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Gaming | Game Design
How Atlus Writes Good Villains
A personal take on Persona’s well-written bad guys
Traditionally, villains in video games served primarily as obstacles for the heroes — think of iconic figures like Bowser, who manages to kidnap Princess Peach every game. However, the landscape of villainy has evolved beyond mere antagonism.
Now, audiences seek deeper narratives, eager to explore the motivations and backstories behind these characters. The media has shifted towards a greater appreciation for villain arcs, asking critical questions: What events shaped their paths? How did they become who they are?
From a writing perspective, what makes a villain convincing? What makes the audience sympathetic towards villains? Is there a reason to be empathetic at all, despite their heinous acts? As usual, I wish to approach this subject through Atlus’ games, which I am most familiar with. From Persona 4’s Tohru Adachi, Persona 5’s Masayoshi Shido, and Persona 5 Royal’s Takuto Maruki, let’s discuss how these villains differ from one another and how each of them has aspects that label them as good villains.