kylelabriola

blogging (ashamedly)

Hello! I'm an artist, writer, and game developer. I work for @7thBeatGames on "A Dance of Fire and Ice" and "Rhythm Doctor."

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I run @IndieGamesofCohost where I share screenshots and spotlights of indie games. I also interview devs here on Cohost.


I think there’s a place for characters, and stories, that are two-dimensional. In fact, I’m willing to die on the hill that sometimes it’s just more fun (and “better writing”) to aim for two-dimensional characters if it fits what you’re going for.

Before writing this, I was curious if there was an actual agreed-upon definition of a “two-dimensional character.” When used casually I feel like we all generally understand what we’re talking about, but I figured before I ran my mouth I should at least check if there was a textbook definition.

Most of the results I got on Google were Reddit and Quora threads of people debating the definition, along with a couple of other like-minded bloggers trying to explain it. Apparently the term isn't very scientific.

So I guess I should try to define it. I guess I would say something like this:


  • One-dimensional character: Only exists in the world or story to serve a single purpose

  • Two-dimensional character: A character lacking realistic depth. Lacks complex thoughts, feelings, history, and may not behave like a “real person” would.

  • Three-dimensional character: A character whose thoughts, feelings, and history feel believable and “realistic”

I think most times that people refer to a story as having one-dimensional or two-dimensional characters, it’s meant as a dunk. But I don’t think it has to be a dunk!

Two-dimensions lets you play in the world of archetypes and expectations. When I think of two-dimensional writing, I think of games like Fire Emblem and Chrono Trigger, where you totally “get” a character’s vibe as soon as they join the party. I think of shows like K-On and One Piece, where you’re invited into the running gags by quickly understanding what a character would do in any scenario.

I don’t think playing in this space needs to be thought as synonymous with “bad” or “lazy” writing. If I’m being honest, I’m pretty sure it’s usually an intentional choice. It’s fun to play in a well-established genre, or toss around some well-worn character tropes, as long as you’re doing it well. Sometimes you’re dealing with a story or game that has a huge amount of characters, and it’s important to write them in such a way that people can recognize them, learn their personality and backstory, and remember them as soon as possible.

On the audience side, sometimes it’s fun and convenient to start something and immediately jump up like “oh, THAT’S gonna be my favorite character!” and then see if your prediction pans out. It can be fun to have a favorite type, or an archetype you like to see, and find out how a new writer puts their own personal twist on it. Or sometimes the depth and the fun of the story is how they take the toolbox of two-dimensional characters you know by heart and arrange them in different combinations with each other. Or place them in unexpected scenarios, where we can finally see how Character B, Character E, and Character H are all going to interact and get themselves out of a challenging situation.

And lastly…sometimes I think a work isn’t quite built for having three-dimensional characters. Either it doesn’t actually have the proper amount of time to explore a person’s full depth, or it clashes with the tone of what it’s doing. It can also, if you’re not careful, make your realistic-seeming characters all become a bit bland and unmemorable, because they don’t have any notable trait to latch onto. Maybe your intention was “this is gonna be a fully three-dimensional, believable person” but all you ended up with in execution was “this is a boring, relatable, average Joe.”

(Obviously, if you CAN pull off a realistically believable cast of characters and have the time to flesh them out…more power to you, I love that too.)

I think it’s also important to remember that the genre-archetype, two-dimensional style writing is not exclusive to any particular genre, mood, or emotion. Heart wrenching dramas can play in tropey two-dimensional spaces, just like comedies can. And maybe the secret sauce to your two-dimensional writing is how you set something up to have one tone and then hop to another tone for a moment of surprise.

So honestly, give me the two-dimensional archetypes. Give me the RPG characters who have like 2 notable traits and 3 emotional states. As long as you execute it well, add in a few surprises, don’t make real-life stereotypes, and have fun with it…I don’t think there’s anything wrong with playing in that space. It works for a reason!


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in reply to @kylelabriola's post:

You're absolutely right. I'm imagining a version of super mario bros 1 where every Toad is a unique, fleshed out individual. At the end of each world you have to listen to a long diatribe about bowser, or depressive ramblings about how much they miss the princess. I don't think anyone would argue that that would be better than a one dimensional character that says the same sentence every time

For sure! In fact, I would even go as far as to say that the partner characters in the first Paper Mario are 1-dimensional. They only have one or two personality traits, and are basically only shown being Happy or Sad, and people still loooove those characters. It's easy to make a lovable character if you know what youre doing and theyre deployed in the right context.

Tone is definitely important when it comes to how much to flesh out a character. There are also lots of characters that are two dimensional but then are given some unique quirk or trait that betrays the archetype (Fire Emblem Engage has a few characters like this). I think it's great to use this and flesh it out because it's a quick shortcut to having a character be multifaceted. It's a bit like having your cake and eating it too.