Why the Succession Trope Is Essential for Aging Video Game Characters

God of War Kratos and Atreus

God of War Kratos and Atreus

Let’s face it: We’re all getting old, and developers know it. Every year, there’s a remaster of a classic video game that once had our hearts throbbing during our younger years, and to tell you the truth, I don’t mind. This is nostalgia baiting, and I am the biggest fish in the sea. They’re huge, they sell well, but they aren’t always done well. On the horrible end, we have Call of Duty: Black Ops 7, which tried so hard to recapture the hype of Black Ops 2, only to end up being in the running for worst entry in the series EVER

However, we also have games like 2019’s God of War, which explores my favorite gaming trope: succession.

Passing The Torch

Succession is just that, having successors to continue your legacy! We are getting old, and the characters we loved way back then are getting old, too. Not only would they be aging physically, but at this point, they would have been dealing with the same story beats they have been in the past. It should be considered lazy storytelling if a character is put through the same conflicts as before, because, as awesome as it would be, Kratos cannot just keep putting the next pantheon of gods on the chopping block. Instead, successors bring in foils for established characters to reflect on, making the character AND the player feel nostalgic.

God of War Kratos Teaches Atreus
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Credit: Santa Monica Studio, Jetpack Interactive

I keep talking about God of War as the prime example, but it’s also important to note that not every successor has to be related by blood. Case in point, Ethan Winters and his topsy-turvy tour into the world of the undead. Although Ethan didn’t exactly get a pat on the back from either Leon or Chris, being in the same world and experiencing the same traumatic events as them is still enough. Seeing Leon and Chris from Ethan’s point of view also shows how far our beloved characters have gone, all while highlighting Ethan as a blank slate of a character. 

Keeping With The Times

Another perk of adding successors to video games is that developers can now follow the current character-writing trends without skewing a character’s personality. Writing a timeless character that stays relatable and relevant at any point in time is a very challenging feat. Tons of characters like Duke Nukem or Young Kratos that are only cool to a specific generation of gamers. Bending the way those characters are portrayed can be a huge betrayal to the fans who fell in love with them for a specific trait. Adding succession to your game means you get to stay true to the characters that your fans have fallen in love with, while introducing someone that newer fans can connect with.

Street Fighter 6 Jamie vs Luke
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Credit: CAPCOM Co., Ltd.

One of the better examples that comes to mind is how Street Fighter 6 has treated its newcomers. Luke, Jamie, and Kimberly are supposed to be this generation’s Ryu, Ken, and Chu-li, respectively. Capcom even honored Luke’s presence enough to prioritize him over Ryu as the cover fighter for this entry, and I’m so glad that they did. Each of these new successors is supposed to be a modern rendition of what people love about fighting games. Don’t get me wrong, Ryu is an amazing protagonist and will always be an icon in Street Fighter, but having these successors here basically future-proofs the entire franchise for another 6 entries.

What To Avoid

As with every other concept in the wild, succession only works if it’s done well. One of the common pitfalls when it comes to designing characters is the misunderstanding that new writers have over new and old characters. Although not really lauded for their writing after what feels like the third or fourth timeline restart, NetherRealm Studios comes to mind when thinking of failed successors. Mortal Kombat X introduced the concept of the kombat kids, a trio of fighters that were meant to be spiritual successors to already existing fighters. Cassie, Kung Jin, Jacqui, and Takeda were all products of three in-universe factions, each one being trained by previous Mortal Kombat icons. 

Mortal Kombat 11 Cassie Cage
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Credit: NetherRealm Studios, QLOC, Shiver

The concept itself does sound good on paper, but the execution left a lot to be desired. Cassie, coming from the broken family of two beloved fighting game icons, left a bad taste in my mouth because it felt disrespectful to the legacy of Johnny and Sonya. The game was also written in a way that disrespected the previous fighters, while also never completely putting the spotlight on the successors. Even now, years after the release of Mortal Kombat X, I am still left waiting for Kung Jin's lore drop. Which may never come because NetherRealm just cannot seem to stop resetting the universe.

But the more that I think about it, the more I realize that this may not be a succession problem; this may be a Netherrealm problem. So, the next to you look at your childhood video game, don’t be afraid to welcome change.

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