It can be hard to find video game characters that speak to the player as specifically video game characters. Many collections of polygons given lines of dialogue are simply an attempt to capture a cinematic figure. Games, as a medium, are about interaction. Dialogue trees and skippable side-quests can give the player the feeling that they are actively choosing to develop one character over another, but it’s rare for the entire gameplay experience to function as a method of constant characterization. We shoot the bad guys, we collect the secret items, and we wait until the next cutscene or dialogue snippet to get more of the story, and more ‘flesh’ for our cast.
It doesn’t have to be this way.