Serious games serve a purpose besides entertainment. This purpose can be for training, advertising, or education. Researchers and designers have considered how serious games more effectively fulfill their purpose. In this research, the role of player-character relationships is considered. Depending on the game, players may be addressed directly or made to take on the role of a character. Games can use various factors to get players attached to their character, including the feeling of responsibility. This can make the game experience more meaningful for players. The research presented in this paper sought to investigate whether feeling responsible for one's in-game character improved the efficacy of a learning game's outcomes. An educational game called Humanatees was designed to incite the protégé effect to see if players learned more from the game when they felt responsible for their character. The results suggest that, while participants in the experimental condition were more successful on the tests than those who used a blank slate of a character, the protégé effect was not the catalyst for this effect.Potential future research is discussed, such as the use of longer games, other teaching methods, other subjects, and other types of serious games.