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/svidya/ is a strict /v/ alternative for moderated vidya discussion. This Board wasn't intended to replace /v/ but to aid Anon's in having vidya discussions with zero shitposters. Thanks for adding /svidya/ to /v/'s recommended boards, Mark.

File: 1430174809419.jpg (157.82 KB, 392x423, 392:423, 1386287354876.jpg)

6089a0 No.15723

Alright niggers, let's talk antagonists. Specifically, tropes for antagonists, or types of them that you enjoy. What's your favorite kind? What's the type of reveal that appeals to you the most?

I always love the villains that only reveal themselves as the real big bad halfway through the game, and only lurked around as either small characters or NPC-like. Kefka is a good example of this, but Kuja in IX was fantastic example of this too.

6ab75c No.15724

I really like antagonists who were there with the player all along, manipulating the player to do the antagonists bidding. Its always interesting and quite surprising whenever an antagonist suddenly and slowly reveals to the player that he's been fooling him all along and you get to see the antagonists true colours as well.


277400 No.15744

The villain must be Machiavellian.


6089a0 No.15745

>>15744

Those are good too, but a few years ago, I started turning away from those types of characters. When they're done right, they're excellent. But a lot of the time, they aren't and I hate those. The characters that just seem to have every little thing planned out to a tee, and it basically removes all agency from the protagonists or other characters. That's a reason I really despise the Song of Ice and Fire series, it's full of those types.

Machiavellian characters can be great, but as long as you maintain human qualities and make them fallible. It's boring when things go right for them all the damn time.


dae71d No.15746

>>15723

I actually prefer a villain that is both ends of the spectrum but with extra ham

>I'm not killing this world; I'm saving it! I AM A GOD!

and

>Yes yes, I killed your father; what is it with you women and revenge? I KILLED MY FATHER TOO AND YOU DON'T HEAR ME WHINING ABOUT IT!


4c5b90 No.15747

File: 1430187171760.jpg (620.53 KB, 10000x10000, 1:1, buzz buzz.jpg)

I would like to use this opportunity to address two antagonists I am particularly fond off. The spoilers are for the games Middens and LISA: The Painful RPG. If you have not played either, I can heartily recommend both of them. Money and time well spend. It should also be mentioned that "antagonist" and "protagonist" are stretchable in both games, to the point where one could argue that neither are applicable.

For Middens:

**The ultimate baddy is "Genie" a talking revolver that accompanies the protagonist, "Nomad". Nomad first encounters Genie at the very start of the game. It quite literally start once Genie is acquired. From that point onward Nomad uses Genie to slaughter the denizens of the Rift - a space that, like a growing cancer, absorbs surrounding areas and mashes them together. As Genie puts it: "The rift needs a cleansing but it cannot cleanse itself by its own will alone."

Throughout the experience it is left open if Nomad uses Genie for their own purposes, or if Genie is controlling Nomad. Whatever the case, Genie makes it clear that it is allowing Nomad to use them, only to server their own goals: in both endings Nomad confronts Genie. In the more common ending Genie has absorbed enough life to turn into its next evolutionary stage - a giant lizard with a revolver as head. In the alternate ending Nomad shoots themselves with Genie, making it impossible for Genie to acquire anymore power.

What interests me in Genie is its motivations and "position" in the narrative. Middens is less of a traditional story and more of a compendium of ideas collected in an interactable space (similar to Yume Nikki, but with ideas instead of aesthetics). "Nomad" is the nomad that explores these ideas: the player. At the center of all this is Genie. On the most abstract level Genie most likely represents chaos, nothingness (Nihil) and the absence of presences or ideas. Genie is the very antithesis of the Rift, the game, itself.

Genie sees itself as the self-proclaimed executor of Karma. What is important to understand is that, in Middens, Karma is not the same as the Western interpretation of Karma: the believe that we are "judged" for our actions and rewarded appropriately. Instead, Karma in Middens is closer to the traditional Buddhist concept, which is a model of causality wherein a certain action has a certain consequence. The ramification of this is that Genie sees itself as the arbiter of reality. To Genie, existence is merely there for them to alter or undo.

Middens makes clear that it is the player who employs Genie in their search to explore the Rift and/or end the narrative. Whatever motivations Genie might have, it is ultimately the player who "pulls the trigger" and undoes the Rift of its inhabitants (literally: once and NPC is removed they will not return). This creates an apparent paradox: if the player wants to experience the story (the ideas) then it must also remove the very ideas the player sought to experience. **


4c5b90 No.15749

>>15747

For LISA: The Painful RPG

It is hard to say who exactly is "the villain" in this game, but there are three main subjects: Brad, Buzzo and Rando. Brad is the player character. An ex-karate teacher who is wrecked by the loss of his sister (the titular "Lisa") and adopts "Buddy" the last female alive as to repent for Lisa. Buzzo is a drugsdealer and (supposedly) sadomasochist, who enjoys toying with people and forcing experimental drugs on them. Buzzo blames Brad for the death of Lisa and therefore seeks to torment Brad. Rando is a mysterious, red masked figure who heads the biggest, known army of goons in the game, similar to Rei from Fist of the North Star. The events of the game are kicked off when Buddy is brought to Rando for safe keeping, causing Brad to chase after Buddy.

My focus will be on Brad, as I feel they are most prominently oppose the goals of, ironically, the player character: Brad. This is also because Rando is left purposely vague, as they are, seemingly, meant to be sympathetic and only caught up in the situation, while Buzzo is left vague to add an air of mystique to his character (and hopefully expand on in the expansion).

Throughout the game Brad seeks to return Buddy to "safety", under the assumption that Buddy was taken away. At the mid-point of the game it is revealed that Buddy wanted to join Rando from her free will, so she could see the world. Brad refuses to believe this and continues to chase after Buddy. As the story progress, Brad continuously increases his body count in more and more gruesome ways, until Buddy refuses to recognize him as a human. In the end, Buddy feels that the person who hurt her the most was Brad.

Tragic (in the classical sense) characters like Brad fascinate me. Brad seeks to atone for the death of his sister, Lisa. This is his ideal. However, exactly by following this ideal he ultimately undoes it. In his fervor to protect Buddy, he first locks her up and then hides her identity, causing her to flee. This fervor is further made palpable when Brad travels cross state, leaving a trail of bodies in his wake, further alienating him from Buddy (and so his ideal). When Brad finally realizes his error, it is too late - he hast lost his grasp on Buddy. No pain in the world is more overbearing than this reality: it is Brad who kills Brad.

There are several recurring elements, which I admittedly am very fond of: irony, nothingness, the de(con)struction of Ideals and self-made misery/powerlessness, though most prominently: existential dread.

It is not merely these elements, however, but also their presentation and position in the narrative:

Genie regularly talks to us, relaying anecdotes or asking for our opinion on existential matters. Their motives are right in front of us, but we accept them. Arrogantly, we assume a position of superiority, which ultimately costs us the most primal reason to experience the game: the experience itself.

Brads motivation to keep Buddy safe is likely to overlap with the interest of the player to return Buddy to safety to achieve a "happy end". By following our own goal, we ultimately destroy it, just as Brad undoes his ideal by following it.

Characters who pose a danger to the heroes fundamental understanding of existence and, in turn, to the audience.


0beabe No.15755

I really like the ones that aren't exactly evil, but aren't necessarily good either, doing awful things that will in theory benefit their world in the end (or simply the hard things that have to be done even if no one else likes them for doing it), and blurring the line between if they're ultimately a hero or villain for their actions, if not something in between (though the player character/party will still ultimately wind up opposing them, be it that they disagree with them or because a battle is the only way things can work out for the best). Or perhaps for all their well intended goals they ultimately fall prey to the very thing they're fighting against, through their own fault or not. I feel that Wild Arms 2 is a decent example of the former and Tales of the Abyss the latter.

>>15723

>I always love the villains that only reveal themselves as the real big bad halfway through the game, and only lurked around as either small characters or NPC-like. Kefka is a good example of this, but Kuja in IX was fantastic example of this too.

You'd probably like Wild Arms 3. While there are multiple antagonists throughout the game's arcs (usually one leads to another and they generally still feel connected), there is one manipulating events to their own ends that is merely seen in passing until finally revealing themself for what they are when the time suits them to.


2d8502 No.15777

File: 1430210450968.png (197.5 KB, 625x838, 625:838, Adachi.png)

>>15723

Pic related, a fucking fine villain.


0b853a No.15778

File: 1430211354221.jpg (Spoiler Image, 445.67 KB, 652x930, 326:465, ayo.jpg)

Mine are the ones who don't actually realise they are the villains of their own stories and masquerade as the hero.

Pic very related. The ending makes me cry like nothing else and I still don't know why even after playing it twice. It feels like a sucker-punch of realisation and that the bond of trust that they've built is jut utterly broken after that point. Even watching the Two Best Friends LP it got my bitchtears flowing again at the end.


89867e No.15779

File: 1430213630616.jpg (32.79 KB, 302x277, 302:277, sarevok1.jpg)

This motherfucker is cracking heads in the intro vid, then slapping your godfather's shit the instant you step out of town.

And then nothing.

A whole lot of nothing.

Just notes to assassins indicating that he still cares enough about you to want you dead, but can't be bothered to come and do you in himself.

Candy-ass.


0b853a No.15781

>>15779

I like Sarevok in Throne of Bhaal tho. Gotta give some credit that he was a cool party member


6993c7 No.15783

File: 1430224173320.gif (134.59 KB, 255x255, 1:1, MUDA INTENSIFIES.gif)

>>15723

Hammy characters are best characters, especially villains.


2d8502 No.15784

File: 1430227243925.jpg (54.13 KB, 958x453, 958:453, GRIGORI.jpg)

This too, a well-made villain.

Even if calling him a villain is stretching the line.

And the VA was fucking majestic


44ba91 No.15809

As much as I love Kefka, it was pretty fucking obvious that he was going to be the main villain. Same with Kuja. I mean, come on, they had their own sinister theme music. If that doesn't scream "big bad" I don't know what does.

Ironically, despite Kefka being my favorite FF villain I think most of the time I prefer villains who believe they're doing what's right. Very few people in real life will openly acknowledge that they're evil and will instead do all kinds of mental gymnastics to convince themselves that they're the hero. Sometimes they really do have noble intentions, but because they are willing to hurt and kill people for the greater good they end up as the villain.


94ac29 No.15824

File: 1430270913439.png (970.36 KB, 1176x1598, 588:799, Zant_tirano_de_las_sombras.png)

I like villains who appear threatening but then it turns out to be a facade. They act intimidating or like they have everything planned out but when cornered they show their flaws, like really being a coward or just not as skilled at fighting as they are at scheming.


f438d6 No.15826

File: 1430271668815.png (540.34 KB, 890x458, 445:229, alex.png)

I like villains like pic related, just trying to do what he thinks its the best, but sometimes I just want the devil himself, most of the asshole villains that do shit because they are asshole are still not satan tier, like really bad and evil, that do everything and puts fear in peoples heart. Like the devil in The Devil's Advocate, the fucker raped, killed, manipulated, shit was terrifing.




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