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Castle Paradox
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Thu Sep 28, 2006 12:37 pm Post subject: |
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You can attribute the "characters > plot" argument to me; I believe you're thinking of my argument. I agree that it is reductionist and it depends on the game and the story, but the essence of the argument is that you will remember a good character better than a good plot. The best shows on TV have been character-driven (Law & Order, House, et al.).
My argument against silent characters (which are, however, situationally useful, don't get me wrong) is that it is now possible to allow the player to control all dialogue for the hero. Any argument related to roleplaying is pretty much null and void given that roleplaying is better accomplished with controllable dialogue than with no dialogue.
That said, I prefer my characters to talk. _________________
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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Thu Sep 28, 2006 12:55 pm Post subject: |
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You're all wasting your time even arguing about this.
If the writer doesn't want the hero to talk, then so be it. End of story. You can boil it down to point of view, interactivity, whatever; it's a question of writing style, not game design. |
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Camdog
Joined: 08 Aug 2003 Posts: 606
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Posted: Thu Sep 28, 2006 3:01 pm Post subject: |
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| Isn't writing style part of game design for games with lots of story? Besides, this is a style that is dependent on being part of an interactive medium. You would never have a silent main character in a novel, so I think it's relevant to discuss what works best. |
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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Thu Sep 28, 2006 3:08 pm Post subject: |
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Actually, you can have a silent main character in any type of fiction. There are plenty of stories in which the main character never speaks a word. These stories tend to rely on imagery and descriptions of body language to characterize.
My point was that this isn't even worth debating. An artist can make his own decisions about how is work is crafted. |
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Camdog
Joined: 08 Aug 2003 Posts: 606
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Posted: Thu Sep 28, 2006 3:16 pm Post subject: |
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Well, by silent I meant without any real characterization, which you really only see in games. Silent characters in novels will still be characterized through thoughts and actions, whereas in something like Chrono Trigger, you never see Crono's thoughts, and his actions are directed by the party.
I'm still not sure why you say this isn't worth debating, though. Just because it doesn't have a definitive answer doesn't mean it isn't worth talking about. |
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JSH357

Joined: 02 Feb 2003 Posts: 1705
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Posted: Thu Sep 28, 2006 3:21 pm Post subject: |
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I don't think it really is worth debating. This is coming off to me like you guys are trying to turn an artform into a science, which is dangerous. There shouldn't be any specific rules like "RPG characters should always talk unless the game has a job system!" If you start standardizing things, you end up with a stunted medium of expression. General rules are fine, but rules are meant to be broken.
Just face it: Some games call for a silent main, some don't. It's up to the author, and nobody else should have any say against his will. What more is there to discuss? |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Thu Sep 28, 2006 5:14 pm Post subject: |
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I really hope that no one who visits these forums takes my opinions as attempts to put forth specific rules. Or even as attempts to put forth general rules, in most cases. It should go without saying that the VAST majority of posts on a game discussion forum (I hesitate to put all) can only be opinion in the end, as long as we are discussing game design, which is an art by sheer virtue of involving creation. But just because art cannot have objective laws assigned to it, that doesn't mean that there is no place for aesthetic theory (unless you're a hardcore relativist, and even then that could be simply taken as your aesthetic theory). I think that even JSH will agree that there are subjects that can and should be discussed about concerning game design.
In this specific case about silent main characters, I think discussion is warranted. I think I've been pretty careful to argue against any set rule, and most of the time I try to put forth that neither is necessarily better. But it can still be helpful to consider examples, personal feelings on the issue, and some reasons behind them. In this way, perhaps we can get a feel for why we might want to use a silent character based on our own writing strengths or weaknesses (and why we might want to avoid one). In JSH's terms, I would say that the speaking volume of the main character is an individual's own artistic decision, but many would feel that the more informed our artistic decisions are, the better.
For comparison, a writer may consider using a strong dose of irony to end a piece. This is an artistic decision, and it is ultimately up to him alone. However, I feel he has a better chance of using it effectively (or effectively choosing to dampen it, or avoid it) if he has taken time to consider it, other examples of it, and what other experienced writers and readers have said and thought about it. Here, we are the other experienced people (I hope). Who is to judge 'effectiveness'? I don't know, but if we don't have some vague notion of it, then we lose most any chance of considering art (or in our specific case, games) good or bad.
[edit: added 'individual's own' into the last sentence of the second paragraph to emphasize that aspect to JSH's comments] |
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Iblis Ghost Cat

Joined: 26 May 2003 Posts: 1233 Location: Your brain
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Posted: Thu Sep 28, 2006 6:44 pm Post subject: |
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| Quote: | | You can boil it down to point of view, interactivity, whatever; it's a question of writing style, not game design. |
Writing is part of game design in games that have stories. Game design is more than just gameplay design, it includes every decision made in the process of making a game.
| Quote: | | An artist can make his own decisions about how is work is crafted. |
This is true. However, those decisions are still good or bad.
| Quote: | | Just face it: Some games call for a silent main, some don't. |
Yes, and what we're talking about here is why that is. Art isn't a bunch of mystical nonsense nobody can understand, methods don't just work or not work for no reason. Is one method better than the other every time? Certainly not. But it's important to understand why one method works sometimes and not other times, otherwise you have no basis for using it yourself (making decisions "just because" is the way to make bad art).
If you don't like the discussion, fine, just stay out of it. We're going to discuss it anyway and you gain nothing from complaining about it. _________________ Locked
OHR Piano |
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msw188
Joined: 02 Jul 2003 Posts: 1041
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Posted: Mon Oct 02, 2006 7:48 pm Post subject: |
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| Quote: | | My argument against silent characters (which are, however, situationally useful, don't get me wrong) is that it is now possible to allow the player to control all dialogue for the hero. |
Is this really feasible though? Obviously it would be an incredible pain in the OHR, but even for professional game designers, I really can't imagine a computer game where the player can control all of the speaking of any character. I'm assuming you mean something like allowing the player to type in their hero's words. Do we really have the capability to have a computer be able to respond to that, without sounding horribly faked?
If you mean something more like the player choosing between different responses, then this is quite similar to my idea of a 'good' silent main hero (that is to say, one who only speaks through the player making choices). |
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Moogle1 Scourge of the Seas Halloween 2006 Creativity Winner


Joined: 15 Jul 2004 Posts: 3377 Location: Seattle, WA
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Posted: Mon Oct 02, 2006 7:54 pm Post subject: |
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| msw188 wrote: | | Quote: | | My argument against silent characters (which are, however, situationally useful, don't get me wrong) is that it is now possible to allow the player to control all dialogue for the hero. |
Is this really feasible though? Obviously it would be an incredible pain in the OHR, but even for professional game designers, I really can't imagine a computer game where the player can control all of the speaking of any character. I'm assuming you mean something like allowing the player to type in their hero's words. Do we really have the capability to have a computer be able to respond to that, without sounding horribly faked?
If you mean something more like the player choosing between different responses, then this is quite similar to my idea of a 'good' silent main hero (that is to say, one who only speaks through the player making choices). |
The second one. CRPGs have been doing this for a long time -- Baldur's Gate, Elder Scrolls, and so on. This is not the same thing as having a silent hero that you control. _________________
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