Think back to a moment in a game that truly resonated with you. Chances are, it involved a character you found relatable—someone who felt authentic, emotionally engaging, and whose journey connected with your own experiences on a deeper level.
Take The Last of Us, for example. Joel and Ellie’s relationship is a masterclass in relatable character design, driven by authenticity and emotional depth that leaves a lasting impact. Even though their specific circumstances are fictional, their struggles, motivations, and evolving dynamic reflect real human complexity, making their story unforgettable.
But what makes a character relatable?
Relatability, simply put, is “the quality of being easy to understand or feel sympathy for.” Achieving this in games enhances engagement, deepens immersion, and ultimately creates a more meaningful player experience that resonates long after the credits roll. Relatability isn’t a surface-level trait—it’s woven into the fabric of the game through intentional design choices, so consider the following before and during your design process:
What is the Purpose?
Define the key takeaway for your players and plan accordingly. Character interactions can impart knowledge about specific things in an engaging way. In Neohaven Noodles, we made sure each character had aligned learning content. For example, Mack was designed to teach finance from a place of trust and respect. This allows the player to engage with the content in a natural, meaningful way.
Who is the Audience?
Know who you’re designing for to create meaningful connections. Our experience designing for different audiences gives us a good base to work from in this regard, but it is hugely important to involve your audience during the creative process. For example, we know that younger audiences gravitate to stylised, exaggerated characters that are easier to project onto. Whereas older audiences seek realism and emotional depth that reflect their own experiences and challenges.
In Neohaven Noodles, we developed several character approaches and tested them for appeal. We then continued to validate our approach as we progressed.
What is the Setting?
Context shapes character identity and behaviour.Think about the world you are building. What rules exist within it, either physically or otherwise, that give context to the characters that dwell there and their behaviour.
In Neohaven Noodles we imagined a near-future metropolis with a distinctly Cyberpunk feel. This means that hyperglobalisation is in play, the economic situation is in a state of flux and there is an oppressive edge to things that influence the characters’ behavior, for better or worse.