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Is a silent protagonist good?

A topic by LelyLow created Mar 27, 2023 Views: 919 Replies: 24
Viewing posts 1 to 15
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I often hear that the main characters are made laconic or completely devoid of speech or emotions in order to make it easier for the player to associate themselves with them. To be honest, the older I get, the more it irritates rather than helps. It's okay if it's a shooter where there's no time for dialogue or exploration, but that's not uncommon even in story-heavy games. Are silent, impersonal heroes really better, or do you prefer to play the role of someone more alive?

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if the genre of the game implies some kind of drama, gloomy atmosphere and mysteries, then yes, the silent nature of the protagonist will do

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I think the same. Depending on the genre, atmosphere, even the nature of the character itself allows you to create a silent hero and this will be appropriate and logical. Problems begin where the other characters literally ignore the main character or do not ask a logical question like "Why don't you answer?" and we just look at their dialogues among themselves or one-sided monologues

Moderator(+1)

That's convention. You know how when you overhear a phone conversation it's usually just one side, and you have to imagine the rest? It often becomes a plot point, or at least a stylistic element, in movies. It can be the same with letters, which is an old literary convention. Lets the viewer, or reader, imagine what the other side said, and become more involved in the story. Often it's a lot more interesting than trying to write lots of banal replies without boring the audience.

Imagining what the protagonist would say isn't bad, but often I'm really curious to know who I'm actually playing as, especially if earlier the story says that the protagonist has a personality, character, desires, or any other attributes of a personality. There is a feeling that the game forcibly suppresses the personality of the protagonist . Often, the phrase about a silent but comfortable protagonist hides the fear of not living up to the expectations of a large number of players. Previously, a similar trick was used due to lack of budget, for uselessness in the genre, or vice versa, in order to create a duality and mystery of the protagonist, as in Little Nightmares. It's a good tool, but now it often seems out of place or misused out of habit. It's a little disappointing how big companies use it to increase sales, not wanting to take risks, and indie developers picked up this trend, not really wanting to work on the character, leaving everything to the imagination of the players. Sometimes it even seems to me that the very concept of "protagonist" is slowly degrading into something faceless, created only for the player to take his place

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I disagree that this is a cost-saving fad from big-money publishers, or even a fad at all.  It was very common if not the norm for many years across many genres, especially when storage space for frivolous text was severely limited, and digitized speech was an expensive novelty that sounded terrible anyway.  Over the years, text became trivial to include, while voice acting is still expensive.  If anything, protagonists that speak have become more common since the early days, not less, especially in games that aren't fully voiced.  There's no real financial incentive not to write some plain text; it's done for stylistic reasons.  Meanwhile, in fully-voiced games, you may have the budget to voice, say, 500 lines of dialogue; the pressure here is to keep the total script to 500 lines, not to silence the protagonist specifically.  At most, doing so might be marginally convenient.  It certainly isn't a bullet point feature to boost sales.

I don't see any evidence that there has been a large-scale shift in the industry towards protagonists who should speak no longer doing so.  That's a very strange claim to make.

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It’s worth mentioning that I don’t focus too much on voice acting, I prefer text communication, it’s also easier to implement. If the problem was only in it, then this is no problem, everything is in order, but the same thing happens with text communication in games, and this is really strange for me. The hero going through a huge adventure that he doesn't react to like he doesn't care is what really bothers me lately

Moderator(+4)

This debate raged for decades in the interactive fiction community, and it was never properly settled. Main characters with strong personalities simply became the default over time, due to highly influential authors. Same in graphic adventures, for that matter. And in strategy games, ever since they started to acquire RPG elements. But in more... active game genres? Some of the most famous and beloved main characters ever have been silent: Doom Guy. Gordon Freeman. Link. (One of them is not like the others.) Only the titular Duke Nukem was a wise-ass, and that infamously aged very poorly. But as for which kind is better?

Let's put it this way: imagine Sam&Max if the titular characters were the silent, brooding types. Conversely, imagine if the unnamed main character of Myst made funny voices at the drop of a hat and messed up the place every time you clicked something unimportant. It really depends on the game.

Deleted 1 year ago
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Are silent, impersonal heroes really better, or do you prefer to play the role of someone more alive?

To this day, not even once I could associate myself with the silent protagonist in games with story heavy. In some cases, there are some questions which require answer from players and those are best chances to link myself with the protagonist. However, due to story heavy structure, the link is broken, multiple times thanks to protagonist acting on his own against my will.

TLDR silent protagonists just won't work with me. I prefer playing as someone more alive.

Clearly, maybe I'm just as unreceptive, or I delve so deeply into the story that the silent hero becomes the "missing piece of the puzzle." This trail may not work for everyone

That depends entirely on the setting, input methods, perspective and of course on the style choices. You can have all combinations, neither is better or worse.

Do you mean games where the other characters have voice, as in audio? Because even in, for example rpg and   vn, you usually see the text the protagonist is supposed to say, but they are seldom voiced. In that case a non-existent voice is slightly better, because who wants to hear again, what they just read from multiple choice and selected (unless the selection is not the full text, but only a direction). Sure, it helps for immersion, if there is no talking, and best, no outside view of the protagonist.   The blander the protagonist, the easier. People even claim, that the heroine of those Twilight Books is so ultra bland and featureless, because the target audience can then better imagine themselve as the protagonist.

In contrast, look at point&click adventures. There the char typically does endless talking, often breaking the 4th wall.

I would make a scale with arcade games on one side and movie like rpg on the other. The less rpg and the more "dexterity" based, the less you need audio from your toon. But even Mario speaks. A little bit. The more rpg and movie like the game gets, the more you would expect talking. Especially if there is dialogue between  protagonist and npcs.    Though usually it is budget that makes the protagonist silent and not style choice. 

If I look at Portal or Bioshock, there is lots of talking, but not by the protagonist. Maybe some grunts of pain or such. But it fits, because there usually is no one to talk to. And for a vn, voicing  a story in ego perspective is risky. Players might not like your casting choice of va.

tl;dr Depends on the game.  

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What games are you thinking about?

As No Time To Play says, it all depends. Story-wise, my favourite game with a silent protagonist is Zelda: Majora's Mask, and the effect works well in ramping up the otherworldly spookiness that that game has. 

Controversial opinion: the Resident Evil series (especially 4) would be better with a 90% reduction in dialogue. I'll make exceptions for "Welcome stranger" and "You were almost a Jill sandwich."

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both can work - it really depends on the developers

Mario & Luigi: Superstar Saga pulls it off perfectly: the characters are implied to quickly babble something in italian as a form of speech
and often do non-verbal communication (waving, making faces and such)  - nintendo in general is very good at non-verbal characters

a game where talking really doesn't work is DNF 2011 - where the protagonist and the world seem to be two separate universes
and they don't react to each other at all (but then again this is the least of the problems with the game)

there are many games where it was solved by the companion doing the talking (Valve seems to love this approach )

one game I can think of where the protagonists talking really made the game better is Bangai-O (even with the plot getting thrown out the window halfway in the story)
later for the sequels they decided to concentrate on the gameplay only and abandoned any sort of main character or story - and it just felt pointless to play

I feel like you can have a good game with a silent protaganist if you do it right, for example undertale,mario etc. They have mostly silent protaganist but you still feel like you know the characters personality, it depends more on what type of game your going for. If you want to have a game that is exploration/ adventure you should probably have a speaking character but for games that are heavily fighting based like for example pokemon games it's better to keep your character silent because it's kind of the players character in a sense.

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I remember, Half-Life, and Dead Space 1, Fable, Fatal Frame ... etc. Many characters I loved actually not talking. Maybe on the cut-scene. But I prefer the hear my character voice.

So much that's almost impossible to actually see Chell as the protagonist of Portal games.

If Chell had cutscene memories, perhaps she might feel more like a protagonist again?

Silent is good I find it more immersive

I don't really have to much of a preference, although I will say that whether or not the protagonist should be silent really depends on the game.

silent protagonist is not good for players because of this

Silent games are very hard and you need to play easy silent games first

this protagonist is silent extreme demon

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No.

Let's be serious, but when you see these scenes where everyone else speaks to and with you, with real voices, and "you" just stand here like a... stone... well, it doesn't feel good...

Moderator(+1)

Good point. The silent-protagonist trope predates games with full voiceover. Heck, it predates games with graphics. So now it can create cognitive dissonance. I didn't think of that.

Exactly: one point are text-based adventures, old school shooters (where everyone, at most, just cry and groan), visual novels or so on where there's no speech, another question are modern action-rpg or similar

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I think one aspect of silent protagonists that people tend to overlook is that you can do some pretty interesting stuff with them that you couldn't do with a protagonist that talks. I think my favorite example of this is Jacket from Hotline Miami. Completely silent, and not because the game is shy about dialog, but as an intentional choice to make Jacket seem like a very distant, detached character. You see him do actions that make him more human (like rescuing the girl and aiding her in his apartment), and during the Mask talk scenes, the dialog can be interpreted as being told to both Jacket AND the player, which is very interesting.

TLDR; You *can* make interesting silent protagonists, you just need to know how to characterize them well!

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Hotline Miami is an interesting game, as the character makes the decisions to be bloodthirsty (and the game's checkpoints feed into this lack of control). Additionally, the plot twists need to convey a number of meanings simultaneously.

Perhaps a voiced protagonist could work; but it's extremely difficult. Content writing is a difficult artform.