Dionysus said:
Myron Rolle said:
Take Dragon Age as an example. The bad guy is the Archdemon, but he's not your antagonist.
I'll admit that I haven't taken many formal classes in literature or theater, so I could have the wrong terminology. I'd say that the archdemon/blight is the antagonist. Most characters, regardless of how nasty or selfish they are, will want the blight to be stopped. That helps to push the plot in one manageable direction while allowing the character to vary. In the same way, I'd say that the shark was the main antagonist Jaws, whereas the greedy Mayor was maybe a minor villain.
Speaking of which, the natural-disaster antagonist is probably the easiest way to pull this off, and it's hardly ever used in RPGs. My favorite is the sentient natural disaster (like Galactus in Marvel comics or Endurium in Starflight), but that requires magic or the sci-fi equivalent, which might not be terribly well suited for FO outside of the tired out-of-control AI gimmick.
In a sense, the Blight is a natural disaster antagonist in DA. It's loosely an antagonist, really, in that it does precipitate the main character setting out on a (possibly) heroic journey, and "the Blight" challenges the Warden from time to time with groups of darkspawn, but these only have a conflicting motivation with the Warden in that both sides have a goal of "kill the other guy, because." While the archdemon presumably has some thinking ability (since the darkspawn have a hive mind), it doesn't seem to be of a sort that can be characterized with motivations outside of rampant destruction. Loghain's motivations are much more "human," of course, presumably informed by a different set of priorities than the Warden's.
In broad strokes I might assert that a protagonist and antagonist have opposing goals that bring them into conflict. This is certainly the case with the darkspawn and with Loghain vis-a-vis the Warden in
Dragon Age. It's also the case with the Master and the Vault Dweller in
Fallout; the Master, of course, wants to replace humanity with his super mutants, while the Vault Dweller (ostensibly) works to save the un- (or less-) mutated humans of his home.
What might be giving people pause is the fact that there is not really a Hollywood-esque monolithic power structure behind these antagonists. Hollywood pumps out stories in which the protagonist is an underdog and the antagonist is at the top of the status quo -- say, a young farmboy bush-pilot against the evil tech-priest of an intergalactic Empire, or a lone outsider dropped into a strange world that functions according to rules that he thought he understood and pitted against the thinking, plotting mind of that world and its lieutenant. In
Dragon Age, Loghain outlaws the Grey Wardens and then proceeds to not do very much about the Warden; there's a sense that his new regime is "background noise" for the setting until the Landsmeet. Similarly, in
Fallout, nobody really has a monolithic power structure over the wasteland, so while the Vault Dweller encounters hints of the Master's new regime early on (Necropolis, for instance), it's perhaps not quite the same feeling as a lone rebel underdog trying to overturn the status quo by unseating a nigh-omnipotent ruler. (Probably American cinema owes some debt to the Revolutionary War for this constant recurring theme.) Neither the Master nor Loghain are portrayed as nearly as powerful politically or personally as (to continue from my earlier examples) Darth Vader or the Emperor, or Sark or the MCP. This precipitates a sense that the protagonist is . . . I guess I'd say "up to mischief" as opposed to taking on this monolithic organization with the antagonist at the top. Not to say that this is a bad structure . . . just a bit more nuanced than, say, "Exodus threatens to take over all of Sosaria unless someone destroys it!"
I suppose the story is one of the parts of
Dragon Age that I did enjoy to some degree . . .