Introduction
As a gamer, I've recently come to discover that I don't have many meaningful games that I want to play. Many of the FPS games I've played have had trouble staying in my library for a long period of time. I would enjoy them, but they never made a significant impact emotionally to me. Over the years of playing FPS games, I've come to realize that the reason why I don't keep a lot of my modern FPS games nowadays - I don't care. I've played some major FPS hits this year - Borderlands 2, Black Ops II, Modern Warfare III, Halo 4, and Battlefield 3. I find myself playing the game for a bit and then selling it back after I'm done with them. I found myself asking why I didn't care about games like this while I still have my copies of Star Wars Republic Commando, Call of Duty: Modern Warfare, and Halo: ODST. I'm not much of a multi-player person either, so I'm not going to comment about that at all. After typing up a response to the CleverNoobs forum (I'm Delta_62, for those asking) about the prevalence and oversaturation of Console FPSs (they seem to be coming out of the trees or something), I realized why I find myself not caring about many of the FPSs in the market for very long: I don't feel connected to the world. Most of the games I've played are very beautiful, but, as the often silent protagonist, it feels very big...and very alone. While that alone isn't a bad thing, I don't feel as immersed and, therefore, emotionally connected to the world. The people in that world seem so far away from me that I just don't care...and that is presuming that there are people in the world to even care about. After writing my post in CleverNoobs, I have come to realize that a lot of the reason why I don't find myself too immersed in the world is because I don't have a personal connection to the supporting characters in that world. The supporting characters are really the chains that tether you to the world. If you do not feel that connection, the game feels more like work than an immersive experience.Supporting Characters: What do they do?
Supporting characters fill the dual role of getting you to care about the world in-game while they try to get you acclimated to how to interact with the world through your controller. If done correctly, the supporting characters will make the awkward transition between real-world (controller) and game world (interaction) very seamless. As an example, I will be using the character of Gaz from Call of Duty: Modern Warfare to demonstrate how supporting characters fulfill both the role of immersing the player in the game world and while teaching you how to interact with it. The first level of the game starts the player out as a FNG character known to the outfit he is a part of as "Soap". The first person that Soap meets is his unit's second-in-command: Gaz. Gaz looks and acts noticeably annoyed at the player-character, and this is due to the previous cutscene explaining that even though the world is going to hell, the real bad news is that they have a new guy - you, the player. You, as the player, don't know what is going on in the world that makes it "just another day in the office", but you are already feeling immersed in the world around your outfit of elite SAS troopers. Already, in the first few minutes of the first level of the game, you feel like you need to prove your worth to your superior and more experienced squadmates by engaging the targets as quick as you can, switching between weapons, knifing a watermelon, and beating Gaz's squad record for the obstacle course. Gaz, along with Price later in the level, completes his role in immersing you in the game world while getting you acquainted with the controls to interact with it.
Another example of this strong kinship is in the ending levels, where Gaz has to open a blast door in the nuclear facility. As the blast door opens slowly, Price asks Gaz if that could open any faster, to which Gaz responds with, "Negative sir, but you could try pulling on it if it will you feel better." I laughed at the joke while Price groans, "Cheeky bastard." Interactions like this bolstered the emotional and psychological toll of the final moments of the game. I remember when I saw Gaz struggle to get up and then get shot by Zakhaev in cold blood. I remember how much my blood boiled when I saw the bullet go through Gaz's head. I remember screaming "NO" so loud it woke up my college roommate. I remember Price's black M1911 sliding over to me. I remember how true my shot was. I remember where I shot Zakhaev and how fast I shot his body guards. The events of the final moments of the ending are still a clear picture in my head, and I haven't played the end level since 2007, when the game came out. Even though one of the goals of the game was that Zakhaev needed to be taken out, I never cared about taking him out until I saw him take out my friend. The people I saved from a nuclear blast - statistic. The one guy I failed to save - tragedy.