I've touched before in my columns on the idea of the silent protagonist. Back in the day, voiceless heroes were the only kind we had -- there just wasn't the tech for it. Once it became possible to make games more like cinema, the advent of voice acting also meant the characters also had to have a personality for the voice to go with. In the boom of story-heavy games, where our own role in a narrative, both overt and subtle, was clear and delivered up-front, we saw less and less of the silent protagonist.Now, though, there's been a bit of a "market correction" -- little by little, we saw that vague and voiceless hero begin to reappear, a character whose words, responses and sometimes even his name is chosen by us, the player. I'm thinking of Chrono Cross, and of course of Zelda and Metroid, both of which have recently added brand-new installments of delectable muteness. The most current stars in their genres -- BioShock and Persona 3 -- also feature characters of very few words. In fact, the extremely silent, nameless P3 protagonist was one of the reasons I really dug (and am still digging) that game.
There's something to be said for either approach. On one hand, a fully-realized character with a voice and a story might be more immersive to some; if you're going to be stepping into someone else's shoes, why not go all-out? Become another person, see a world through someone else's eyes, live with their voice. On the other hand, the silent protagonist leaves far more room for you behind their eyes. While the game will doubtless give you some direction on who you are, it's a bit easier to become that character if the his unprompted dialogue is minimized. Specifically, though, we're talking voice -- there's most definitely something to be said, hard to define, for that peace and quiet; especially when you can hear other characters speak to you, but you vocalize no words.
Soldier of the SVGL Corps Michael Abbott has a really interesting take on the silent protagonist at his blog, The Brainy Gamer, in which he compares the advent of voice in games to the similar revolution that obsolesced Charlie Chaplin's classic Tramp in the film world, and he attempts to peg the silent protagonist's je ne sais quoi:
What do we ask of these silent heroes? I would argue, as others have done, that they serve as our surrogates in the worlds they inhabit...be it Hyrule, the GFS Valhalla, or depression era Manhattan. We project onto them an image of ourselves that would be impossible to transpose onto a character with pre -scripted dialogue. The fact that Link, Samus, and the Tramp are less "fleshed out" than their speaking counterparts allows for a certain malleability in the details of their personae. No amount of branching dialogue choices can match the limitless internal dialogue possibilities I can create in my own head. In this regard, their silence is their strength.
I definitely agree! Me, I like silent protagonists. When I was a lot younger, late 80's to early 90's, some of you more regular readers might be surprised to know I primarily played computer rather than console games. I used to hole up with the computer for hours, and I remember the hairs rising on the back of my neck when I played a game with ambient sound, but no voice. The point-and-click adventures I was raised on, where the hallway I was standing in would slowly dissolve and reform into a room if I clicked a door, where people could speak to me but I couldn't speak back. That was a frickin' blast.
Abbott also asks:
Do we really want to hear Link or Samus speak? What would be gained, and what would be lost? To what degree does their silence define their iconic identities, and to what degree does it limit them?
Good question. I think I've clarified my thoughts on that -- hell no, I don't wanna hear them speak. After more than a decade, do you really think it'd work if we were forced to imagine a personality for those two, the kind that can only be imagined through the subtleties of vocal inflection? How would it be, when you'd envisioned Samus as a stoic, to hear they'd given her some kinda sexy voice? Okay, that'd be hot, but you get my point. Voice goes miles toward creating personality, and when it comes to our most beloved and longstanding heroes, I think we've all already made decisions as to who they are to us and wouldn't appreciate having that changed. What do you guys think?
[Header art for this post is snipped from a larger piece by ~RainChilD18]
14 comments:
Of course, most of the Shin Megami Tensei games have silent protagonists. Persona 3 is just being typical of the series in that extent.
Not that I'm complaining.
Thanks for your kind remarks about my essay, Leigh. I also have you to thank for hooking me into the terrific Persona 3. There goes another 50 hours of my life.
I'm with you on the seductive power of the voiceless protagonist. Was Chaplin ever so interesting with sound as he was without it? I don't think so. I do wonder, though, if we gamers of a certain age who prefer the strong silent type (male and female) will find ourselves increasingly living in the margins of an industry leaving us behind...like Chaplin.
Or maybe the success of Bioshock is a harbinger of the great silent protagonist renaissance! Here's hoping.
Keep up the great work, Leigh.
Michael
The Brainy Gamer
http://www.brainygamer.com
Thanks so much, Michael. Yeah, I definitely think that there is a little bit of a backlash against over-story and over-tech.
Remember when they suddenly added real motion actors to EVERY computer game? Everyone thought it was the best idea ever at first -- if the technology enables it, why not do it, to make it more "real"? The market became oversaturated with that stuff, and then all of a sudden we realized it was totally bizarre and crappy, and adventure games went back to being nice and rendered.
I think we're at a similar point with voice and over-characterization; it won't go away, or anything, we'll just see a more judicious, when-appropriate sort of use of it, I think.
You keep up the good work, too -- thanks for sharing your essay with me!
I'm kind of split on the silent protagonist.
I definitely see that they "serve as our surrogates in the worlds they inhabit," and I agree that they perform this task well.
But sometimes, I think it just doesn't ring true. In Twilight Princess, I felt that a few of Link's interactions with townsfolk required me to suspend my disbelief a bit too much.
Hear me out: conveying the notion that someone should teach you how to sumo wrestle some Gorons. That's kind of a specific thing to convey in body language, isn't it?
Yet the Mayor seems to do okay. All the NPCs do the same at some point. Is it some sort of Lassie-Timmy thing? (What's that Link? Ilia fell down the old well? Let's go!) Or are we assuming that Link does talk to people in plain ol' words and we just never see it? For one thing, it's not like we need the extra exposition - we saw it happen in the first place.
I guess I'm saying it's jarring to me because I'm not sure which of these two things are really happening, and neither is particularly elegant when you think about it.
@scott
I assume heroes like Link actually talk, but it's up to the player to personalize how they see Link speaking. I think a lot of the elegance lies in the combination of 1) how the environment and supporting cast's interactions reflect the protagonist's personality and 2) how the player contributes to the character.
I haven't played Twilight Princess, but I'm incredibly charmed by Wind Waker Link. From the way the Killer Bees idolize you to how the pirates treat you like their newest little buddy, I've never felt more like a 12-year-old farm boy on a high seas adventure. Link never says a word, but you still feel his energy, uncertainty, and youth throughout his journey.
Agreed, Kim. Scott, I don't think we're ever being asked to assume that a character is actually mute or nonverbal, but that it's up to us to infer how they communicate -- rather than the game forcing us into one way of seeing the character by giving them a single definitive voice or putting specific words in their mouths.
That, I think, is the whole Chaplin charm that Michael was alluding to -- even without saying a word, Charlie Chaplin was very much a multidimensional character; it's not that he was noncommunicative.
Though, a game where you played a mute character that couldn't communicate? That might be sorta weird/eerie/cool.
Scott's Lassie-Timmy observation made me laugh out loud. I guess I never really thought about it like that, but I totally see your point.
I'm not sure what's happening with Link either, but I think I've always assumed he simply never speaks. In fact, doesn't an NPC in Twilight Princess poke fun at him with a coy "kind of a quiet guy, aren't you?" remark? All the nodding and facial expressions we get from Link suggest to me that those are the limits of his communication skills.
His silence has become a convention we accept, sort of like we accept the way a character breaks into song in a musical. I would argue we don't grudgingly deal with these silly conventions, but we embrace them as part of the creative fabric of the medium. But as you point out, if we think about them very hard, they're inevitably pretty stupid.
I agree with you, Leigh, about the current "over-characterization" trend and hope it soon subsides. My one blind spot in this regard is Snake in the Metal Gear series. Kojima has over-plotted and over-characterized him for years...and I love it!
Michael
Oh, Amen! My personal, totally biased opinion is that the Metal Gear series is as close to perfect as a game can get, across the board.
And yeah. I'm in love with Big Boss and Snake. I know they ain't real. I just don't care :P
There is a range between a stoic hero and one that is more emotionally expressive too.
I don't really like the theory behind the empty PC. I never really got into the whole empty PC makes the player get more into the story thing. I loved it when games got more like movies. Its true that the character doesn't have to be expressive in voice though. Samus and Link had character in a silent hero kind of way.
Thanks for the responses. I also found the Wind Waker Link to be brimming with much more personality and charm than his latest incarnation. The cartoony style was super-expressive and sidestepped the whole 'uncanny valley' thing entirely.
Considering that in just a few comments we've got different approaches to personally explaining the silent protagonist's communicative abilities, I'd be interested to see what most people decide for themselves regarding the split.
And in mentioning the conventions that we just accept as part of a certain genre, Michael brings up a whole other facet of this topic that's probably worthy of discussion on its own. I mean, I buy the story of Link simply being preternaturally good at expressing himself nonverbally just as much as I buy other conventions like standing in lines and taking turns to fight, slain demons dropping shotgun shells at their corpses, and for that matter, streets full of people bursting into choreographed song-and-dance routines. I think the average person, while enjoying those conventions or merely recognizing them as a necessity, filters them out of the actual narrative.
And regarding MGS: great games, but why has the switch-equipment-on-the-fly system never been used in another game? Seriously, pausing the action without going to a pause screen is the way to go. Shame on other companies for not ripping it off wholesale.
@Leigh:
"I think we're at a similar point with voice and over-characterization; it won't go away, or anything, we'll just see a more judicious, when-appropriate sort of use of it, I think."
Nah, I don't think so. Identifiable characters are becoming more and more important in every medium, including videogames, and voice is a big part of that nowadays. What would Kratos be without the rage TC Carson brings to the part, how much less interesting would Lara Croft be without her posh British accent?
Come on people - can you even name one game that would have been improved with a silent protagonist? I agree it's a boon in Bioshock, because that title is all about immersion (though he's not silent, per se - he moans and gasps, coughs and cries out).
But one only has to look at the boring protagonists of countless RPGs (Suikoden being a particular offender) to see that it's the mute protagonist that's grossly overused, not the other way around.
In short, titles that are all about immersion, world-centric titles if you will, (Bioshock, Oblivion, the Zelda series) are justified in being given the silent treatment, but more character- or plot-centric titles would certainly not be improved if the main character was turned into a cypher.
Prey would've been a stronger game if the protagonist hadn't kept chatting all the way through - or maybe it's just the bad dialogue that ruined it.
Here's a different take: in Halo, you hear Master Chief talk - a lot - but the big gimmick is that even though his helmet comes off, you never see his face. Does hiding his face make him easier to identify with, even though you know his voice and so, his personality?
(Or are they just doing it to be cute?)
Kratos and Lara Croft, are not, to my mind, good examples of desirable game protagonists, given they're both about as one-dimensional and stereotypical as such things get.
God of War and Tomb Raider are certainly not Shakespeare.
However, seeing as you could call these games the industry's equivalent to Hollywood blockbusters, I think their respective main characters are an extremely good fit for the material.
I mean, you're not complaining about John McClane's lack of psychological layers, are you?
Besides, the discussion wasn't about whether or not they were great characters, anyway - the discussion was about if they would have been better off without any lines.
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