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Silence
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msw188




Joined: 02 Jul 2003
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PostPosted: Mon Sep 25, 2006 7:51 am    Post subject: Silence Reply with quote

It's high time for a new discussion on this forum. Consider the following:
What do The Legend of Zelda, Dragon Quest, Chrono Trigger and Super Mario Bros 3 all have in common?

That's right, they're all really fun video games! But isn't it also funny how in all of these, the main character is completely silent?

Okay, enough joking around. Should the main character of a game talk, or should he/she/it be silent (so as to let the player 'decide' his/her/its personality)? I feel like this has been brought up a little bit before, but I can't remember when, what thread, or what was discussed, so let's do it here. Personal feelings on the matter? Pros and cons of each method? Difficulty or ease from a design perspective? Wouldn't it be funny if the main character of some game was actually a mute due to some curse, and the goal of the game was to track down and kill the villain to reverse the curse?
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TwinHamster
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PostPosted: Mon Sep 25, 2006 8:12 am    Post subject: Reply with quote

You missed Golden Sun.

The purpose of a mute main character is to let the player speak for him/her.
Non-linear games should employ the silenced main character, letting the player be the main character. Linear games, on the other hand, should have all of the character's dialogue written out shown.

The only con with a muted main character would be the lack of character development. When I played Golden Sun 1, I didn't really know anything about Issac's character except he's a good guy whose town is going to explode.
In the sequal to the game, Issac's starts talking, and I was like "Whoa!".
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Mr B




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PostPosted: Mon Sep 25, 2006 1:16 pm    Post subject: Reply with quote

I don't really know what to think about silent main characters. MarioRPG pulled it off well, but there was no sense in which I-the-player decided Mario's personality for him -- it was very evident through his miming. Chrono, however, served only as a brick wall for other characters to throw things at.

It would be interesting to have a game where most of the characters are silent, with perhaps one speaker. Hmm.
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TMC
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PostPosted: Tue Sep 26, 2006 4:40 am    Post subject: Reply with quote

Shining Force 2 is rather weird because the main character is mute 90% of the time, but (if I remember correctly, maybe I'm making it up) very rarely he actually says a line or two during some plot sequence.

I generally find silent heroes annoying - the other characters speak but they don't respond, I don't feel involved in the story (a minor character who is eavesdropping) and the plot scenes feel a little fake. I think that it gives a feeling of having no control over your fate.
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Camdog




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PostPosted: Tue Sep 26, 2006 5:20 am    Post subject: Reply with quote

I hate silent main characters. Use your characters to tell the story, don't attempt some ham-fisted technique to make me feel like I actually AM the character. All Crono's silence did was make me care less about him when he got wasted.
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Iblis
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PostPosted: Tue Sep 26, 2006 5:20 pm    Post subject: Reply with quote

Silent heroes most certainly do not allow the player to decide the hero's personality or let the player speak for the hero. To do that, you'd simply let the player make decisions about what the hero does and says. A hero that doesn't talk is usually just turned into an unimportant non-character who stands around while others actually participate in the story.

That said, silent heroes can be good. In Mario and Zelda characterization isn't relevant, there's no need to know Mario's or Link's personality except through what they do. In Earthbound and Chrono Cross it's used to create interesting moments: Lumine Hall in EB, where you hear Ness's thoughts for the first and only time, and Serge and Lynx's switch in CC, where the previously silent hero is suddenly talking. I have no idea why Crono is silent though. It just keeps him from having any personality of any kind and keeps him from really being involved with anything. Think about it: Chrono is in no way integral to the storyline. Lucca builds the Telepod, Marle's pendant makes it send her back in time. Lucca designs the Gatekey, and so on. It's terrible. He's the hero, he should be the most integral.
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msw188




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PostPosted: Tue Sep 26, 2006 6:58 pm    Post subject: Reply with quote

Well, I haven't played many of these games we're referring to here, but I have played Zelda, and for the sake of argument I'm going to throw this out.

Why is characterization for the main character of an RPG any more important than the characterization of someone like Link? In all of the Zelda games, Link is spoken to by various characters. In some cases the player is allowed to make a limited response. But Link is not just a vehicle for the player to go about killing things and be spoken to; he is clearly cared about by some main characters, hated by others, etc. And as the game progresses, the player often gets feelings (albeit muted ones, at least I hope) about some of these characters. Would this aspect be damaged if Link talked back to these characters, and revealed his 'own', designer-chosen feelings about the characters? Or would it be better for the player to see Link's character develop (regardless of how he/she, the player, felt about the other characters)?

All I'm trying to say here is that these questions are not immediate for Link, and perhaps they should not be so immediate for the main character of an RPG either. Speaking characters have a much better chance at being used by the designer to tell the player a story, to allow a player to become immersed in a plot. But silent (RPG) main characters may have something to offer in terms of allowing the player to feel immersed in a world, as an actual observer within a plot, possibly having some effects on it.

Does any RPG pull this world-immersion off (while still telling some kind of central story)? It's an opinion. I'd say probably not, MAYBE Dragon Quest V, but that is very questionable. Again, I haven't played very many video games in general, so I can't say much more about it.

My original thoughts on this were something approximating the following: I usually like silent main characters, partially because of the above, but I have a feeling it's mostly because I usually do not like the characterization I get out of lots of commercial games. Too many of these characters feel a little TOO dramatic for me, and too often they are teenagers, or at least act like it. I guess that is the target market, in many cases.
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Artimus Bena
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PostPosted: Tue Sep 26, 2006 8:26 pm    Post subject: Reply with quote

This all really boils down to artistic decisions. Either way is valid, but create different effects. If the main character talks, the story telling is boosted. If the main character does not, then the gameplay is boosted.
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Iblis
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PostPosted: Wed Sep 27, 2006 1:59 am    Post subject: Reply with quote

Quote:
Why is characterization for the main character of an RPG any more important than the characterization of someone like Link?


First, just to clarify, it'd be silly to say RPG's in general require more characterization than other games, no genre of gameplay needs to have more or less story or character than any other. So what I'm about to say applies to how RPG's are typically done nowadays, not to all existing and possible RPG's. It is most certainly possible to use silence well in an RPG.

In a lot of modern (post-FF4) RPG's the characters matter. The specific nature of their pasts and who they are is a factor in the story. An easy example is FF7: it wouldn't be possible to tell the story without knowing about Cloud's past, Sephiroth's past, Aeris' ancestry, etc. In order to tell this kind of story the player needs to be informed about these things. This game in particular, the history you get is pretty convoluted, if Cloud couldn't talk it would be horrific.

Chrono Trigger is actually not one of these games. Crono may not have a past, but most of the other characters don't have a lot of past either, and the story of the game is not very character centric. But I think another thing about Mario and Link games is that you're solo. Mario doesn't have to stand around blankly while everyone else talks, but Crono does. In Mario RPG he had a party with him of course, but the game played with the whole silence thing in a fun way, with Mario acting stuff out and such. So unless special measures are taken to make it work, a game with one silent hero and a party of talkers seems like a bad idea.

With Link and Mario, their pasts have nothing to do with the games' stories, and they have no talking party members to make them seem out of place. Most Zelda games these days have a lot of dialogue, but it mostly functions as directions or hints. It doesn't matter how Mario or Link grew up or where they came from or any of that, and the stories are never complicated, so the characters never need to talk about anything.

Quote:
But silent (RPG) main characters may have something to offer in terms of allowing the player to feel immersed in a world, as an actual observer within a plot, possibly having some effects on it.


How so? Why should the player identify more with a silent character than a speaking one?

Quote:
too often they are teenagers, or at least act like it. I guess that is the target market, in many cases.


I agree with this part.

Quote:
If the main character does not, then the gameplay is boosted.


What? No it isn't. Gameplay is boosted by making gameplay better, not by putting less detail into the story or characters. The issue of a silent hero in RPG's has nothing to do with gameplay at all.
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msw188




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PostPosted: Wed Sep 27, 2006 9:40 am    Post subject: Reply with quote

First of all, I want to clarify that by silent, I mean 'silent EXCEPT for instances where the player answers questions posed by other characters'. This is the case in Link and Dragon Quest, and those are the games I've made reference to, but anyway...

Quote:
Why should the player identify more with a silent character than a speaking one?


I know from previous experience with Iblis that he has played Dragon Warrior IV (for NES). I don't know whether he has played Tales of Phantasia or not (for Super Famicom). Now I enjoyed both games a good deal, but I'll be the first to admit that if a bias exists for me, it is for DW (anyone who has read the majority of my posts will agree). Nevertheless, I hope that a small comparison may shed some light on the issue.

In both of these games, the main hero begins his quest under incredibly similar terms. In Dragon Warrior IV, you are actually in your home-town when it is attacked, and the villagers proceed to hide you in a basement while a friend disguises herself as you and is killed. In Tales of Phantasia, you're hunting with a friend in the woods when the town is attacked, and you get back too late. In both cases, the main hero is essentially forced to begin a journey because he now has no home (can't stay here, gotta go somewhere).

In TOP, the hero speaks and makes it clear that he plans on seeking justice, or at least finding out about who did this. It is easy to identify with this hero, to understand his anger, to empathize with him, in the THIRD person. In DW, the hero says and does NOTHING. In fact, you take control of the hero right away and walk yourself back upstairs to see all the destruction. And the first time I played, I actually walked around a bit, paused by where the friend and I hung out, etc. I didn't need the designer to let me know how the main hero felt; I felt a little bit of loss, a feeling of homelessness and "Now what do I do?" I did NOT feel angry, and I did not imagine my quest as a quest for justice, at least, not at the outset.

See the difference? Not the superficial difference about justice. I mean that in DW (silent main hero) I feel the feelings, while in TOP (talking main hero) I empathize with someone else's feelings, regardless of my own. Okay, I've spent too long on this post and I have to go to work. I will probably post again later, as I have a few other points about this to attempt to balance what might seem a fairly heavy DW bias right now.
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Moogle1
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PostPosted: Wed Sep 27, 2006 12:44 pm    Post subject: Reply with quote

msw188 wrote:
In TOP, the hero speaks and makes it clear that he plans on seeking justice, or at least finding out about who did this. It is easy to identify with this hero, to understand his anger, to empathize with him, in the THIRD person. In DW, the hero says and does NOTHING. In fact, you take control of the hero right away and walk yourself back upstairs to see all the destruction. And the first time I played, I actually walked around a bit, paused by where the friend and I hung out, etc. I didn't need the designer to let me know how the main hero felt; I felt a little bit of loss, a feeling of homelessness and "Now what do I do?" I did NOT feel angry, and I did not imagine my quest as a quest for justice, at least, not at the outset.

See the difference? Not the superficial difference about justice. I mean that in DW (silent main hero) I feel the feelings, while in TOP (talking main hero) I empathize with someone else's feelings, regardless of my own. Okay, I've spent too long on this post and I have to go to work. I will probably post again later, as I have a few other points about this to attempt to balance what might seem a fairly heavy DW bias right now.


So... basically, when there is no backstory, you make up your own, and this makes the game better? I'm having trouble understanding your argument.
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msw188




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PostPosted: Wed Sep 27, 2006 10:03 pm    Post subject: Reply with quote

Quote:
So... basically, when there is no backstory, you make up your own, and this makes the game better?


Well no, that's not how I would like to think of it. In my example, both games had nearly the same back-story (main hero's home-town levelled!!!). A better thing to say would be:
So... basically, when there is no pre-set character reaction out of the main character, you make up your own, and this [may] make the game better?

The bracketed 'may' is key. I really can't think of a good reason why this should be better, and in a lot of cases I have a feeling it could be worse. Especially today, when lots of people are very cynical about both entertainment and art. How would I feel if I today, post-20 years old, played DW 4 for the first time, and experienced that opening to Chapter 5? I can't say for sure.

Furthermore, the technique of having the silent main character would seem to severely hamper characterization of other characters, not just the main one. As Iblis has noted (and I'm sure others have as well), RPGs took a sharp turn toward emphasizing characterization in their plots in the SNES age, and really haven't looked back much. But why is this necessarily good? Why are stories about characters considered 'better' than stories like that of Chrono Trigger, where the characters are somewhat important, but not as important as the 'non-character' plot (I don't really know what to call it; basically the physical events rather than the psychological ones)?

Those were rhetorical questions. I really don't expect an answer, anymore than I could answer the fireback 'well, why are non-character plots better?' What I'm trying to say is that neither is necessarily better (or at least, that is how I feel).

Okay, those were attempts at general viewpoints. For myself personally and specifically, I would say that I thought that the story of Chrono Trigger was the best part about it, and I doubt I would have found it improved by a talking Crono (a different name for him might have been nice, though). I really didn't care all that much about any of the characters, but I loved discovering the turn-around that I had actually prevented Janus from an attempt at destroying Lavos when I thought I was preventing Magus from summoning him. Similarly in DW 4, I enjoyed discovering that I had given evil the key to grow back as Alena when I thought all I was doing was saving a princess (who turned out to be a fake anyway! Ha!), all the while not minding that I really never cared about any of the characters as people. On the other hand, I did care about Setzer in FF 6, and occasionally Celes and Locke as well, but I really didn't enjoy listening to Terra doubt herself, or the Sabin/Vargas exchange about Duncan, or Cyan still feeling guilty about Doma in a dream after he had already gone through the good-bye with his family in the Forest a year earlier.
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Iblis
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PostPosted: Thu Sep 28, 2006 12:09 am    Post subject: Reply with quote

Quote:
Why are stories about characters considered 'better' than stories like that of Chrono Trigger, where the characters are somewhat important, but not as important as the 'non-character' plot (I don't really know what to call it; basically the physical events rather than the psychological ones)?


I would say that the characters are never as important as the plot in any story. Both are important, obviously, but characters aren't just there for the sake of being there, they exist to act in the plot (and gameplay), even in games like FF7 where character backstory is a big deal. You don't necessarily need to give your characters detailed backstories or anything, but there should be a sense of necessity about them. They should be the only characters who could fill their role, either for story or gameplay reasons (ideally both). In story this is accomplished largely by making your characters involved with the plot, and backstories are one way of doing this. Lucca and Marle and Magus (as an enemy) sure need to be there, but Crono could be switched out with any person and the story would work fine. As the hero he should be the most essential out of the entire group, or else he doesn't deserve to be the hero.

So more characterization is not necessarily a good thing. What's important is to have good characterization, and neither more or less than what's needed. You're right that games with high-characterization stories are not necessarily better than games with low-characterization stories or vice-versa. But these methods work best in certain games and it can certainly be said that a particular game would be best with a certain level of characterization.

NES Dragon Warrior games were not exactly heavy on story. I don't think the silence is really an issue there, it's more along the same lines as Link and Mario. It's important that the hero's hometown was destroyed, but everything prior to that in his life (aside from the whole thing about being part Zenithian) is irrelevant.

Quote:
I doubt I would have found it improved by a talking Crono


If you just took Chrono Trigger and slapped in some dialogue for Crono it would definitely be terrible. In order to accomodate that addition the entire story and dialogue would have to be rewritten from the beginning.
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msw188




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PostPosted: Thu Sep 28, 2006 9:06 am    Post subject: Reply with quote

Alright, looks like me and Iblis generally agree. Where are the rest of you? I seem to recall some kind of 'RPG basics' thread where someone said something like:
[paraphrasing here]Characters are important, plot isn't[end paraphrase]

and there wasn't much disagreement.

The Mad Cacti, I'm wondering what you mean:
Quote:
I think that it [having the main hero silent] gives a feeling of having no control over your fate.

(the bracket is mine)

It seems to me that having the main hero talk would make the player feel less in control of their(the character's) fate. Or are you saying that a silent main hero makes you feel as if it is YOUR (player's) fate being decided by the video game, rather than a character's?

I'm not sure how I feel about a game with many silent characters. This would no longer have anything to do with a player feeling as if they're a character (unless the player has a multiple personality disorder). What would be the purpose of such a technique?
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Camdog




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PostPosted: Thu Sep 28, 2006 11:18 am    Post subject: Reply with quote

msq188 wrote:
Alright, looks like me and Iblis generally agree. Where are the rest of you? I seem to recall some kind of 'RPG basics' thread where someone said something like:
[paraphrasing here]Characters are important, plot isn't[end paraphrase]

and there wasn't much disagreement.


Frankly, I dislike this kind of reductionist argument, regardless of its point. It's really dependent on the game. You can save a poor plot with a lot of really good characters, or, to take it from a slightly different angle, you can place less emphasis on the plot and more on character interaction if you have great characters. Likewise, a work may be able to stand on its own with weaker characters if the plot is really engaging, or the plot simply may not allow as much character interation as other plots might.

It's kind of silly to say which is better since every story will have different requirements.

msq188 wrote:
It seems to me that having the main hero talk would make the player feel less in control of their(the character's) fate. Or are you saying that a silent main hero makes you feel as if it is YOUR (player's) fate being decided by the video game, rather than a character's?


I can see the argument for this, but I must say that I do not feel that a silent character puts me more in his/her shoes. I would much prefer a speaking main character with a well developed personality every time.

msw188 wrote:
I'm not sure how I feel about a game with many silent characters. This would no longer have anything to do with a player feeling as if they're a character (unless the player has a multiple personality disorder). What would be the purpose of such a technique?


I can't think of a point to this other than laziness.
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