Building a Better Player Character

Gamasutra has published a six-page article entitled "The Everyman and the Action Hero: Building a Better Player Character", in which they discuss the challenges developers have with successfully creating, defining, and introducing a believable protagonist that the rest of us get to play in a video game. As expected, examples from various role-playing games are used to make certain hard-hitting points in the article:
There is one technique for helping the player step into the role of the game's hero that deserves special attention: giving the hero a real role in the story. Planescape: Torment famously places you in the role of an immortal amnesiac, who starts the game waking up on a mortuary slab with a splitting headache, no memory, and a note to himself gouged into the skin of his back. (You didn't really think it was possible to write about story in games and not mention Torment, did you?)

A bold move, and one of the best stranger-in-a-strange-land introductions ever. All the same, this clever trick would ultimately have been a clever trick, and no more, if it had not also been a beautifully evocative prelude to the sophisticated and poetical central theme of the game.

The game whirls around the questions of your past and your nature, and then the nature of these very concepts. These aren't just problems that the designer had to deal with they are problems that you, as the Nameless One, grapple with, and which change you as you unravel the mysteries of your own past. I believe the fact that the hero of Torment grows and changes through his choices and experiences over the course of the story is one of the reasons many of us have found this game so powerful. We have changed and grown through the playing of it.