Character development

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Character development may refer to:

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Role-playing game Game in which players assume the roles of characters in a fictional setting

A role-playing game is a game in which players assume the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting, or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines.

A backstory, background story, back-story, or background is a set of events invented for a plot, presented as preceding and leading up to that plot. It is a literary device of a narrative history all chronologically earlier than the narrative of primary interest.

A single-player video game is a video game where input from only one player is expected throughout the course of the gaming session. A single-player game is usually a game that can only be played by one person, while "single-player mode" is usually a game mode designed to be played by a single-player, though the game also contains multi-player modes.

A video game genre is a classification assigned to a video game based primarily on its gameplay rather than visual or narrative features. A video game genre is normally defined by a set of gameplay challenges considered independently of setting or game-world content, unlike works of fiction that are expressed through other media, such as films or books. For example, a shooter game is still a shooter game, regardless of where or when it takes place.

A story arc is an extended or continuing storyline in episodic storytelling media such as television, comic books, comic strips, boardgames, video games, and films with each episode following a dramatic arc. On a television program, for example, the story would unfold over many episodes. In television, the use of the story arc is much more common in comedies, especially in soap operas. In a traditional Hollywood film, the story arc usually follows a three-act format. Webcomics are more likely to use story arcs than newspaper comics, as most web comics have readable archives online that a newcomer to the strip can read in order to understand what is going on. Although story arcs have existed for decades, the term "story arc" was coined in 1988 in relation to the television series Wiseguy, and was quickly adapted for other uses.

Narrative structure is a literary element generally described as the structural framework that underlies the order and manner in which a narrative is presented to a reader, listener, or viewer. The narrative text structures are the plot and the setting.

Narration is the use of a written or spoken commentary to convey a story to an audience. Narration is conveyed by a narrator: a specific person or unspecified literary voice, developed by the creator of the story, to deliver information to the audience, particularly about the plot. Narration is a required element of all written stories, with the function of conveying the story in its entirety. However, narration is merely optional in most other storytelling formats, such as films, plays, television shows, and video games, in which the story can be conveyed through other means, like dialogue between characters or visual action.

Text types in literature form the basic styles of writing. Factual texts merely seek to inform, whereas literary texts seek to entertain or otherwise engage the reader by using creative language and imagery. There are many aspects to literary writing, and many ways to analyse it, but four basic categories are descriptive, narrative, expository, and argumentative.

Nonlinear narrative, disjointed narrative or disrupted narrative is a narrative technique, sometimes used in literature, film, hypertext websites and other narratives, where events are portrayed, for example, out of chronological order or in other ways where the narrative does not follow the direct causality pattern of the events featured, such as parallel distinctive plot lines, dream immersions or narrating another story inside the main plot-line. It is often used to mimic the structure and recall of human memory, but has been applied for other reasons as well.

Narrative criticism focuses on the stories a speaker or a writer tells to understand how they help us make meaning out of our daily human experiences. Narrative theory is a means by which we can comprehend how we impose order on our experiences and actions by giving them a narrative form. According to Walter Fisher, narratives are fundamental to communication and provide structure for human experience and influence people to share common explanations and understandings (58). Fisher defines narratives as “symbolic actions-words and/or deeds that have sequence and meaning for those who live, create, or interpret them.” Study of narrative criticism, therefore, includes form, genre, structure characterization, and communicator’s perspective.

A character arc is the transformation or inner journey of a character over the course of a story. If a story has a character arc, the character begins as one sort of person and gradually transforms into a different sort of person in response to changing developments in the story. Since the change is often substantive and leading from one personality trait to a diametrically opposite trait, the geometric term arc is often used to describe the sweeping change. In most stories, lead characters and protagonists are the characters most likely to experience character arcs, although lesser characters often change as well. A driving element of the plots of many stories is that the main character seems initially unable to overcome opposing forces, possibly because they lack skills or knowledge or resources or friends. To overcome such obstacles, the main character must change, possibly by learning new skills, to arrive at a higher sense of self-awareness or capability. Main characters can achieve such self-awareness by interacting with their environment, by enlisting the help of mentors, by changing their viewpoint, or by some other method.

Character creation Process of defining a game character

Character creation is the process of defining a game character or other character. Typically, a character's individual strengths and weaknesses are represented by a set of statistics. Games with a largely fictional setting may include traits such as race and class. Games with a more contemporary or narrower setting may limit customization to physical and personality traits.

Far Cry is a franchise of first-person shooter games, all of which have been published by Ubisoft. The first game, Far Cry, was developed by Crytek to premiere their CryEngine software, and released in March 2004. Subsequently, Ubisoft obtained the rights to the franchise and the bulk of the development is handled by Ubisoft Montreal with assistance from other Ubisoft satellite studios. The following games in the series have used a Ubisoft-modified version of the CryEngine, the Dunia Engine, allowing for open world gameplay. There have been five main games in the series, along with three standalone expansions; the first game, initially developed for Microsoft Windows, also saw a number of ports to video game consoles.

Kishōtenketsu (起承転結) describes the structure and development of classic Chinese, Korean and Japanese narratives. It was originally used in Chinese poetry as a four-line composition, such as Qijue, and is also referred to as kishōtengō (起承転合). The first Chinese character refers to the introduction or kiku (起句), the next: development, shōku (承句), the third: twist, tenku (転句), and the last character indicates conclusion or kekku (結句). 句 is the phrase, and (合) means "meeting point of introduction 起 and twist 転" for conclusion. It is called giseungjeongyeol in Korean.

Characterization or characterisation is the representation of persons in narrative and dramatic works. The term character development is sometimes used as a synonym. This representation may include direct methods like the attribution of qualities in description or commentary, and indirect methods inviting readers to infer qualities from characters' actions, dialogue, or appearance. Such a personage is called a character. Character is a literary element.

Goro Majima video game character

Goro Majima is a major recurring character in Sega's Yakuza video game series and one of the main playable protagonists of Yakuza 0 and Yakuza: Dead Souls, as well as the Majima Saga of Yakuza Kiwami 2. Introduced as a member of the Tojo clan, Majima takes an interest in the lifestyle of the protagonist Kazuma Kiryu. He is seeking continually to fight him, seeing him as a rival but bonds with him across the franchise. Majima's character is explored in more detail during the prequel Yakuza 0, in which he is a 24-year-old former Yakuza and a playable protagonist along with Kiryu. In this game, Majima has a calmer demeanor that develops during a war between a number of families in a fight for a patch of land known as the Empty Lot. Majima also appears in the spin-off Dead Souls as well as the crossover Project X Zone 2. He is voiced by Hidenari Ugaki in Japanese, while Mark Hamill voices him in the English dub for the first entry.

A non-player character (NPC) is any character in a game which is not controlled by a player. The term originated in traditional tabletop role-playing games, where it applies to characters controlled by the gamemaster or referee, rather than another player. In video games, this usually means a character controlled by the computer via algorithmic, predetermined or responsive behavior, but not necessarily true artificial intelligence.

James L. Resseguie is distinguished professor of New Testament emeritus at Winebrenner Theological Seminary where he held the J. Russell Bucher Chair of New Testament. He received his A.B. from the University of California, Berkeley (1967), his M.Div. from Princeton Theological Seminary (1972), and his Ph.D. from Fuller Theological Seminary (1978). He is an ordained minister of the Presbyterian Church (USA). His research interests include narrative criticism, especially the elements of point of view (literature) and defamiliarization, and reader-response criticism. He has published frequently on the application of such interpretive methods to the Gospel of Luke, Gospel of John, and the Book of Revelation.

<i>The Last of Us Part II</i> 2020 action-adventure game

The Last of Us Part II is a 2020 action-adventure game developed by Naughty Dog and published by Sony Interactive Entertainment for the PlayStation 4. Set five years after The Last of Us (2013), players control two characters in a post-apocalyptic United States whose lives intertwine: Ellie, who sets out for revenge after suffering a tragedy, and Abby, a soldier who becomes involved in a conflict between the militia and a cult. The game is played from the third-person perspective. Players can use firearms, improvised weapons, and stealth to fight human foes and cannibalistic creatures created from people who are infected by a mutated strain of the Cordyceps fungus.

Video game writing is the art and craft of writing scripts and narratives for video games. Similar to screenwriting, it is typically a freelance profession. It includes many differences from writing for film, due to the non-linear and interactive nature of most video games, and the necessity to work closely with video game designers and voice actors. There are many differing types of text in video games in comparison to stage shows or movies, including written text, foreign or made-up languages, and often situation-based information. Especially when developing Triple A games, more than one writer will be required to create the game, split into different roles.