Minorish Spoiler
Your son in DQV is the center of attention Legendary Hero and your dad is king. ( 'til yeah...)
Now that you mention that, you've reminded me that Harvest Moon (64?) pretty much nailed side character interaction... more or less. The ladies that you didn't woo would eventually pair up with other dudes as time went on. Really nice touch.
A "main character", which is often what games have, is the central character that players experience the story through.
A "protagonist" is the central character who moves the plot along.
A "hero" is typically both the "main character" and "protagonist".
Two key points...
The "main character" quite often can change depending on who is playing the game. The main character of a game, say Gears of War, doesn't necessarily have to BE Marcus to a player. Think back to GoW1, Dom is actually the one who rescues Marcus, kicking off the events of the first game.
Second, you can have multiple protagonists in a story. While you can certainly take Marcus as the protagonist in GoW, because you get to see things through the eyes of Dom as well, he too can be listed as a protagonist.
Also, just because you control the main character does not necessarily mean you see the game through the main character's eyes, or are limited to seeing the game through only the main character. Sometimes the roles played by characters in game, a "villian" for example, gives a better perspective on what is happening in the game over the actual character you are controlling. Think of it like surveying a battlefield. You're not just seeing the battle through one soldiers eyes, but instead you're seeing the medic drag away a wounded soldier, the guy in the trench hunkering down, the guy getting ready to lob a grenade, etc.
I think what your article really should be about is why the title role of a game is quite often a singular character, most often a "hero" where you aren't given a chance to see through the eyes of other characters. It's almost wrong to say "games should stop revolving around the protagonist" because of the above mentioned points.
Having said that, remember back to War and Peace, I'm sure you had to read that in school. Now, putting aside whether you read it straight up or read the Cliff Notes version, it's still confusing as hell having multiple subplots each with their own protagonists. But it IS a classic novel and a good example of novel writing.
So lets look at a recent game example, FFXIII. Broken into pair / trio parties through at least half the game, you're guided through the story by seeing the world through each characters eyes. You know the criticism the game got? The story was too confusing. To many, even the simple plot of FFXIII when broken down into different view points was confusing. Another good example, the story of MW2. Same thing, people found it confusing because you saw the story through different eyes. But really the story was dirt simple if you have enough marbles to cobble things together. Therefore I'm sure the same people who found FFXIII and MW2 story lines confusing found War and Peace almost incomprehensible.
So in the end, while I see what you're getting at, I think you're barking up the wrong tree on this one. It's the same argument that games can't be art. The reason isn't the medium itself, it's the people who consume the medium that currently makes it impossible. When the last two generations / decade of gamers are in control of the world, ie. older and more mature, then maybe. But until then, the "simplistic" approach of story-telling through a main character is going to be the way to go.
If I'm pulling off a paragon action, I expect Shepard to be nice. It wouldn't be great if he were "unpredictable," shot a crying woman in the face, and said "Hey, I was just sparing the world a whiny bitch." It would suck and I'd be pissed that my character just got jacked by the game for cheap shock value.
When it comes to the interactions with crewmembers though, I absolutely agree that it is WAY too static. The first one was alright because it wasn't even that big of a deal, but ME2 at times almost turned into a relationship simulator, but it was so awkward because your options were way too restricted. Why can't I just tell Liara it's over because she's cold and boring? Because I have to "suffer the consequences of cheating" in Mass Effect 3.
Awesome.
What if there were different degrees of Paragon action? Like a "Deep Blue" paragon action would be to stand infront of the character about to shoot their best friend, a "light blue" being simply suggesting.
The paragon/renegade stuff was so extreme, which I think lead to some cookie-cutter "protagonisty" action.
I'd say again that Dragon Age allowed for a great variety of responses
It seems like your overall point was that you want to see game protagonists that are more fallible. I can't say I'm entirely on board with that idea because I want certain game heroes to be good at what they do, rather than just glib schmoes who by sheer luck are good at what's required of them (in Drake's case, climbing up dangerous surfaces and shooting minorities).
And in regards to the world being for the many, I remember playing STALKER: Clear Sky and being annoyed by the NPCs giving you quests, then solving those quests on their own while you were en route.
When it comes to the world revolving around the player character, if you go too far in the opposite direction, you wind up with a world where the player's actions don't seem to make a difference. That's not fun; that's real life.
Just one more reason why HL2 is the best game ever ^_^
Series like the Suikoden, Tales, Final Fantasy, Shin Megami etc. games have all done a good job of this in at least one or two of their titles.
There is always an overall protgagonist, and this is required in most story telling formats (especially games, as you point out) but often the game's most enjoyable or moving storylines belong to the characters that support our long-haired girlyman lead character.
These style of games do a great job of having multiple key characters, each with their own agendas and backstories. Characters drop in and out of the story as they disappear to address their own issues. Some of the writing can be a little cack-handed, but if the concept were really set upon by more talented writers, this for me is where it's at.
It also bugs me that it seems so difficult to think outside of stories revolving around magical worlds, monsters and spells. Personally, I love that shit, but I can see why it puts so many people off.
There was way more than enough cash to go around, too. In the end, i would have rather the world risen to meet me than the main character feel like superman.
but in western rpgs, which i tend to be fond of (generally...) it WOULD be rather interesting to see these possible romantic attachments grow between supporting characters, which so rarely happens. jrpgs dont seem to be as much of a culprit (though i still usually hate 'em :\ ), i can think of at least a handful of them that where there are at least two romantic relationships developing at once - the main character and some supporting character, and a couple other supporting characters. FF4 comes to mind, Lunar, ... perhaps FF6, since it's difficult to pin down precisely who would've been the protagonist in that one, if there really was a single one (since Terra/Tina was pretty well the protagonist early in the game, and never has a proper romance, but later in the game it becomes a little more about Celes who does have that romance, so it's hard to pinpoint).
it strikes me it would be a little bit more interesting in your typical western rpg, though, in that you could have the potential of romancing a supporting character, but also the potential to *fail* or to have waited too long and s/he ends up with someone else. a *protagonist's* unrequited love... it sounds like a very attractive prospect for drama/story.
anyway.
But Gears' Dom/Maria is not a good thing. It hurts Gears as a game, because it ruins the pacing and focus. Gears 2 is an identity crisis.
Mostly, I do agree. Too many games feel like the world is there for the time you're there, and doesn't exist beyond you.
However I do disagree with using Gordon Freeman as a header image, because his world exists beyond him in a way that you want. He's not facilitating the world, just existing in it, trying to fix what he can.
Of course there are exceptions to the rules.
Agreed, FF6 was totally different from the others main FF entries because even though the story initaly revolved around Terra, it quickly became the story of a group of heroes. Heck, in the second part of the game you don't even need to reacquire Terra to beat the game!
I'm still waiting for my 3D remake Squenix!
You can judge the fact that a protagonist is the center of the story in nearly every type of art that exists in the world. Of course the piece is going to exist in a bubble. Art defines a space and inhabits that space. You can't encompass everything in how many hours a game has to tell a story.
How can you say a narrative HAS TO BE shocking? There are plenty of ways to tell a story in an interesting way without neeading to resort to a roledex of shocking things the protagonist can do.
Look, videogames rely on stereotypes. They always have. It's easier and effective to tell a story utilizing cliches. And that isn't necessarily a good thing. But narrative structure does rely on certain staples (like a protagonist) and these structures are tried and true for centuries, since the dawn of civilized man. You can criticism them, but recognize the protagonist as a tool is so heavily used because it works, not because a writer just randomly decides to use it because everyone else does.
I don't want to sound like a dick (which means I will) but I doubt that you have a lot of experience dealing with literature when you make comments like the ones in this article.
That started off dumb, then it got duuuuuumb, and it ended with you just looking like a bitch.
Then again it boils down to killing the other side. Which might raise questions about just what it is to be a hero.
Something anti-heroic to me about bombing berlin, yet the "heroes" of the story do it.
The same could be said of all actions in war I suppose.
As for RPG's I do appreciate when a character has an actual character to them. It is rare.

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