Anatomy of a Legendary Villain

I love this post, actually. Not having cookie-cutter, one-dimensional villains is important for game writing too! I mean, how often can we just shoot down the penguin’s pirate ship in Starbound without getting tired of it (which I think the writers of that one sensed, so they broadened out that storyline a little more). How often can we do dungeon crawl after dungeon crawl in, well, more games than I can name, and learn the tricks specific to this end boss or that one before we get tired of doing it?

I thought a lot about this while writing up the villain Spaud for “Nikria’s Menace.” This posting actually does help me get deeper in my thinking about it, though. Not sure if I want to apply it in this case, or the next one (which will be a Kritter game:)).

Next time we’ll be exploring other programming things. Sorry I’ve been gone for awhile; baaaad health problems got in the way, I’m afraid. Meantime, enjoy this post!

Kristen Lamb's Blog

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Before we get started, I’d like to remind anyone who wants a WAY better chance at winning my 20 Page Death Star Critique, that I have started the Dojo Diva Blog and we are talking about Beginnings, namely giving ourselves permission to be NEW. Comments and trackbacks on the Dojo Diva count double and, since it is a separate contest, there is a LOT better chance of winning.

Moving on. VILLAINS!!!!

The antagonist is the most critical part to any story. No antagonist, NO story. Villains are only a type of antagonist and though this type of character has the power to be legendary, often what we see in books, series and movies are mustache-twirling caricatures. Villains can easily become one-dimensional plot puppets.

As writers, we must get in the head of our villains as much if not more than the protagonist. The reason is that eventually our protagonist must…

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