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[NihonTiger90 takes a look at the silent protagonist in today's contribution to the Monthly Musings. -- CTZ

One of the biggest issues in gaming that has and persists as a major debate is the nature of the silent protagonist -- the guy who doesn't speak, but still manages to get the point across anyway.

But is this a bad thing or a good thing? It's not always easy to decide, but there are strong cases for both. Hit the jump on what I think are good and bad examples of the silent protagonist. 





In many traditional franchises, the protagonist could do without voice acting. Link in Wind Waker and Paper Mario (with limited voice acting) stand out as great examples of how displaying simple emotions in place of voice can work just as effectively. With these two characters, you get a firm grasp on what's going on without them so much as muttering a word. It also lets you place your own words and voices onto the characters, giving the player freedom to dictate what exactly Mario might be saying when he's explaining something, even though we all know how his voice sounds.
Consequently, some characters who can now speak were better off silent. Sonic himself might not be the strongest case, but it's one you can make if you really try. Some of the voice acting in the Sonic series is just ... ugh. It hurts me to hear what they've done to some of the characters. I honestly wouldn't mind if Sonic went silent next time around or reverted to text-based dialog.

Other more modern franchises have taken this approach, most recently being Half-Life 2. Gordon Freeman is incredibly silent, yet the story unfolds in a way that it doesn't matter about Gordon not talking -- you feel like you are him, that you are plopped into the story. You feel like you can talk back to Alyx and G-Man, even though you're still silent and Alyx does make fun of that. Still had Gordon decided to talk, it might make you think "Oh, I'm just playing as a guy and I gotta shoot that guy over there." not as "Oh crap! Enemy! Kill it!!!!!"

Depending on how the game is structured, a silent protagonist can work wonderfully.



But it's not always great to have the quite protagonist. Sometimes, it's harmful to the game. Especially when you step out of the first-person view, or when you change characters, but keep the main player as a silent protagonist.

For example, let's look at Golden Sun. In the first one, Isaac is mute while Felix speaks. In the next game, Isaac has a voice while Felix mysteriously goes silent. Similarly, Breath of Fire went from the silent Ryu and talkative Nina to a taking Ryu and a silent-because-we-said-so Nina. These sudden changes are actually really silly. Why does one character who suddenly speak go silent, and vice versa?

One game that stands out in my mind as a game that could've used a talking protagonist is Grand Theft Auto III. While it was a truly revolutionary game, not being able to hear Claude so much as utter a word when he gets shot by Catalina or when Salvatore double-crosses him just makes him seem, well, weak. The other characters tell the story, and it's like Claude really doesn't even matter. I remember playing GTA III and feeling no connection to the main character, unlike when I was playing through GTA: San Andreas. There's a huge different between CJ and Claude. While Claude's just a run-of-the-mill thug, CJ's voice acting allows us to not only connect more with him, but understand what his main goal is: cleaning up the 'hood as an act of penance after his mother's murder. Through his voice acting, we see a change we don't see in Claude, and it's that reason why I actually completed San Andreas instead of stopping halfway through like I did with GTA III.

Voice acting does add an element to characters that doesn't always exist when they're silent. Wind Waker is something of an anomaly in my book, in that we only see Link develop as a full character because his reactions and facial expressions are so dynamic that they almost speak for him.

So that's the black and white of it all. But is there ... a gray area?



The answer is yes. Characters with limited voice acting that are generally silent may be the compromise of the future, and the chief example of this is Master Chief (no pun intended). Chief spends most of the Halo trilogy silent, speaking up only at key times, and it works beautifully. Bungie doesn't waste his words at moments when they're useless, only when they're most opportune. It not only makes Chief look like a bad-ass, but it also lets the player feel like they are in Chief's shoes. This fact is probably one of the most over-looked features of the entire Halo series. You not only feel immersed in the action, but you feel like you're a part this epic story, especially in Halo 3.

If any stance becomes the status quo in the gaming community, please let it be something like this. At least until voice recognition technology comes along that lets you put your own voice in the game.


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56 comments | showing # 51 to 56

italianbreadman's Avatar - Comment posted on 02/11/2008 11:56
italianbreadman
Some good points. Here's another article that said much the same thing a while back:

http://www.gamernode.com/columns/11-eddie-inzauto/4532-is-silence-golden/index.html
italianbreadman's Avatar - Comment posted on 02/11/2008 11:57
italianbreadman
<a href="http://www.gamernode.com/columns/11-eddie-inzauto/4532-is-silence-golden/index.html">http://www.gamernode.com/columns/11-eddie-inzauto/4532-is-silence-golden/index.html</a>
Anus Mcphanus's Avatar - Comment posted on 02/11/2008 12:23
Anus Mcphanus
Great article dude but although you make some very good points I personally still hate the idea of silent protagonists....for me I prefer to watch a character go through a story rather than put myself through that characters shoes.. much like watching a movie
Cubilone's Avatar - Comment posted on 02/11/2008 17:33
Cubilone
I agree with hood_954, Master Chief would be better off with even less dialogue and maybe the GTA3 character could use some. Most games with silent protagonists are good but I can't say the same thing for ones with particularly talkative frontmen/women. That could be because voice acting is a feature that doesn't get the attention it deserves during game production. A game with good voice acting would be better in most cases than a game with none at all. Of course, that also depends on the mood the game wants to put you in.
puppycake's Avatar - Comment posted on 02/11/2008 18:40
puppycake
The silent protagonist helps to immerse the player in the game world because they can then project their own desires, emotions, motivations, etc onto the avatar... What utter bullshit. A silent protagonist can work within a certain context, but not all and never really that well. The context where we've seen it work best is with Link, but even then it's a stretch. Let's look at Super Paper Mario 2 for a moment...

This game has a very involved story. Maybe not a very engaging story, but Nintendo keeps it busy and fun and often times amusing. There tends to be a lot of text as the various interactions unfold and I can say that I generally found these to be worth reading (good job on localization guys!). However, in all that story, Mario never says anything. This works in a context where there's no real story much better than a RPG one. In Paper Mario we have all these really well developed characters interacting with each other, saying funny things, expressing themselves in emotional terms, it's great. Peach frequently gets pissed at the insanity around her. Bowser is an egomaniac who can't really get what he wants cos he's too brash. These characters have well-defined personalities. All of them but Mario. As the silent protagonist, Mario is the one character who never participates in any conversations. He has no witty comeback. He has nothing heroic to say. This isn't inspiring, it's like having a developmentally disabled hero. The contrast between him and all the other characters is too jarring, they make him look boring.

For me at least, it's about the same for Gordon Freeman. He has nothing to say except for the occasional grunt. When people interact with him, it doesn't feel natural, they constantly have to answer questions for him or direct their speech at the characters around him. I don't know how most people played through Half Life 2, but I know I didn't sit there pretending to say dialogue for Gordon. That would be insane and asking the player to do so would be unreasonable. Because he has no discernible personality other than being the quiet guy who gets things done, he's not really a prevalent figure in the video game hero pantheon. Yes, I realize he's a well-known face, but in discussing various video game heroes, what would one say about Gordon Freeman in respect to say, Solid Snake? How do you compare their individual qualities as characters?

Really think about this, what attributes do you assign to Solid Snake or Cloud Strife or Kratos or Tommy Vercetti or Dante or whatever character has stood out to you as you played through a game. Would these characters have had the same effect on you if they had never uttered a single word over the course of their games? I really don't think so.

In the same way that telling a story via a book or movie format with a silent protagonist wouldn't work, neither does it work in video games. I would argue that it's a very rare game (if not non-existent) that would actually be able to immerse to the point where you forget you're a gamer sitting on his couch, holding a controller. If this eventually happens, then maybe the Jack Thompsons of the world will have a valid point, but for now, let's not pretend that game immersion is something more than it is and let's not pretend that having a silent protagonist can fool you into thinking you're the savior of the universe.
Dexter345's Avatar - Comment posted on 02/11/2008 22:22
Dexter345
Nice read.
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