Player character
Player characters occupy a strange middle ground in fiction. They are the heroes of the story and the instrument of the person holding the controller at the same time. The player character, or PC, is a fictional character in a video game or tabletop role-playing game whose actions are driven not by the rules of the game but by a human being making choices in real time. Everything else that moves and speaks on screen or across a table is a non-player character, an NPC, governed by scripts or a gamemaster's judgment.
What does it mean to step inside a fictional body and move it through a world? That question has shaped game design since the earliest arcade cabinets. It drove the creation of blank-slate protagonists with no names and no faces. It pushed fighting game studios to build rosters of dozens of distinct fighters. It inspired the term AFGNCAAP, a satirical label from Zork: Grand Inquisitor, for the player character who is nothing in particular so that the player can be everything. Each design choice, from a named hero to a silent ghost, carries a different answer to that same underlying question.
Sid Meier's Civilization series lets a player guide historical leaders across centuries of empire-building, placing real figures in the seat of a fictional nation. Sports games routinely use the names and likenesses of real athletes, tying the player's onscreen representative directly to someone who exists off the screen. When the player character's identity is borrowed from reality in this way, designers use a more precise term: avatar. The avatar's name and image typically carry little weight in the mechanics of the game itself; what matters is the borrowed authority of a recognizable face.
Casino game simulations also rely on avatars, borrowing the social shorthand of a personalized figure to give an otherwise abstract interface a human anchor. In strategy and empire-building games, that human anchor can be a figure whose decisions shaped actual history. The gap between the real person and the fictional stand-in is part of the appeal, letting a player wonder what might have happened if a different hand had been on the wheel.
Pac-Man eats dots and flees ghosts without ever saying a word about why. Crono from Chrono Trigger, Link from The Legend of Zelda, Chell from Portal, and Claude from Grand Theft Auto III share that quality: they are silent protagonists, defined by what the player does rather than by any inner life the game supplies. Designers call this the blank-slate approach, building a character without notable characteristics or even a backstory so that the player can project freely.
First-person games take the approach further by hiding the player character entirely. Myst never shows you who you are. Strategy games such as Dune 2000, Emperor: Battle for Dune, and the Command and Conquer series address the player as "general" or "commander" in mission briefings. The only evidence that a character exists at all arrives in those cutscenes, a brief address from an officer who clearly believes there is a body behind the rank.
Gaming culture coined a name for this figure: Ageless, Faceless, Gender-Neutral, Culturally Ambiguous Adventure Person, abbreviated AFGNCAAP. The term came directly from Zork: Grand Inquisitor, where it was used satirically. That a game would mock its own design convention from the inside says something about how self-aware the medium had become by the time the joke appeared.
In the early 1980s, the golden age of arcade video games, something shifted on the floors of arcades across the world. Space shoot 'em ups had dominated the late 1970s, and then a new category of games began pushing them aside. Designers started calling the newcomers "action games" or "character games" to mark the difference. The player was no longer a ship or a turret; the player was a body that moved, jumped, and fought.
Maze games like Pac-Man and platformers like Donkey Kong were among the first classic examples. Frogger joined that list. From the mid-1980s into the 1990s, the side-scrolling variant of character action games became a dominant form: beat 'em ups like Kung-Fu Master and Double Dragon, ninja action titles like The Legend of Kage and Shinobi, platformers like Super Mario Bros. and Sonic the Hedgehog, and run-and-gun shooters like Rolling Thunder and Gunstar Heroes all belong to this lineage.
The character action label later attached itself to 3D hack-and-slash games built in the mold of Devil May Cry, with Ninja Gaiden, God of War, and Bayonetta among the named examples. Each generation stretched the concept further, but the common thread running from Pac-Man to Bayonetta is the same one that made the category legible to begin with: a player character whose physical actions drive everything that happens.
Fighting games solved the problem of player variety by multiplying the roster. Having many distinctive characters to play as and against, all possessing different moves and abilities, is what creates gameplay variety in the genre. Some moves are available to most or all fighters; others belong to a single character. The roster itself becomes the game's primary design surface.
Hero shooters extended that logic into team play. Like multiplayer online battle arena games, or MOBAs, hero shooters give each pre-designed character distinctive abilities and weapons unavailable to the rest of the roster. The genre strongly encourages teamwork, guiding players toward effective combinations of hero abilities during a match.
MOBA games go further still. Each character carries distinctive strengths and weaknesses, and characters can learn new abilities or augment existing ones over the course of a match by collecting experience points. Choosing a character who complements teammates and counters opponents becomes a strategic layer that opens before the match even starts. The characters themselves draw on fantasy tropes and popular culture references, making each roster a kind of catalogue of the genre's imaginative sources.
Tabletop role-playing games like Dungeons and Dragons and role-playing video games like Final Fantasy ask players to take on an identity that may share nothing with the person holding the dice or the controller. The character typically belongs to a race and a class, categories that can be entirely fictional: zombie, berserker, rifleman, elf, cleric. Each combination brings its own strengths and weaknesses.
The attributes that define a role-playing character, magic ability, fighting skill, and others, are expressed as numerical values. Those numbers rise as the character accomplishes goals, fights enemies, and earns experience points and rank. The progress is legible and measurable in a way that the character's personality may not be, making advancement feel concrete even when the identity being advanced is purely imaginary.
Secret and unlockable characters add another layer to this relationship between player and character. In many games, a character who first appears as a boss or an enemy can become playable after certain requirements are met, or sometimes through deliberate cheating. The act of earning access to a character, or finding a back door to one, makes the player's attachment to that character something they built rather than something they were simply handed.
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Common questions
What is a player character in a video game?
A player character (PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The player character functions as a fictional, alternate body for the person controlling it. Characters not controlled by a player are called non-player characters, or NPCs.
What is the difference between a player character and an avatar?
An avatar is a specific type of player character whose name and image are based on a real person, such as a licensed athlete in a sports game or a historical leader in a strategy series like Sid Meier's Civilization. The avatar's real-world identity typically carries little bearing on the mechanics of the game itself.
What is AFGNCAAP and where did the term come from?
AFGNCAAP stands for Ageless, Faceless, Gender-Neutral, Culturally Ambiguous Adventure Person, a term for a player character with no defined characteristics. It originated in the game Zork: Grand Inquisitor, where it was used satirically to refer to the player.
What are character action games and when did the genre begin?
Character action games are a broad category of action games driven by the physical actions of player characters. The term dates back to the early 1980s, the golden age of arcade video games, when "character games" emerged to distinguish titles like Pac-Man and Donkey Kong from the space shoot 'em ups that had previously dominated arcades.
What are examples of blank-slate player characters in video games?
Classic examples include Pac-Man, Crono from Chrono Trigger, Link from The Legend of Zelda, Chell from Portal, and Claude from Grand Theft Auto III. These characters are generally silent protagonists with no backstory, designed so that players can project themselves into the role.
What is a secret or unlockable character in a video game?
A secret or unlockable character is a playable character that becomes available only after completing the game or meeting another specific requirement. In some games, characters who appear only as bosses or enemies can become playable after certain conditions are fulfilled, or sometimes through cheating.
All sources
15 references cited across the entry
- 1journalDestroy All MonstersPaul La Farge — September 2006
- 2bookMy Avatar, My Self: Identity in Video Role-Playing GamesZack Waggoner — University of Michigan — 2009
- 3bookCommand Lines: Aesthetics and Technique in Interactive Fiction and New MediaJeremy Douglas — University of California, Santa Barbara — December 2007
- 4magazineThe 80s: The Golden Age of the ArcadeNick Thorpe — March 2014
- 5bookHistory of Digital Games: Developments in Art, Design and InteractionAndrew Williams — CRC Press — 16 March 2017
- 6bookPlaying at the Next Level: A History of American Sega GamesKen Horowitz — McFarland & Company — 21 October 2016
- 8magazineViewpointSeptember 1993
- 9newsHow Devil May Cry's arcade inspirations shaped character action gamesChris Hovermale — 2019-03-10
- 10webWhat the strange evolution of the hero shooter tells us about the genre's futureAustin Wood — 2016-10-25
- 11webHero Shooters: Charting the (re)birth of a genreAlex Wawro — 6 May 2016
- 12webWhy Are MOBA Games like League of Legends So Popular?Michael Crider — Nov 6, 2017
- 13webRiot's new games are League of Legends' best asset (and biggest threat)Cass Marshall — 2019-12-05
- 15webThe making of a Smite god: from mythology to main stageChris Higgins — Nov 27, 2015