Player character in the context of "Donkey Kong (character)"

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⭐ Core Definition: Player character

A player character (also known as a playable character or 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 characters that are not controlled by a player are called non-player characters (NPCs). The actions of non-player characters are typically handled by the game itself in video games, or according to rules followed by a gamemaster refereeing tabletop role-playing games. The player character functions as a fictional, alternate body for the player controlling the character.

Video games typically have one player character for each person playing the game. Some games, such as multiplayer online battle arena, hero shooter, and fighting games, offer a group of player characters for the player to choose from, allowing the player to control one of them at a time. Where more than one player character is available, the characters may have distinctive abilities and differing styles of play.

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In this Dossier

Player character in the context of Role-playing games

A role-playing game (sometimes spelled roleplaying game, or abbreviated as RPG) is a game in which players assume and play out the roles of characters in a fictional setting. Players take responsibility for acting out these roles within a narrative, either through literal acting or through a process of structured decision-making regarding character development. Actions taken within many games succeed or fail according to a formal system of rules and guidelines.

There are several forms of role-playing games. The original form, sometimes called the tabletop role-playing game (TRPG or TTRPG), is conducted through discussion, whereas in live action role-playing (LARP), players physically perform their characters' actions. Both forms can have features of a storytelling game. In both TTRPGs and LARPs, often an arranger called a game master (GM) decides on the game system and setting to be used, while acting as a facilitator or referee. Each of the other players then takes on the role of a single character in the experience.

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Player character in the context of Interactive fiction

Interactive fiction (IF) is software simulating environments in which players use text commands to control characters and influence the environment. Works in this form can be understood as literary narratives, either in the form of Interactive narratives or Interactive narrations. These works can also be understood as a form of video game, either in the form of an adventure game or role-playing game. In common usage, the term refers to text adventures, a type of adventure game where the entire interface can be "text-only", however, graphical text adventure games, where the text is accompanied by graphics (still images, animations or video) still fall under the text adventure category if the main way to interact with the game is by typing text. Some users of the term distinguish between interactive fiction, known as "Puzzle-free", that focuses on narrative, and "text adventures" that focus on puzzles.

Due to their text-only nature, they sidestepped the problem of writing for widely divergent graphics architectures. This feature meant that interactive fiction games were easily ported across all the popular platforms at the time, including CP/M (not known for gaming or strong graphics capabilities). The number of interactive fiction works is increasing steadily as new ones are produced by an online community, using freely available development systems .

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Player character in the context of Storytelling game

A storytelling game is a game where multiple players collaborate on telling a story. Some games primarily feature spoken storytelling, while others primarily feature collaborative writing. In some storytelling games, such as many tabletop role-playing games, each player represents one or more characters in the developing story. Others involve more third-person narrative.

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Player character in the context of Mario

Mario (/ˈmɑːri, ˈmæri/ ; Japanese: マリオ) is a character created by Japanese video game designer Shigeru Miyamoto. He is the star of the Mario franchise, a recurring character in the Donkey Kong franchise, and the mascot of their owner, the Japanese company Nintendo. Mario is an Italian-American plumber who lives in the Mushroom Kingdom with his younger twin brother, Luigi. Their adventures generally involve rescuing Princess Peach from the villain Bowser while using power-ups that give them different abilities. Mario is distinguished by his large nose and mustache, overalls, red cap, and high-pitched, exaggerated Italian accent.

Mario debuted as the player character of Donkey Kong, a 1981 platform game. Miyamoto created Mario because Nintendo was unable to license Popeye as the protagonist. The graphical limitations of arcade hardware influenced Mario's design, such as his nose, mustache, and overalls, and he was named after Nintendo of America's landlord, Mario Segale. Mario then starred in Mario Bros. (1983). Its 1985 Nintendo Entertainment System sequel, Super Mario Bros., began the successful Super Mario platformer series. Charles Martinet voiced Mario from 1991 to 2023, when he was succeeded by Kevin Afghani.

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Player character in the context of Heads-up display (video games)

In video games, the HUD (heads-up display) is the method by which information is visually displayed to the player as part of a game's user interface. It takes its name from the head-up displays used in modern aircraft.

The HUD is frequently used to simultaneously display several pieces of information including the player character's health points, items, and an indication of game progression (such as score or level). A HUD may also include elements to aid a player's navigation in the virtual space, such as a mini-map.

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Player character in the context of Multiplayer online battle arena

Multiplayer online battle arena (MOBA) is a subgenre of strategy video games in which two teams of players compete on a structured battlefield, each controlling a single character with distinctive abilities that grow stronger as the match progresses. The objective is to destroy the enemy team's main structure while defending one's own. In some MOBA games, the objective can be defeating every player on the enemy team. Matches emphasize team coordination, tactical choices, and real-time combat. Players are assisted by computer-controlled units that periodically spawn in groups and march along set paths toward their enemy's base, which is heavily guarded by defensive structures. Players can influence these units by eliminating enemy waves or supporting their own, affecting lane control and map pressure. This type of multiplayer online video games originated as a subgenre of real-time strategy (RTS); however, most of the traditional RTS elements, such as building construction and unit production, were removed in favor of a more focused player-versus-player experience. The genre blends elements of real-time strategy, role-playing, and action games, combining strategic depth with individual character progression and fast-paced combat.

The first widely accepted game in the genre was Aeon of Strife (AoS), a fan-made custom map released in 2002 for StarCraft, in which four players each control a single powerful unit and, aided by weak computer-controlled units, compete against a stronger computer. Defense of the Ancients (DotA) was created in 2003 by the Warcraft III modding community for Warcraft III: Reign of Chaos and its expansion, The Frozen Throne, with a map based on AoS. DotA was one of the first major titles to establish the core mechanics of the MOBA genre, serving as a direct inspiration for later titles, and the first MOBA for which sponsored tournaments were held. It was followed by two spiritual successors, League of Legends (2009) and Heroes of Newerth (2010), a standalone sequel, Dota 2 (2013), and other games in the genre, including Smite (2014) and Heroes of the Storm (2015).

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Player character in the context of Dungeons & Dragons

Dungeons & Dragons (commonly abbreviated as D&D or DnD) is a fantasy tabletop role-playing game (TTRPG) originally created and designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules (TSR). It has been published by Wizards of the Coast, later a subsidiary of Hasbro, since 1997. The game was derived from miniature wargames, with a variation of the 1971 game Chainmail serving as the initial rule system. D&D's publication is commonly recognized as the beginning of modern role-playing games and the role-playing game industry, which also deeply influenced video games, especially the role-playing video game genre.

D&D departs from traditional wargaming by allowing each player to create their own character to play instead of a military formation. These characters embark upon adventures within a fantasy setting. A Dungeon Master (DM) serves as referee and storyteller for the game, while maintaining the setting in which the adventures occur, and playing the role of the inhabitants of the game world, known as non-player characters (NPCs). The characters form a party and they interact with the setting's inhabitants and each other. Together they solve problems, engage in battles, explore, and gather treasure and knowledge. In the process, player characters earn experience points (XP) to level up, and become increasingly powerful over a series of separate gaming sessions. Players choose a class when they create their character, which gives them special perks and abilities every few levels.

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