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Sonic vs. Gordon Freeman and the First-Person Protagonist

Sunglasses_at_night
Monday, November 22, 2010
EDITOR'S NOTEfrom Demian Linn

Where do you stand on Gordon Freeman -- distressingly mute, or the perfect protagonist? In this post, Jon takes a look at various narrative styles and the effect they have on player immersion.

When Sonic the Hedgehog taps his foot, folds his arms, and looks out from the TV at you sitting on the couch, does that lessen the feeling of "being" Sonic?

A narrative purist might insist that there should be no separation between protagonist and player. Every shot, every step, and every movement of the head should originate from the player alone. The protagonist acts as a vessel for the gamer; their experiences merge, and, if done well, the player becomes completely immersed in the game world.

Clichéd as it may be to mention Half-Life in an article like this, it's worth doing since the game is such an absolutest in this regard. Freeman is hardly a character at all -- such is the level of control the player has over him.

 

At first glance this approach to storytelling seems ideal. After all, if we wanted to experience someone else's story would we not just watch a movie? It's jarring to have choices made outside of your control, and in effect we become what I can only think to describe as a fourth person to proceedings; too in control to be a third, and yet a little too impotent to truly be first.

The more you think about it, however, the more you realize how few games actually go down this route. Half-Life and Bioshock are literally the only two recent examples I can bring to mind (feel free to bring up more in the comments). Some might argue that their rarity is as a result of a deficiency in a developer's skill, but in my opinion the problem is actually far deeper.

Having a protagonist who can only act through the will of the player is constricting, because that doesn't allow for a very strong lead character. It would be impossible for a game to allow you to do absolutely anything you wanted, so you're always following someone else's orders; always a part of a group but never in control of its direction. It's a storytelling constraint in a medium that already struggles to weave unique tales of its own.

This style of narrative also heavily favors a first-person perspective. This might seem like an odd statement, so allow me to explain: Obviously, a third-person perspective implies a visible, on-screen protagonist, and this character needs to react to the world around it. It needs to shiver when it's cold, gasp when it's surprised, and get fidgety when you leave it stationary for too long.

If a game doesn't do these things it breaks the immersion, but if it does it removes some agency from the player. The first Dead Space struggled with this a great deal. Isaac Clarke was a completely human-controlled protagonist, which meant that when he started seeing apparitions of his girlfriend the on-screen character didn't react at all. The fact that it left me as a player confused was perhaps intentional, but Clarke's imperturbability was just plain weird.

Conversely, when a protagonist performs actions which did not originate from the player's control, that protagonist becomes a character in his own right, which fundamentally alters the structure of the narrative. That creates a  'dual protagonist,' if you'll excuse the attempt at phrase-coining.

Once a dual protagonist exists and a character is already acting outside of the player's agency, why not reap all the benefits and take control over the pacing and presentation of storytelling moments via cut-scenes? 

Personally, I'd be very interested in a game that takes the dual protagonist idea to an extreme, by perhaps having a character who's aware of the fact that he has no control over his own actions. Such a game has a lot of comic potential; imagine a character who's taken places by the player while simultaneously, through dialogue, makies his opposition to this very clear.

So does it bother you when a character makes choices which are beyond your control, or are you prepared to live with it if it leads to a better story?

Comment like your lives depended on it, people!

 
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Comments (4)
Me_and_luke
November 21, 2010

You might make the case that employing a first-person perspective is simply laziness to avoid character animation, but the player perspective between first- and third-person can be so drastically different that I feel it can help immersion to be in first-person.  This is especially evident in visually-stunning and environment-heavy games like BioShock.  I'm certain that Rapture would not have had nearly the same atmospheric and 'wow-ing' factor had it been in third-person.

I'm not sure I completely agree with your final thought on fourth-wall-breaking either.  While it can have its place in the occasional comedic game (DeathSpank, Comic Jumper), I don't think I'd want to see it in serious games.  It would quickly become a trite MacGuffin.

Assassin_shot_edited_small_cropped
November 22, 2010

Yeah, the fourth-wall-breaking thing is a bad idea in a "serious" (i.e., not comedic) game -- unless the game is about the lack of control we have over our own lives, or something to that effect.

I have no problem with cut scenes when they are used sparingly and to good effect, but there's often a (better) way to show that story moment that does not take away player agency. That said, immersion and player control (or the lack thereof) need not be intertwined if the game world feels cohesive.

Redeye
November 23, 2010

If you are looking for a serious game that deals with the idea of the dual protagonist while sidestepping any actual fourth wall breaking then you'd be suprised at some of the things Assasin's creed (particularly the second one) chooses to do with literally having two protanonists. It isn't quite the same as having a game directly address the player but they do use the concept to eerie effect at some points.

I wrote a rant a while back about more or less this same subject, I'm firmly of the opinion that a silent protagonist severely hampers storytelling since I am all about a story being about characters, and to leave one of those characters blank seems like a waste and a huge hole in the structure of the story IMO. I think that RPGs like mass effect with their branching paths and dialog systems are the closest we've gotten to a true first person narrative in a game (rather then a jury rigged first person narrative by leaving the main character a mute proxy who just takes orders.)

If I were personally to design a game I would want to do the exact opposite of what half life did with the first person perspective. Rather then trying to make you feel like you are in the world directly I would try to make it feel like you are trapped in another person's head.

Full cutscene style conversations with characters and interactions with the environment that are completely out of your control in between gameplay segments, but with you actually hearing thoughts from the main character chime in at some points and seeing visions and memories inside their head. Take more of a literary approach by putting you close to the thoughts of a character and becoming intimately aware of that character's motivations and actions from a personal viewpoint rather then trying to convince you that the story is about you. Their have been moments of this in a lot of games but none that felt to me like I was really 'walking a mile in their shoes' .

While it wouldn't revolotionize storytelling in gaming per se. I think it would be an interesting thing to explore much more deeply in the medium while we await the full immersion and simulation holodeck that people seem to be clamoring for but never quite getting right.

Default_picture
November 23, 2010

You may be interested in this Gamasutra article about the "First-Person Immersion Myth" from the Editor-in-chief of Game Developer Magazine, Brandon Sheffield:

http://www.gamasutra.com/php-bin/news_index.php?story=24513

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