Tales of the Rampant Coyote
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Wednesday, June 07, 2006
 
Building the Perfect Villain
I've had some discussions this week in an email list about villains, and what makes a "good" villain in a story (be it a movie, videogame, dice-and-paper RPG, or whatnot). I think this was brought about by Wizard magazine's top 100 villains list, and it's apparent lack of either Mr. Morden or Alfred Bestor from Babylon 5 in the list!

I've had a couple of the villains from my dice-and-paper roleplaying game campaigns that have been really successful, but it's hard to bottle it. A lot of it depends on your players not slicing and dicing the villain into oblivion before he's done monologing - and giving him a chance to survive to be a recurring bad guy. But for whatever purpose you wanna make one - here's some suggestions for making a villain that your audience or players will love to hate:

#1 - He should appear more than once.
If the good guys blow the villain up the moment they meet him, he obviously won't make a lasting impression. It's extremely helpful for evil to have an actual name and face when the good guys go gunning for him in the final act / level. Earlier appearances could be before the protagonists realized that he really was the villain. When you find out that the kindly old lady who served you tea is really the criminal mastermind that ordered your parents' murder, it's way more effective.
Examples: Darth Vader; Rene Belloq in Raiders of the Lost Ark; most comic-book villains (they keep appearing again and again)

#2 - He should have a Presence throughout the story.
Even when the villain doesn't make a personal appearance, the protagonists should still perceive and FEEL his influence. Notes or recordings from the villain, or minions doing his bidding. And people should TALK about him. Not just what he's doing - the villain himself, personally. This is one more way of making the villain something greater than just "the final boss" when
Examples: Sauron in Lord of the Rings; the Cigarette-Smoking Man in X-Files; Pennywise the Clown in Stephen King's IT.

#3 - He should be or feel HUMAN
Not that the villain necessarily has to BE a human - he could be an android from Altair XIX as far as I care. But he should have some spark of humanity - a trace of weakness and / or personality in him that people can identify with.
Examples: Al Bestor in Babylon 5; Doc Ock in Spiderman 2 (the movie).

#4 - He should have a believable motivation
Bad guys don't just do evil because it's not good. They should have some purpose - ideally, a purpose that the audience / players can identify with. Maybe he just takes it too far. Get to the source, the human NEED, for the villain. WHY does he want to take over the world?
Examples: Magneto in the X-Men movies; Marshal Gerard in The Fugitive.

#5 - He should have some kind of pre-existing link to the protagonist
The best villains aren't enemies of the hero(es) by chance - the most drama comes from the feeling that this head-on collision has been destined for a long time. This works really well if the relationship was formerly one of friendship, but some betrayal split them apart.
Examples: Lex Luthor in the TV show "Smallville;" Gollum in Lord of the Rings (he's the former owner of the ring).

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Comments:
Did you see the villain posts that floated around a month or so ago? I did one, Craig Perko did one, as did Duncan I think, and perhaps GregT as well?

There was also a thread on the IGDA boards on villains in games.

I'm curious about the email list you're on. Think I could get a hook up?
 
I haven't seen the villain posts, no. And here I was thinking I was being all original and stuff!

The email list is actually our multiplayer gaming group (+ friends & relatives), so most of the discussion is on who's meeting at who's house on a certain night, or how many people we have playing D&D Online on Monday night, or who needs help moving on Saturday.
 
My favorite enemy (perhaps not a villain?) would be the Looming Menace or Unseen Force of Nature (or whatever it's most properly called). It's often experienced only through the actions of its subordinates (the Shadows, initially), or through an invisible hand (Killdozer from Sturgeon's short).

When the Looming Menace is unmasked, it's often a letdown, going from "unfathomable and unreachable" to "bleeds like the rest of us." I thought that the Teacher from the Da Vinci Code (I admit to having read it) was much more interesting before he was discovered, than after.
 
I disagree with listing Marshal Gerard as a villian. He stood in the way of the Hero, but he was never the villian, unless you define a villian as anyone that keeps the hero from moving forward towards his goal. Gerrard was a man trying to do HIS job to the best of his ability. The villian was the company that was misbehaving and the man that actually did the killing. Gerard was a hero in his own way, even if he was a complication to Ford's character, who's name I can't remember, which says something to me about which character caught my attention more.

:P

~J
 
I don't know if anyone will see this, as it's responding to an archived post, but I've often thought about what makes a good villain, and I've found that one of the things that really makes a villain powerful is the question of will and choice. My friends and I are huge Final Fantasy fans, and we love disecting and discussing the games from all sorts of angles, so naturally, the conversation of villains inevitably turns to the best villains of the series.

Needless to say, SPOILERS oncoming.

If you look at the mid-to-late-generation Final Fantasies, you have quite a few standout choices. There's the fantastically entertaining Kefka of VI and the legendary Sephiroth of VII. We can probably ignore Ultimecia/Edea of VIII, as the former lacks presence and the latter gets de-villainized pretty early. Then you have a couple lesser known villains, Kuja of XI and Seymour of X. In my opinion, despite the fact that Kefka and Sephiroth are more popular, Kuja and Seymour are actually the better villains. Here's the difference:

-Kefka is completely insane. The experiment that made him a MagiTek Knight snapped his mind. His insanity makes him both highly entertaining and at the same time terrifyingly unpredictable, but it also takes away complete responsibility for his actions (pleading insanity).
-Sephiroth believes himself entitled and completely justified. He has been deluded into the belief that he is an Ancient, a member of a lost race that faced destruction because humanity wouldn't help them. He's also got a bit of a god-complex... which takes away from his humanity score a bit.
-Seymour of X is actually somewhat similar. The difference is that he was the victim of racial prejudice, half Guado and half Human, living as both but fitting in with neither. The pain that growing up with this mixed heritage gave him ultimately led to his nefarious ways. He's also pretty manipulative in the subtle, social sense, rather than Sephiroth's overt mind-control, which makes him nastier, in a sense. More on this in a minute
-But the crown, to me, for best Final Fantasy villain goes to Kuja. Now, he has an understandable motivation: he's angry because he was going to be replaced by Zidane. He was going to be made obsolete. His natural survival instinct dictates that he should do something about this, but it's HOW he does it that makes him truly evil. Unlike the other villains of the series, Kuja has a profession (granted, one that serves his ultimate goals): he's a weapons dealer. It's his job to give countries the tools they need to destroy each other. He has his reasons for doing what he's doing, but what makes him REALLY bad is that he KNOWS what he's doing is wrong... HE JUST DOESN'T CARE. It is this cold cruelty that really makes Kuja shine as a villain. Plus, he recites poetry before destroying a city. That's just classy.

My friends and I are also gamers in the more classical sense, playing pen and paper games fairly regularly. In the campaign I'm currently running (Earthdawn, if any of you out there remember FASA's sleeper hit), one of the players' most reviled foes is actually one that was intended as a minor recurring character. He is a manipulative illusionist whom they've only ever encountered twice... but in those two encounters, he's managed to rub the players the wrong way something fierce, to the point where any hint that he may be involved in any current plot is enough to make the players boo and hiss (with anticipation, of course... they just can't wait for the final showdown with this guy). I must admit that I'm hard pressed to figure out exactly WHY they hate him so much. I think part of it has to do with the fact that he's so manipulative. He has both overt powers of mind control, like Sephiroth, but also manages to work his way into positions of trust with people the characters need to deal with... the more subtle brand that Seymour demonstrates. The fact that he's so hard to overcome because he's so socially ingrained, and because he's VERY good and slipping away at the end, makes this villain the kind that the heroes just love to hate.

Anyway, I hope I've articulated my 2 cents well enough. Mr. Coyote, big fan of the blog, keep up the good fight!
 
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