Building a good connection with your story's antagonist is tricky. Ignoring the humanity of a villain can result in creating a two-dimensional melodrama character or monster. But having too much empathy can make the villain's plans and attacks too moderate and cheat readers of all that the premise promises.
There is also the temptation to redeem the character, no matter how bad. In principle, some redemption at the end can work well. But in practice, it can fail miserably if the atonement isn't justified and earned by what happens in the story. Note: the character changing his or her mind does not count. There needs to be action.
Okay, with that warning in place, let's explore the villain using the dimensions I used for a hero in last week's post:
Investing in the antagonist by spending time with him or her can be disturbing. I remember how unsettling it was once for me when I realized a friend who came along with me on a grocery shopping trip was eating her way through the aisles and slipping items under her shirt. I get the same sort of unsettling feeling when I imagine myself doing normal activities with one of my story's villains. Who wants to go to the library with someone you randomly tears pages out of books? Or be a passenger in a car where the driver is texting?
Of course, many villains will act normally, even nobly, as they accompany you on typical, daily activities, but it's best if some of these provoke bad behaviors.
On communication, my questions tend to be not much different from what I ask other characters. However, I will try and slip in some bits that are likely to provide openings for bragging or which, with most characters, would lead to apologies. (In fact, sometimes I explicitly ask villains to say they're sorry – with interesting results.)
On concern, you may have are guest that I sometimes have problems with the villain's redemption. But I think it's reasonable to include, at a minimum, worry about whether even the worst of antagonists faces damnation. This means taking the time to truly imagine what damnation might mean for him work for her. Having that in your head will provide a valuable touch point as you seek to humanize your villain. I also like to figure out what sort of scenario might lead to self-destruction.
I don't think there's a good excuse for tolerating the worst behaviors of a villain. It's possible and valuable to understand why they do evil things, but if part of you doesn't prefer a very different choice, conflict can get muddied. (And if you think all actions are equally moral, I'm not sure I want to spend much time with you.)
I find, for myself, toleration of villains is more in the area of their tics and mannerisms, which often are irritating. It doesn't hurt at all to have an antagonist whose hypocrisy or bad manners or slovenly behavior bugs you. False charm is a pet peeve of mine, and I tend to include it in villains. Part of their job, after all, is to be irritating (in many, but not all cases). So, toleration here means hanging around with characters who bother you. And that's part of your job.
Reliability, for a villain, should mean that you can count on them to do anything to achieve the goal (often, just stopping the hero). Going deeper, means establishing the core behaviors that define who this villain is and why he or she does what they do. And, working from the outside in, I always try and see if there are any consistent triggers that can be included to provoke over-the-top and unavoidable reactions.
The villain's main job is to go further than is reasonable. This automatically means that surprises are part of what an antagonist brings to a story. With the best villains, I'm always asking, who does these things? Or, under the best of circumstances, how did he or she even think of doing that? I think mystery is less important for a villain unless you're working on a series. (With any kind of a continuing effort, it's even possible to hide the identity of the chief antagonist through the use of minions.)
You depend upon the villain to make things rough for the hero, and the villain depends upon you to allow that. I've been told that much comedy is driven by anger and contempt. And murder mysteries often begin with the desire by the writer to knock off an enemy. If you can summon such feelings within yourself, you'll have a simpler time letting your villains be as bad as they can be. If that's not easy for you, it might be useful to focus on what you owe this child of your imagination. The villain you created should be allowed to be everything you meant him or her to be. Try to be helpful. If you can't, then at least get out of the villain's way.
In my experience, most writers don't want to be identified with their villains. As a matter fact, they don't want to be identified with any embarrassing or nasty behaviors in their works. Inevitably, this happens. It's a risk you need to accept. In fact, it's very common for readers to ask writers if they had the same experiences, did the same things, and felt the same ways as specific characters, including villains. They also asked if they really are one of the characters in their stories.
Some writers go to great lengths to deny any real-world connections with characters, opinions, and events in their stories. It's fiction! Don't you get that?
But there is some commonality with all characters, and you can't stop people from jumping to conclusions on what is shared. The best reaction I've seen to this truth is a woman who writes a lot about sex and, even though I presume it's not true, constantly startles her readers with the answer, yes, I did do that. In fact, I've done everything you've read about in my books. Good for her. I suspect her readers know as much about the truth as the readers of those whose favorite authors constantly deny connections, but she definitely has a lot more fun.
So go to the dark side (in your imagination) with the bad guys in your stories. People assume he did anyway.
Overall, I think villains are more fun to connect with then heroes. In the next post, I'll explore the space in between, secondary characters.