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Banishing the Silent Protagonist

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Tuesday, November 23, 2010
EDITOR'S NOTEfrom James DeRosa

I'm not a big fan of silent protagonists. I feel like developers should decide whether or not they want to make a narrative-focused game. If they do, I think they owe it to their audience to present them with an interesting lead. And silence isn't interesting.

Today's games contain tons of terrifying situations: Aliens fire scorching bolts of plasma, hordes of zombies roam the streets in search of brains, and gargantuan beasts always crave a tasty snack.

Thankfully, many video-game protagonists seem to be made of sturdier stuff than I am. Their stoicism is beyond question because they never make so much as a peep about a hopeless battle or a horrifying enemy. Meanwhile, all of the characters around them lose their minds.

Years ago, the silent protagonist may have been a way to save a few bucks, but mostly, it was a method developers used to allow the player to pretend that they were the hero. Apparently, the idea behind this is that it puts the player in the main character's head and helps them to feel closer to the story.

Take Half-Life 2 for example: As long as Gordon Freeman doesn't share his thoughts or speak in a voice that doesn't match mine, I can fill his shoes. Since it's a two-way conversation, Alyx Vance is talking to me, right?

 

Of course not. The player and the characters suffer an awkward disconnect when they cannot interact. And isn't interaction exactly what gamers claim defines and separates the medium?

Sure, Valve leaves players in control of Gordon at all times, but most people end up jumping around the room to see if they can make it to Eli Vance's head from the chair in the corner. Persistent player control does help some storytelling moments dance around the fact that the star of the show is a mute, but the steps are never quite good enough that we forget.

Contrast this with Uncharted's Nathan Drake, who provides a running commentary on the environment and situation around him. While players do not dictate the course of the dialogue interactively, it does reflect their emotions and thoughts as they control their on-screen avatar.

Never have I felt more in sync with a character than when Drake frantically screams "Shit! Shit! Shit!" as he leaps over chasms and dodges bullets. Writing with style and accuracy makes Drake a figure that the player can relate to. You share his excitement and his fear, and you end up more connected to the events because of it.

Shooters are not the only games that employ the silent protagonist. In the past, many great role-playing games used this tactic. (I'm looking at you, Chrono Trigger.) It no longer has any place in the genre.

The entire point of an RPG is to tell a story where the player gets to fulfill a role. How exciting can that role be when the main character doesn't communicate with those around him? Give us a straightforward story where we can see the protagonist's dialogue in text. If it's an open-world title, let us make our own choices and have conversations along the way. Anything is more interesting than seeing "..." over and over again.

Perhaps having a silent protagonist used to shave off a few dollars or save crucial disc space, but nowadays, developers use it as cheap excuse to artificially inject interactivity by "letting the player be the hero." It doesn't work. It achieves the exact opposite of its intended goal and results in more distance between the player and the story.

Game developers have given us so many lovable characters that are relatable. Why is it that protagonists have to be the only ones without personality?

 
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JOEL GIFFORD'S SPONSOR
Comments (9)
Default_picture
November 22, 2010

In general, I'll agree with this. I'll forgive the silent protagonist syndrome in early games, and the Mario RPG games are fully forgivable on this accord even today. But even from the SNES era I prefer FFVI and Tales of Fantasia to Chrono Trigger if only for this reason. In terms of mechanics and design, I actually think Chrono Trigger is the better game, but I find myself enjoying some others more. 

On a side note: I've always wanted to see a spin on the Silent Protagonist, where the main character is actually, physically mute in an RPG. Could make for an interesting story, and it would result in the hopeful avoidance of long monologues. 

Assassin_shot_edited_small_cropped
November 22, 2010

@David I'm not sure, but I think there actually is an RPG where the main character is a (proper, can't physically speak) mute. Where the RPG experts at?

I love the fact that Nathan Drake tells a running commentary. There are so many moments in both of the Uncharted games where he said exactly what I was thinking. But he's an everyman kind of character, and that kind of chatter might not fly so well with characters based on some other archetypes.

Alexemmy
November 22, 2010

It's obviously a tricky thing to get perfectly. You didn't mention games like Mass Effect that let you choose what your character can say, but even then most players pick up on the fact that it is always a nice option, neutral option, and evil option, so it still breaks the immersion a little bit in the end.

I would love for developers to start experimenting with ways around this, but I can't think of a perfect solution.

Cucco-obsessed-link
November 23, 2010

@ David and Richard: The Action RPG Drakengard has a genuinely mute main character (well, after the first couple of levels), though it only seems to play minor parts on the overall story.  Then again, it's been forever since I played it, so I can't remember...

As for the article itself, I agree completely.  I find it lazy for developers to make main characters silent, even in the eariler days.  They just don't want to spend extra time writing scripts for them... and the excuse of to fill the shoes of the character yourself is a half-baked one.  I think the only time when it's even a little acceptable is when you make the entire character from scratch (like Dragon Quest IX or Elder Scrolls: Oblivion, but I'm unsure if the latter even counts).

Bitpro
November 23, 2010

There's nothing really wrong with having a silent protagonist. After all it makes no difference when gameplay is concerned. Even if Link expressed his true love for Zelda in the most romantic of speeches, it wont make tracking down all the missing heart pieces any easier. Sure it would probably make for a much better Zelda story, but that's not what Zelda is about.

I don't think having a silent protaganist is lazy on the developers part or anything. It just lets me know the developers were more concered about the gameplay than the story. This isn't a bad thing, even for RPG's. A terrible game with great story is still a terrible game.

Me_and_luke
November 23, 2010

@Antonio: I mostly agree with you, but then what do you say to a game like Half-Life 2 where its focus is, arguably, the story?  Gordon never says a damn word, and that annoyed me throughout the whole game (especially when the other characters comically acknowledge his quietness; it's like Valve is making fun of itself for not developing its protagonist).

Me
November 24, 2010

I find the way you include Half-Life 2 in this piece problematic.

 

"Perhaps having a silent protagonist used to shave off a few dollars or save crucial disc space, but nowadays, developers use it as cheap excuse to artificially inject interactivity by "letting the player be the hero." It doesn't work. It achieves the exact opposite of its intended goal and results in more distance between the player and the story."

 

When you make this statement, Joel, I wonder if you either didn't actually play the same Half-Life 2 that I did.  When you say "most people end up jumping around the room to see if they can make it to Eli Vance's head from the chair in the corner" I wonder who your research sample was, and/or whether they were really paying attention to the game.

 

The reason why Gordon Freeman is silent is very simple: the game is subtle. The narrative of Half Life 2 is told in propaganda broadcasts, in throwaway lines from supporting characters, and in other aspects of the textured sound design. It is told in mood, and set design, and scoring, and expressivity of characters that modern first person shooters still don't touch. The body language and facial expressions of the characters in Half-Life 2 are still amazing five years later...why haven't other studios been able to reach up to the same bar in all this time?

 

Sure, if a player is not in the mood for a game that asks him to pay attention to the details and check his expectations of a shooter at the door, perhaps they don't have the patience for Half-Life 2 and that's no crime...but that player also is likely not going to appreciate what makes the game so brilliant independent of whether that's anyone's cup of tea. There's gaming for entertainment, and there's also gaming for critical analysis. Half-Life 2 serves both masters, which is what the best games *ought* to do.

 

Gordon Freeman doesn't speak because it would distract from the narrative. It could be argued that having Freeman speak would actually have been the lazy choice, *not* vice versa. You don't have to make the environment nearly as engaging if the player is focused instead on constant barrages of dialogue.

 

I feel that by including Half Life 2 in this article, you're displaying a deep misunderstanding of precisely what made the game brilliant, and that's the sort of thing I think anyone writing about videogames needs to acknowledge, so that we can hold future FPS titles accountable to what's possible in the genre space. Otherwise, we wind up devolving into meathead shooters which artistically or narratively aren't going to advance anything. These Tom Clancy-esque Call of Duty plotlines may be fun, but they're also extremely silly, and with Black Ops are getting more than a little tired, IMHO.

 

And I personally found Nathan Drake stereotypical, a cardboard hero cutout, and therefore could have done without his supposed-to-be-clever quips. They didn't bother me, per se, but let's not hold Nathan Drake up as some paragon of what a video game protagonist ought to be. I think we should aim a little higher than that when it comes to doling out our praise.

Robsavillo
November 24, 2010

I don't think the silent protagonist is inherently inferior to a voiced actor (no more than the silent film is less worthy than a "talkie"), it's just a different style of game. Looking at Dennis's response and your own arguments, I can see that either approach comes with strengths and drawbacks. Personally, I prefer the silent hero, if only because most developers haven't the chops to write anyone interesting enough to draw me into the game.

Also, I'm pretty sure Chrono Trigger makes fun of the silent protagonist by having the other characters always interrupt Chrono right as he's about to say something....

Default_picture
October 26, 2011

I completely agree, especially with regards to Chrono Trigger. The silent protagonist is the primary reason that I have it ranked just outside the top five on my list of the best RPGs of all time.

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