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Name: Chris
Age: 31
Hometown: Miami, Florida

So I'm one of those video game nerds who grew up in the 80s. Zelda, Mario, Mega Man, Ninja Turtles... you know the games. I'm still a gamer all these years later, currently using valuable time on my PS3, PSP, DS, GameCube, Dreamcast and Saturn. My favorite genre is probably RPGs, which is no surprise since as a child I enduring the punishing torture of Final Fantasy I and Dragon Warrior I. I also love action/adventure, puzzle, FPS and pretty much every other video game genre out there, except for sports.

When I'm not wasting time with video games, I'm wasting time as the webmaster of the Mecha and Anime HQ, or recording podcasts. I also have this annoying thing called a day job, which by the way is a reporter.

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Nothing is sacred: The silent protagonist
mechayakuza | 9:33 PM on 10.05.2009 21 comments




Since Monthly Musings has moved to the topic of sacred cows, I figured there was one that I just had to make a stab at slaying: the silent protagonist. You know who I'm talking about. That guy, mainly in RPGs, who says absolutely nothing during the course of the game because he's supposed to be "you."

I really hate that guy.

The common refrain we hear from video game developers is that the "silent protagonist" never speaks because it's supposed to help with the immersion and make you feel like you're part of the game. Sorry, I have to call shenanigans on that. Personally, I find that nothing breaks my immersion in a game more than having characters interact with a mute. There have been plenty of them in many genres over the years, but one that strikes me as particularly annoying is the Hero from Dragon Quest VIII: Journey of the Cursed King. What annoys me about this guy (aside from the silence) is the lengths Square Enix goes to to shut this guy up. Throughout the game, there are simply parts where this guy HAS to talk. So what do they do? They show him from behind talking and moving his hands. It really sticks out to me every time that it happens, thus breaking my immersion. Big surprise, right?

Another more recent example is the Ghostbusters video game. It doesn't bother me that you don't get to play as Venkman or any of the other established character. However, you play a literally nameless rookie (your uniform's name patch actually says Rookie). When the other Ghostbusters interact with you, you either look flabbergasted or throw up your arms. I guess this guy is a mime or something. What I'm about to say is very lame: breaking the immersion here is a case where bustin' doesn't make me feel good.

Why does this bother me? I guess I reject this whole idea that the video game character is supposed to be an avatar for me. Playing a game is no different than watching a video game or reading a book. I don't watch Blade Runner and pretend that I'm Harrison Ford, or watch 24 and imagine myself as Kiefer Sutherland. I play a video game because I want my main character to interact with other characters and be a part of the story.

Of course, there are times when immersion and characters aren't really necessary. When I'm playing Unreal, I just want to shoot people. In a game where the characters and story don't matter, this is fine. But it just really bugs me in a game where a named character who is part of the story doesn't say a word. One last example that sticks in my mind is Isaac Clarke from Dead Space. Here you have a really creepy game where a bunch of crap jumps out at you from everywhere, and all you get from this guy is some text on a log screen. As scary as the game can be, it really stands out that this guy just walks through the game in silence, and you don't get a sense of his fear or the tension in the atmosphere.

So my message to developers is this: kill the silent protagonist. It doesn't help the "immersion" and serves to do only the opposite.



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19 comments | showing # 1 to 19
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Josh Tolentino's Avatar - Comment posted on 10/05/2009 22:01
Josh Tolentino
True, but the mute protagonist has his own uses, I think, especially if they can work it well into the game's thematic elements. Devil Survivor and Persona do it alright.
mechayakuza's Avatar - Comment posted on 10/05/2009 22:04
mechayakuza
@unangbangkay

I've never played any MegaTen or Persona games (shocking, I know), so I can't really comment on them. However, off the top of my head I can't think of any games that really do the silent protagonist in a good way.
phantomile's Avatar - Comment posted on 10/05/2009 22:22
phantomile
Could not agree with you more.

Even when it is done right (I absolutely love the Shim Megami Tensei series), it would still be better if the main character had talked. Those games handled his silence well, giving you dialogue options occasionally, but it still never felt like the character was ME.

I guess it's a matter of preference, but I happen to really hate silent protagonists. Good write-up.
Andrew Kauz's Avatar - Comment posted on 10/05/2009 22:48
Andrew Kauz
I love when they try to explain the silence away, like in ODST. "Ahh, you're the strong silent type." I felt like saying, "No, fucker, my creator just couldn't be assed to actually make me into a real human person."
BulletMagnet's Avatar - Comment posted on 10/05/2009 22:58
BulletMagnet
Some good points made, but as others have said sometimes a silent protagonist CAN actually work - off the cuff, I find it hard to envision SMT: Nocturne with a vocal main character.
Jared Ari's Avatar - Comment posted on 10/05/2009 23:16
Jared Ari
I really enjoy this in the classics, but I still see what you're getting at. Zelda, for instance, does it beautifully, and most gamers would consider it a travesty upon the world of games to have Link utter much more than a grunt.
mechayakuza's Avatar - Comment posted on 10/05/2009 23:23
mechayakuza
@Arianol

Old Nintendo franchises are a bit different though, so I can give them a pass. Link never talks, and that doesn't bother me. Samus Aran doesn't either, but then again she doesn't have anyone to talk to, being surrounded by alien monsters. That's a legacy from when those games were made 20+ years ago. But there's really no excuse for new games to be doing it now, especially when they have voice acting, yet the hero still remains silent.
Hcapt's Avatar - Comment posted on 10/06/2009 00:44
Hcapt
@ Mechayakuza

- Don't forget Okami's Amaterasu, and Pokemon and Mario. Technically, Mario never has a line of in-game dialogue. Sure he has catch phrases, but he never actually talks to anyone in the Muhroom Kingdom; even in the Paper Mario games his only "dialogue" is the options you get when responding to an NPC question.

Which I find a lot more appealing than Sonic's incessant, irritating dialogue.

Maybe there's a distinction between characters that need to talk to other characters and characters that can and should stay silent. A lot of the good silent protagonist games either have very little vocal story or make sure you're never alone so that your annoying sidekick can do the talking (and irritate the fans) without making anyone annoyed at the main character. Even Pokemon once used the sidekick that does all the talking for you in "Pokemon Colloseum"; although usually that series just uses lots of characters that like the sound of their own voice and don't really expect more than a yes or a no out of you.
The Silent Protagonist's Avatar - Comment posted on 10/06/2009 02:04
The Silent Protagonist
...

o.o

Kidding aside, I find that playable main characters that chatter their heads off to be a large turn-off. I tend to let game off the hook when there's tremendous amounts of customization otherwise, then again, there are plenty of games that are deeply customizable and still have a silent protagonist.

I like to use the GTA PS2 Trilogy as an example. We start out with a guy who's just a guy. He's not much for words, just doin' jobs. He does what needs to be done and whacks anyone that crosses him. He gains prestige, people talk about him.

Then we have Vice City, in with Ray Liotta, out with you as the anti-hero. While I could go on and on about how the guy is a hypocrite for even taking on the role of Tommy Vercetti, but I'm just totally ejected from the experience and have to now adjust to being the hand of God over Tommy.

San Andreas comes and meets me halfway. I don't get to shut CJ up, but I can decide his stats, what he'll look like and whether he's a beefed-up gansta that dual wields shotgus or a fatass that spends too much time at the drive-thru yet is a speed demon on a bicycle. Then GTA III guy shows up again and, well, he's supposed to be me so its fun that GJ hates me so much for winning the girl he hates and I'll eventually get revenge on for putting me in the slammer.

So in the grand scheme of the GTA trilogy, I at least have a place where i can say I made my mark and brought the story to a close.

But then there's all these RPGs out there where you're to make choices that may reflect you as a player. Those pointing out Shin Megami Tensei titles know the value of this, but its a western gaming convention more than it ever was a Japanese one.

Sure, we can point to Mass Effect and here's a talking head you make decisions for, but look where that series is going. Since our hero likes to talk so much, ME2 has become more of a shooter than an RP

Then there's stuff like Ico or Shadow of the Collossus or even Super Metroid. Not only are protagonists here not glib, but neither is anyone else. Yet as you play through the original Metroid Trilogy, there's a certain personal impact to the culmination of events in Super Metroid thet would have felt totally different if Samus talked all the time. You met the hatchline, it imprinted on you and there are its actions in Super Metroid.

When that stuff in Super Metroid happened, amidst the previous silence and desolation, it made a huge impact without saying a word. So much that I don't really understand why Aerith getting shish-ka-bobbed by Sephiroth was such a big deal. Useless plot device dies, I loot her of the party's materia and move on, but oh, Cloud can never get over it. He needs a "reason to fight." How about the brunette with the big knockers and long legs you made a childhood promise to, dumbass. Flatchested flower girl dead, brunette with big boobs not dead. Easy choice, let's go stop Sephiroth and put an end to his mommy issues.

Anyway. I do like FFVII, I'm just making a point there. I find voiced or texted protagonists to be so overwrought its sometimes annoying. Master Chief or Solid Snake I can deal with, but hands off the Nintendo and RPG protagonists.
Qalamari's Avatar - Comment posted on 10/06/2009 04:15
Qalamari
Hm. I can see where you're coming from, but two of my favorite games of all time use the silent protagonist quite well. Chrono Trigger carried on the tradition started in Mario RPG of having the main character pantomime his actions; this added an element of physical comedy to the game that clever writing couldn't capture. Not to say that the writing was bad, but there are some things that work better if you say them, and others that work better if shown. Chrono Cross's ending could have learned a lot from this.

Half Life's protagonist never says a word, and in this case, the attempt to make the player more immersed works... you DO empathize with Alyx and the other characters more because you are never pulled out of Gordon's viewpoint, never hear him speak, are free to imagine your witty responses in whatever voice you choose. It gets a little difficult to believe at times, but I'd much rather hear nothing than have Gordon spouting one-liners every time he kills a Combine soldier.

As Mark Twain said, "Better to be thought a fool and say nothing than to open your mouth and remove all doubt."
Stevil's Avatar - Comment posted on 10/06/2009 04:15
Stevil
I hate Issac Clarke as a character since his state of mind is vital for the last few chapters of the game, but since he's a silent protagonist, the last few revelations have no impact at all. In the end, you're still not sure if he went mad or not.

I know the idea was to make him this avatar-type character, so it was you and not him experiencing the horror, but once the story becomes more involved, you (as a player) take a backseat. It's just one of the many reasons I found Dead Space to okay and nothing more.

As for Ghostbusters, I actually thought The Rookie's silence and facial expressions worked in the game's favour. I mean, if that was you working with the Ghostbusters, I don't think you'd be saying much since you would be in awe of them the whole time. It also worked because he was new and couldn't find a way into their established rapport. It's the ultimate first week of a new job!

I don't think it would have worked if he just turned up and acted like Poochie The Dog from The Itchy & Scratchy Show. It would have been like Extreme Ghostbusters all over again.
mechayakuza's Avatar - Comment posted on 10/06/2009 08:08
mechayakuza
A lot of good points have been made, and I certainly don't mean to cast the issue in black or white. There are definitely times when the silent protagonist does work. However, I feel (and what inspired this cblog) that developers lean on it as a crutch too often without thinking about how to implement it. It's as though they think not having a guy talk is all you need to make a silent protagonist. Maybe that easier to do back in the days of text-only dialogue, but it's become a lot more noticeable since the PS1 generation. There are plenty of games I like that have silent protagonists, but I think developers need to rethink the implementation of the entire mechanic.
Cyber Altair's Avatar - Comment posted on 10/06/2009 08:15
Cyber Altair
Fallout 3 is guilty of this.
Pangloss's Avatar - Comment posted on 10/06/2009 08:55
Pangloss
@Qalamari: I've actually been thinking about Chrono Trigger quite a bit lately, especially Crono. While CT probably pulls off the "silent protagonist" about as well as possible, the fact is that by the end of the game, Crono is the least developed character (and believe me, criticizing Chrono Trigger is painful for me). I remember who Marle, Lucca, Robo, Frog, Magus, and Ayla were. I know what made them tick. All I can think of when I try to recall what Crono was all about, was a katana and Luminaire.

@mechayakuza: I actually think you shouldn't back down here. There are certainly some games where they make the Silent Protagonist "work", but no matter how well you pull it off, that character's development could have been stronger with actual lines. If you are making a character-driven story, do not use this mechanic, is what the rule should be.
sickNasty's Avatar - Comment posted on 10/06/2009 08:57
sickNasty
I agree, everytime I play as a silent protagonist it just breaks the immersion for me. Half-Life included. Sure I want to feel to some degree like the character, but that also means want the character to say things or behave the way I feel in the situation.

I think Mass Effect nails it in that you have a lot of choice as to what your character says. I always felt like the dialogue I chose in the game is how I would react if I was in Shepard's shoes. Therefore I was more immersed in that game than in any game in which I controlled a silent protagonist.
Handy's Avatar - Comment posted on 10/06/2009 12:54
Handy
I do like it better when characters have, you know......character.

I like the way Nathan Drake would make little quips during Uncharted, that made him more believable and made me feel more immersed than if he said nothing or only talked during cut scenes.

But it’s not all bad. Like everyone else said, Persona does manage to pull it off.
pascuz46's Avatar - Comment posted on 10/06/2009 13:16
pascuz46
Yeah I agree. The silent protagonist just takes away from the immersion. That was the biggest problem I had with the Halfe Life series. There great games, gameplay is amazing, story is sweet, but Jesus H Christ can the man talk!? Hes suppose to be a smart scientist and a bad ass, and he cant manage to say one word. On another note the protagonist that says too much is a tern off. But thankfully I haven't really run into that problem alot.

The thing I find problematic is the fact that this is suppose to be you in this world you happen to playing in. But if it was me, why the hell are they calling me Gordon Freeman. It defeats the purpose of the story. I wouldn't want a video game staring me cause it would be uneventful and mundane. I also wish link said more than just yelling like an idiot.

Another thing much I find even more annoying than the silent protagonist are the characters that just speak gibberish. LBP, mario, you name most kids games. That annoys me. Good post by the way.
ammoelf3's Avatar - Comment posted on 10/06/2009 15:16
ammoelf3
Ugh, I 100% agree, the silent protaganist is the worst. I give Zelda some leeway as that's all that franchise knows. Especially like you said, when the character is obviously speaking and they just don't have him/her speak, it's awful.
Electrium's Avatar - Comment posted on 10/06/2009 17:04
Electrium
I like the silent progranists >_>. Developers just need to remember that if they're using a silent protagonist, they need to do one of two things:

1) Don't put the character in situations where they have to talk.
OR
2) Give the player opportunities-LOTS of opporunities-to say what they want.

There is no middle ground, period.


And on a related note, I agree with Pascuz about gibberish. I have no idea why developers (AHEM Nintendo) persist on using this - it NEEDS to GTFO. Hearing random bleeps and sldkfjas;dlkfjas sounds adds NOTHING to the game. It doesn't sound like a voice, it just sounds lazy and annoying. If anything, it makes me mute my game because it's so awful.
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