Chapter III · Characters

Backstories That Earn Their Weight

Craft essay · Approx. 12 minutes

Every writer has a drawer of beautiful backstories that never mattered. The orphaned prince, the cursed blade, the lost love in a burning city. They read well on a character sheet and do nothing on screen. A backstory earns its weight only when it bends a decision the character makes now, in front of the player. Everything else is costume.

Wound, Want, Secret

A compact framework works for heroes, villains and side characters alike:

  • Wound: something in the past that still hurts and distorts how they see the world.
  • Want: a concrete goal in the present, usually a misguided attempt to soothe the wound.
  • Secret: a piece of the past they hide, whose reveal will change how others, and the player, treat them.

The wound explains behaviour, the want drives scenes and the secret gives you a turn. If any of the three is missing, the character tends to go flat. If all three point at the same theme as your world's central pressure, the character feels native to that world.

Undertale: The Game That Remembers

Toby Fox's Undertale (2015) made a famous promise: you never have to kill anyone. Its monsters have small, specific lives. Papyrus wants to join the Royal Guard; Toriel wants to keep a fallen child safe after losing others. Because the game tracks whether you spared or killed them, and sometimes remembers across resets, their pasts become the player's past too. The lesson: let character history include what the player did.

Candlelit notebook with pencil sketches of fantasy characters and handwritten notes
A character is finished not when the notebook is full, but when one line in it changes a scene.

Hades: Revealing a Family One Death at a Time

In Supergiant's Hades, Zagreus's relationship with his father Hades, his absent mother and the residents of the House is unfolded across dozens of runs. Each return home triggers a few new lines, often reacting to how he died or whom he met. Secrets that would be a single cutscene elsewhere are spread out, so players experience them as a slow dawning rather than a lecture.

Borrow serialised revelation. Map your character's secret into five or six fragments and decide which player actions unlock each one.

Celeste: Backstory as Mechanics

Maddy Thorson's Celeste (2018) follows Madeline climbing a mountain while confronting anxiety, embodied in a reflection of herself known as Badeline. The platforming is hard, the checkpoints are generous and a late-game ability is unlocked by reconciliation rather than defeat. The character's inner life is expressed in how the game controls.

“If a character's past cannot be played, at least let it be felt in how the controls respond.”Codex note

Villains With Fair Grievances

The most memorable antagonists have a point. Give your villain a wound that the world genuinely caused, a want that would solve a real problem and a method that is unacceptable. Players should be able to summarise their position in one sentence and partly agree with it. That partial agreement is what makes the final confrontation uncomfortable, and therefore memorable.

Return of the Obra Dinn by Lucas Pope (2018) offers another angle: sixty souls aboard a ghost ship, each identified through deduction. There is no single villain, only circumstances, mistakes and a few genuinely cruel decisions, which players piece together themselves.

Practical Techniques

  • Write the scene where the wound happened, then never show it. Let its echoes appear.
  • Give each major character an object that carries their past: a ring, a letter, a broken tool.
  • Decide what each character lies about, and to whom.
  • Let companions disagree about the player's choices, revealing their values.
  • Cut any backstory detail that would not change a single line of dialogue.

Characters live in places, and places carry stories older than any one person. The next chapter turns to maps and myths.

Continue to Chapter IV