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Defending Imagination: The Silent Protagonist
Aj_newfoundland_avatar
Tuesday, September 29, 2009

Editor's note: ... - Aaron


Gamers are a strange bunch. We indulge in a very creative medium that covers a wide array of art styles, stories, gameplay types, and experiences. But for all of our love of this wondrous format, we’re an unimaginative bunch. We want developers to have every element of a game fully-explained to us, because we will not consider how things might be -- we want to know.

To explain my point, I’m going to write three articles, each of which will explore a different scenario. This first article is in defense of the silent protagonist, particularly Gordon Freeman of the Half Life series. Because Valve did not hire a voice actor for Gordon, or write lines of dialogue for him, many write him off as a soulless avatar with no personality. And yet, when I play through the Half Life games, my opinion of Gordon is the complete opposite.

In my opinion, Valve wants us to fill in for the role of Gordon. He doesn’t speak so that we may give him a voice. No lines of dialogue are written lest they conflict with how we want to character to react to the world around him. Now, I’m not saying you have to speak out loud in response to everything Alex says to you (although I have found myself inadvertently doing that on occasion), but even some subconscious thoughts can do the trick.

 

I’ll draw an example from a scene in Half Life 2: Episode 2. This could be considered spoiler territory, so consider yourself warned. There is a point in the game where Alex becomes mortally wounded. Gordon is stuck under rubble as Alex desperately reaches out to him before she is struck once more by a Hunter.

In my experience, I was desperate to save Alex, but there was nothing I could do -- no matter how many buttons I pressed, I was stuck. I literally felt helpless, just as if I was the one in the game losing a friend.

Some people probably would have preferred a cutscene with Gordon actually shouting, “No! Alex! No!” or what have you. It may have worked (depending on the quality of the voice acting), but I fear people would have found it cheesy, which would have completely ruined the moment.

But by allowing us to use our imagination to fill in the missing pieces, the scene was far more powerful than any passive cinema could have been. This is why I watch movies, and this is why I play games.

That's not the only time in the series where I felt an emotional attachment to a character. When Dog found me in the rubble of Half-Life 2: Episode 1's opening, I was glad to see him. When Alex hugged me, I actually felt loved to some degree. When Dog  jumped that Strider, I was relieved, excited, and actually shouted out "Fuck yeah! It's Dog!"

Half-Life isn't the only series to appeal to gamers on an emotional level by truly allowing you to immerse yourself in the role of the lead character. The Myst series is another that comes to mind. By Myst IV, Atrus feels like an old friend, and the news of his passing in the opening of Myst V left me genuinely sad.

Fallout 3 let me fill walk in the shoes of The Wanderer, and I made that character my own. By the end of the game (warning, another spoiler), I felt a strange connection to my in-game parents when I entered the final code into Project Purity. I experienced a strange and almost calming moment as I faced certain death. That was one of the best endings I’ve ever experienced.

I pity the person with no imaginiation, who just saw that as some puzzle, punched in the numbers, and then complained about the final cutscene.

Tune in for part 2, where I’ll explore why moral choices in games don’t necessarily need to have a direct impact the game’s story or gameplay.

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Comments (16)
John-wayne-rooster-cogburn
September 28, 2009
I definitely agree about Half-Life. Instead of knowing Gordon as another character (nothing wrong with that), I feel like I am Gordon. Good article.
Jayhenningsen
September 28, 2009
I do prefer to choose my own reactions in games. I've been annoyed since the first Dragon Warrior/Dragon Quest game when Gwaelin asked to travel with me at the end. I said "no" and she responded "But I must." I tried about 50 times to leave her behind. The slut just wouldn't listen.
Default_picture
September 28, 2009
I prefer the way Mass Effect does it, where your character doesn't speak until you prompt him to do so, and the options you get to choose from are general guidelines, so that the character speaks lines of dialogue that fall in line with your personality.

The mute main characters of the Persona games also really bug me, especially since they do speak (they yell out quick lines during battles), so you know what their voices sound like already. Never hearing full sentences out of these guys suddenly feels bizarre for the rest of the game. It just kills me to know that, based on all of the other characters' dialogue, that series' writers and voice actors are all incredibly talented, but they refuse to provide the main characters with the same treatment.
37425_412468101714_719286714_4780931_4814727_n
September 29, 2009
What would you guys think if a game pulled a surprise "Silent Bob" and at a crucial point in the game had a silent protagonist suddenly blurt out an inspirational line or short monologue?
Default_picture
September 29, 2009
While you make a case for it and use a good example (Half Life 2 Alex cutscene), the majority of developers fail to make those moments with mute protagonists. Mute protagonists are lame, they do little to add to the overall experience of that game and if anything help take away from it.

What is the point of having a character that lacks exactly that...character?

It is also silly to think that by having a mute character it helps that player "think" he/she IS the character! This never works because very few of us ARE mutes and secondly most games that do have those characters look nothing like any of use (Chrono from Chrono Trigger is an example of this.)

I'd rather have some annoying, poorly voiced character than a bland mute any day.
Jamespic4
September 30, 2009
Sorry A.J., but I have to say, best editor's note ever.

Bravo Aaron, bravo.
Jamespic4
September 30, 2009
Alright sorry, now I've read the article.

First of all, I thought I was the only Myst fan in the world. I'm not alone! Yippee!

And I think the reason Myst clicks for me is at least partially due to the silence of the protagonist.

I always play Myst at night, with the lights turned off. I think it is easily the loneliest series of games ever made.This is a direct result of how the game plays with music and sound.

The deafening silence of your protagonist has A LOT to do with creating Myst's milieu of "aloneness." This quality adds to both Myst's overall sense of foreboding, and Myst's sense of stark beauty and clever artistic design.

With Half-life it's much the same. A lot of Half-life is about being alone in an incomprehensible world. Everyone expects Gordon Freeman to fix there problems, but, really, he has the least amount of knowledge out of everyone.

This theme is really filled out by his silence. The player and Gordon are literally the same. If I knew as little as Gordon Freeman does (which is, in fact, the case), I wouldn't have much to say either. So, in a sense, me and Gordon are both along for the ride together.

(Also, in Half-life, am I the only person who nods and shakes his head at the NPCs speeches using the mouse?)
John-wayne-rooster-cogburn
September 30, 2009
@ James - Nope! I totally do that.

@ Aaron - Nice editor's note. :D
Img_1019
September 30, 2009
Thanks! I was worried that nobody would get it and they'd think I made a typo or something. :)
Brett_new_profile
September 30, 2009
@Aaron: Groan!

(Okay, a little jealous, too. That's a pretty damn clever note.)

As for A.J.'s article, I think playing as a silent protagonist immerses you more in a game. You feel less like you're directing a movie and more like you're experiencing events first-hand.

There's room for both types of storytelling. Sometimes I'm in the mood for a moody game like BioShock, while other times I want to sit back and listen to Nathan Drake's one-liners.
Aj_newfoundland_avatar
September 30, 2009
Now I'll concede that yes, some developers don't make good use of the silent protagonist. It often stems from either a lack of skill, laziness, or memory constraints (back in the day). But we had a saying in my theater group in college when we did student written plays. There's no such thing as bad scripts, just bad actors.

What that means is even a good actor can take a bad script and make something of it. And so that is often our job as gamers. Is just that some of us are bad actors and some of us refuse to go on stage. Maybe it requires more work on our part, but that's why games are interactive and not just movies.

As an aside, yay! My first featured article. Thanks for reading, all. I'll have part two up soon.
Default_picture
September 30, 2009
Personally I swing more in favor of voiced characters simply because I think playing as a character with a defined personality and voice is more interesting.

I don't mind silent protagonists and in cases like Half Life I think it suits the game better. It very much comes down to the individual game for me. Dead Space for example, I don't understand why Isakk never spoke or emoted very often when people talked to him. He seemed like the kind of character who needed to speak and express himself, it would have made the already fairly good story so much better.
Redeye
September 30, 2009
While I personally dislike and have written an article slightly deriding silent protagonists I can say that I do see where you are coming from. Some things can be done with a silent protagonist that can't be done with one that speaks. Ultimately I prefer to have as much development of as many interesting characters as I can get and don't really like the idea of 'me' in a game at all but it comes down to personal preferance. If a talking protagonist is done well it can be great. If a silent protagonist is done well it's also great. Just for lords sake do it WELL!
Default_picture
October 01, 2009
While I understand the reasoning behind Valves decision not to voice Gordon I think the mute protagonist takes away from immersive quality that we're supposed to be enjoying.

It simply feels unnatural that Gordon doesn't respond to a single character in the game. Gordon shares so many life and death experiences with various characters through out the series any yet he never thanks anybody for saving his life, he never asks for help, he never asks anybody if they need help, in short, he never connects with anybody.

Valve would have you believe that this part, the human part, is where the player is supposed to step in, however this doesn't work since the characters obviously can't hear the player speak.

There seems to be a catch-22 with the silent protagonist. On the one hand it supposed to make the player feel like they are the character, but then it robs the player of the ability for their character to speak on the players behalf. When the protagonist is voiced, that voice serves as a release. The silent protagonist however forces the player to keep everything bottled up inside.

Even an armchair psychologist knows isn't good for you.
Profile_pic
October 01, 2009
I've always thought the silent protagonist was just laziness on developers' part. They give you an empty husk and call it "immersion," except that every time another character talks at, through, or around me instead of to me, it shatters whatever immersion there may have been.

And that's aside from the inherent oddities of silent protagonism (it's a word now :P). For example, how does Alyx fall in love with this mute, emotionless shell? Why do the resistance fighters worship this charmless gunner?

I played and mildly disliked CoD: World at War, but was impressed that the characters you played had voices. On a similar note, I loved playing as all the voiced squaddies in ODST but was so disappointed when you, as the Rookie, finally run into another human being, and you never say a word. The guy's been stranded alone in a death-filled metropolis all night, and he just ignores the first human being he runs into? Like Mark said, it's just unnatural.
Profile_pic
October 01, 2009
Weird. Dunno why it listed me as a guest when I'm signed in.

- Craig
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