more realistic games that seek to recreate a true-to-life sensibility can’t use this device. In order to represent the force of the hero in human events, the realistic story must imply this divine touch without literally claiming it to be true. In other words, when we recognize that some people can accomplish extraordinary things, we are saying it is as if they are touched by a god — for nothing else can quite explain the things they’re able to do. This effect can be achieved by having the character laugh and acknowledge his good luck, or express humble gratitude for having come through a risky venture with success. It’s the equivalent of sports heroes who make the Sign of the Cross, or touch their hearts and point skyward after a particularly remarkable feat on the playing field.
Another device storytellers use to make their heroes more believable is substituting a “group protagonist” for the more conventional individual hero. With this technique, three or more characters work together as a team to drive the story forward as they confront the villain or the destructive forces which threaten them — and all of them equally hold a place in our hearts as we watch their intertwined fates come to a resolution.
With this device, the writer creates not one central character, but a team who will function collectively as the hero. By doing this, the writer avoids endowing one person with more gifts and abilities than the audience can reasonably credit. Instead, the traits of the hero are divided up among all the members of the group: One will be smart, one will be proficient in weapons, one will have great physical strength, etc. And the better the writing, the more subtly this division of heroic abilities will be executed.
The origins of this writing technique are not easy to trace. Certainly early Greek plays like The Trojan Women or The Persians are built around group protagonists, but these particular plays are not concerned with people who take action to change the world. They examine the suffering of people — the captive women of Troy, the bereaved families of Persia — as they endure the consequences of action taken by others. Their heroism is in their capacity to endure. This is not a type of “heroism” which fits easily into our action-oriented, Western sense of how problems get solved, and consequently even in the theatre these plays are not often performed.
Some of Shakespeare’s plays hint at a group protagonist. Both Cymbeline and Pericles, Prince of Tyre could be argued to have group protagonists — although in neither of those plays do the groups work together to solve their problems. Rather, we follow them through individual adventures until they are reunited at the end.
In the 19th Century, however, the idea of a group of heroes working together had taken hold strongly enough to produce a series of highly successful novels based on a group of men who fought for the honor of the King of France. Of course I’m talking about The Three Musketeers, The Man in the Iron Mask, and the other exploits of d’Artagnan and his comrades penned by Alexandre Dumas. And the Russian playwright Anton Chekov brought this writing technique to fruition on the stage, showing us once and for all (in plays like The Three Sisters and Uncle Vanya) how to use a group protagonist to hold an audience riveted to their seats, while simultaneously adding layers of realistic authenticity previously unknown in script writing.
Ultimately, though, what makes us root for the hero is that he or she shares our values.
Every age has insisted that its heroes possess the virtues of their own particular culture. Many heroes of earlier times, for instance, did not possess modern Judeo-Christian virtues. Many were not on their “best” behavior, in today’s sense of the word. In classical literature, heroes killed unarmed men and women, for example, during the sack of Troy or other enemy cities. Heroes attacked and killed their enemies when they were sleeping or unable to defend themselves. Hamlet stabs to death an unarmed old man hiding behind a tapestry.
In their own time these people were considered heroes, but you won’t find any contemporary movies now in which the audience cheers for characters who behave like this.
What constitutes the virtues of a hero in our movies and television shows today?
And what about video games? Are they operating under the same restrictions? Killing bystanders seems such an integral part of video game activity. Are there, in fact, different rules that apply to interactive game narrative?
The surface of this topic has barely been scratched by game designers and the people who write about games. Yet the power of the hero character in game fiction is undeniable. Here’s why:
Individual human beings are a force to be reckoned with.
They operate of their own free will. They are endowed with dignity, even in their roughest, most mundane forms. No matter how broken, how humbled, how ordinary they are, people can still undertake actions which will transform the world.
This view of humankind is central to the Western idea of a hero.
It is a concept that began with the ancient Greeks long before the birth of Christ. And this glorified view of the individual human being has been the signature mark of European and American culture ever since.