Silent Protagonists? Y/N? [Kilin]

Posted by Castypher on Oct. 21, 2009, 11:38 p.m.

So yeah, I haven't been active on this place for at least a year now. I've jumped by once every few months to check on things.

So hello for the time being. Hopefully I'll see more of you guys on Messenger and such.

To the content:

So, this poll is asking for the opinion on a silent protagonist. For those of you who don't know what a silent protagonist is, please resort to slapping yourself in the face.

A silent protagonist is a lead character who doesn't talk. Not one word. At least not while you're playing him.

An example of this is Zelda games, or for the more crazy gamers *cough*Zane*cough*, the Mother series (Ness, Lucas, and all the other playable characters in the games).

Flint in Mother 3 would not talk while you were playing him, but he would talk when you were playing Lucas or another character. In essence, it's still the silent protagonist design.

A nonsilent protagonist responds verbally to confrontations and conversations, making him less a part of you and more his own character.

So here's the deal. I've been working on my own game, Legend of the Dark Moon (working title) for quite some time now, and I've been paying special attention to designing the main character.

So let's hear your thoughts. Please state your vote and your reasoning behind it. Help me out here.

A. Keep the lead character silent:

- He won't talk to other characters, but he'll respond with emoticons. The idea is to make your character more a part of you, since the game is a do anything deal anyway.

B. Let the lead character talk:

- Although you'll feel less in control of him, he has a mind and opinion of his own, giving you something to watch as he develops based on your choice of action.

I might make a female protagonist sometime in the future, just to please everyone.

So make your choice: A or B. Please remember to explain your reasoning.

Thanks for your time, and hello to all those I know.

EDIT: What the hell is this "Old Bean" badge?

EDIT2: How the DEVIL are we above 15,000 users? I haven't been gone THAT long.

Comments

NeutralReiddHotel 15 years ago

I'd say A. Some of the most amazing games I've played (Cave Story, Mother, Pokemon, LoZ) have had silent protagonists. Somehow, having a silent protagonist makes the player feel more like they're actually in the game, instead of having to control a character with a mind of it's own that talks whenever he feels like it.

Then again, Jak II was amazing and the protagonist talked… meh. I still say A.

Scott_AW 15 years ago

How about let him talk, but allow opposing answers when a matter of opinion is requested. This would allow the user to craft his responses, but also require more work from you.

The silent protagonist is the easy way out, just nod.

Castypher 15 years ago

Quote:
The silent protagonist is the easy way out
I've tried both ways so far, and it's actually surprisingly hard to make the NPCs come up with a realistic understanding of what you're not saying, especially for the type of game (do anything, expect anything, including semi-realistic characters) this is. It's highly complicated, which is why I'm trying to get this figured out now.

Quote:
Somehow, having a silent protagonist makes the player feel more like they're actually in the game
A point I made earlier. It's usually a mechanic used in games with high amounts of customization or mystery. Well, except for Pokemon. There was no need for the character to talk.

But the Mother series (especially Mother 3) is a perfect example of using a silent protagonist, and still making the game epic.

(i.e. Flint's [silent] rage in the beginning. Quite sad to watch actually.)

Ferret 15 years ago

A good example (which dabridge mentioned) is from Jak and Daxter 1 to JakII. First one he's silent, the second one the first thing you hear him say is "I'm going to kill praxis!" and the game became 10X better. A is the way to go, but it also depends on if you develop the character, don't make a main character who says side line comments.

F1ak3r 15 years ago

Seconding Scott's suggestion, sorta. Silent protagonists are okay for a game where there isn't much interaction with other characters, but when there is, you get Gordon Freeman staring blankly and unfeelingly when Alyx makes a joke about Zombines.

I think you should have some dialogue trees, maybe even taunts, just for fun. That way, when the player character talks, the player makes him/her do it, so it doesn't feel as if the character has (too much of) a mind of his/her own.

RC 15 years ago

I say A.

Unless of course you get to choose what the player says, then B is a good choice.

Otherwise, A.

Also, <3 the Jak trilogy.

Castypher 15 years ago

I like the idea of choosing what the player says.

There's only one problem with that: that it can be an annoyance for players who just want to play the game.

"Why do I have to come up with something for the character to say every DAMN time I talk to someone?"

Maybe an alteration, if someone's able to think of that.

RC 15 years ago

The Elder Scrolls IV: Oblivion is a good example, and probably other games. I don't get annoyed at having to choose what I have to say, at least it isn't too hard to grasp either.

You have a few options while the NPC basically does all of the talking for you. Maybe the ability to skip through dialog or something would help.

Acid 15 years ago

I feel detatched when my character doesn't speak.

SteveKB 15 years ago

wtf the site has over 9000 members?!

I didn't even notice… where the hell are they?!