Villains

Abstract

Problem: What separates a great RPG villain from a forgettable boss fight?

Approach: Tim Cain defines what makes villains distinct from bosses, illustrates with examples from Fallout, Arcanum, and The Outer Worlds, and critically re-examines the villain he considers his weakest β€” Zuggtmoy from Temple of Elemental Evil.

Findings: The best villains have believable, justifiable goals that the player could potentially be swayed to support. They are telegraphed throughout the game rather than sprung as a surprise. Tim reflects that Zuggtmoy failed on both counts and proposes a redesign where she serves as a lesser evil against Lolth.

Key insight: A villain whose plan genuinely makes sense β€” even if morally questionable β€” creates far more compelling stories than a "mustache-twirling" antagonist who is evil for evil's sake.

Source: https://www.youtube.com/watch?v=oyAC8sVWjiM

Villains vs Bosses

Tim draws a clear distinction: bosses are encounters that test how well the player has mastered the game's mechanics, but villains are the characters that drive the story. All villains are bosses, but not all bosses are villains. The villain is the one who made the whole story proceed.

What Makes a Good Villain

Tim identifies three core qualities:

  • Believable and justifiable goals. The villain's plan should make sense from their own perspective. Ideally, the player could even be convinced to join them. This is far more interesting than a villain who simply wants to destroy everything.
  • Telegraphing. The player should hear about the villain, learn about their plans, and see the effects of their actions throughout the game β€” not encounter them as a surprise at the end.
  • Presence without invulnerability. Tim dislikes the trope where you encounter a villain early but they're made invulnerable. If you let the player encounter the villain, you should plan for the possibility they kill them early. Alternatives include the villain contacting the player remotely (calls, notes) or sending intermediaries.

Example: The Master (Fallout)

The Master is Tim's showcase of a well-executed villain. The telegraphing is layered: first you hear about mutants, then encounter them, then discover they're systematically hunting vaults. You meet the Lieutenant β€” surprisingly intelligent β€” who tells you about the Master and implies he has a good plan. When you finally meet the Master, his pitch makes sense: mutants are immune to radiation, live long, and he can unite humanity through forced evolution.

Critically, you can convince him he's wrong by pointing out that mutants are sterile. The Master is a real character with a coherent worldview, not just a final boss to kill.

Example: Kerghan (Arcanum)

Arcanum's villain works through misdirection. You spend the game thinking Arronax is the threat, only to discover in the Void that it's actually Kerghan, who was masquerading as Arronax. Kerghan's philosophy β€” that life is suffering, therefore ending all life is merciful β€” is delivered in a long, surprisingly convincing soliloquy. Tim acknowledges Kerghan is crazy, but appreciates that he has a plan he can enact and genuinely believes it's for the best.

Example: Phineas vs The Board (The Outer Worlds)

The Outer Worlds offers a structural twist: you choose your villain. You can side with Phineas against the Board, or side with the Board against Phineas. Tim pushes back on the common assumption that the Board is the evil path:

  • Phineas forces you into service, threatens you with explosive cell death, and his plan β€” defrosting all the scientists on the Hope β€” means more mouths to feed with already non-nutritious food. If it fails, Halcyon collapses faster and catastrophically.
  • The Board proposes freezing part of the population while continuing to work on the problem. If their plan fails, nobody dies β€” people just continue living in time-shifted cycles through cryo storage.

Tim argues the Board's plan is actually the safer bet with a non-catastrophic failure mode. The beauty is that the game lets the player decide.

The Failed Villain: Zuggtmoy (Temple of Elemental Evil)

Tim openly criticizes his own work. Zuggtmoy, the Queen of Fungi at the bottom of the Temple, fails as a villain because:

  • No telegraphing. You don't hear anything about her throughout the game.
  • No justifiable motivation. She's just evil at the bottom of a dungeon.

Tim's Proposed Redesign

If he could redo Temple of Elemental Evil, Tim would:

  1. Telegraph Zuggtmoy from the start. The opening cinematic shows the Circle of Eight locking away "some old crone" β€” let the player investigate this, talk to the Circle of Eight, dig into their records.
  2. Make the four Elemental Temples political. Let the player talk to the temple factions, join one or all of them, and β€” with high Charisma and dialogue skills β€” potentially unite them as allies for the final fight.
  3. Give Zuggtmoy a justifiable goal. Instead of generic evil, she could be establishing a foothold in Greyhawk to prevent Lolth from doing something worse. She becomes the lesser of two evils β€” "Yeah, I'll control this part of Greyhawk, but I'll keep Lolth out."
  4. Make her surrender and recruitment options meaningful. If you're already leading the temples, her offer to surrender makes narrative sense. If she asks you to join her, you now know enough about her motivations to make an informed choice.

Recap: Rules for Good Villains

  • Villains drive the story; bosses test mechanics
  • Telegraph the villain throughout the game β€” through NPCs, notes, intermediaries, and visible consequences
  • Give the villain a plan that makes sense and could even persuade the player
  • Let the player learn progressively more about the villain's motivations
  • Be willing to let the player end the story early if they confront the villain before the finale

References