Silent protagonist: Difference between revisions

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Shulk actually was originally meant as a silent protagonist
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==Uses==
==Uses==
Many early videogames made use of a silent protagonist out of utility,{{clarify|date=June 2021}} because of technology, time, or budget limitations, or as a narrative device. Whether the player is supposed to ''be'' the protagonist or is merely assuming control of an established character and whether the game allows the player freedom of choices that would be difficult to believably justify with spoken narrative influence this decision. Some have cited the 1993 game ''[[Myst]]'' as an example of a first person adventure where the main character is merely an avatar for the player's choices and dialogue would not be needed or helpful.<ref>{{cite web | title= On Silent Protagonists | url= http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/8156-On-Silent-Protagonists | author= ben "yahtzee" croshaw | date= 2010-09-28 | work= The Escapist | accessdate= 2012-09-11 | archive-date= 2012-10-22 | archive-url= https://web.archive.org/web/20121022003109/http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/8156-On-Silent-Protagonists | url-status= dead }}</ref> The 2001 game ''[[Grand Theft Auto III]]'' has no dialogue for [[Claude (Grand Theft Auto)|its protagonist]], as is common for games of its time, and this allows players of many backgrounds and personalities to identify with the character they control in the game's open world environment.<ref name="eurogamer">{{cite web | title= Why Grand Theft Auto 3 has a silent protagonist | url= http://www.eurogamer.net/articles/2011-12-16-why-grand-theft-auto-3-has-a-silent-protagonist | author= Wesley Yin-Poole | date= 2011-12-16 | work= [[Eurogamer]] | accessdate= 2012-09-11 | archive-date= 2012-10-12 | archive-url= https://web.archive.org/web/20121012135143/http://www.eurogamer.net/articles/2011-12-16-why-grand-theft-auto-3-has-a-silent-protagonist | url-status= live }}</ref>
Many early videogames made use of a silent protagonist out of utility,{{clarify|date=June 2021}} because of technology, time, or budget limitations, or as a narrative device. Whether the player is supposed to ''be'' the protagonist or is merely assuming control of an established character and whether the game allows the player freedom of choices that would be difficult to believably justify with spoken narrative influence this decision. Some have cited the 1993 game ''[[Myst]]'' as an example of a first person adventure where the main character is merely an avatar for the player's choices and dialogue would not be needed or helpful.<ref>{{cite web | title= On Silent Protagonists | url= http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/8156-On-Silent-Protagonists | author= ben "yahtzee" croshaw | date= 2010-09-28 | work= The Escapist | accessdate= 2012-09-11 | archive-date= 2012-10-22 | archive-url= https://web.archive.org/web/20121022003109/http://www.escapistmagazine.com/articles/view/columns/extra-punctuation/8156-On-Silent-Protagonists | url-status= dead }}</ref> The 2001 game ''[[Grand Theft Auto III]]'' has no dialogue for [[Claude (Grand Theft Auto)|its protagonist]], as is common for games of its time, and this allows players of many backgrounds and personalities to identify with the character they control in the game's open world environment.<ref name="eurogamer">{{cite web | title= Why Grand Theft Auto 3 has a silent protagonist | url= http://www.eurogamer.net/articles/2011-12-16-why-grand-theft-auto-3-has-a-silent-protagonist | author= Wesley Yin-Poole | date= 2011-12-16 | work= [[Eurogamer]] | accessdate= 2012-09-11 | archive-date= 2012-10-12 | archive-url= https://web.archive.org/web/20121012135143/http://www.eurogamer.net/articles/2011-12-16-why-grand-theft-auto-3-has-a-silent-protagonist | url-status= live }}</ref>

This trope is very common in [[Nintendo]] franchises, such as [[Super Mario]], [[The Legend of Zelda]], [[Kirby (series)|Kirby]], [[Star Fox]], [[EarthBound|Earthbound]], [[Metroid]], [[Animal Crossing]], [[Splatoon]], [[Pikmin]], and [[Pokémon]].
[[Fire Emblem]] used it only in the first games for the NES, stopped using it in [[Fire Emblem: Genealogy of the Holy War|Genealogy of the Holy War]], and later returned to use it only since [[Fire Emblem: Three Houses|Three Houses]] for the Switch.
Pit from [[Kid Icarus (series)|Kid Icarus]] was silent in the original NES game but was given a voice in [[Kid Icarus: Uprising|Uprising]].
[[Xenoblade Chronicles]] was meant to use this trope but Takahashi decided to have [[Shulk]] be non-silent only late in development, as he thought Shulk wouldn't stand out from the rest of the party. In fact, [[Xenoblade Chronicles X]]'s customizable character (Rook) is the only silent protagonist in the whole series.<ref>https://www.siliconera.com/monolith-soft-discusses-developing-xenoblades-protagonist/</ref>

Super Smash Bros Brawl's Subspace Emissary made every character a silent protagonist and doesn't feature any dialogue at all.


In most of the games of the [[Command & Conquer|''Command & Conquer'' series]] (e.g. the 2000 game ''[[Command & Conquer: Red Alert 2|Red Alert 2]]'' or 2007's ''[[Command & Conquer 3: Tiberium Wars|Tiberium Wars]]''), the game treats the actual player as the protagonist. Game characters talk to the player as if talking to one present among them, and the camera angle matches the player's eyes. As such, no traces of the protagonist could be found in the game, including voice. Similarly, in the 1996 game ''[[Lords of the Realm II]]'', the player operates a protagonist who is not only silent, but also lacks a body (and a face, when seen as an avatar). Invisible serfs and servants in turn report to the player in the form of announcements, pointed commentary, and comic bathos.
In most of the games of the [[Command & Conquer|''Command & Conquer'' series]] (e.g. the 2000 game ''[[Command & Conquer: Red Alert 2|Red Alert 2]]'' or 2007's ''[[Command & Conquer 3: Tiberium Wars|Tiberium Wars]]''), the game treats the actual player as the protagonist. Game characters talk to the player as if talking to one present among them, and the camera angle matches the player's eyes. As such, no traces of the protagonist could be found in the game, including voice. Similarly, in the 1996 game ''[[Lords of the Realm II]]'', the player operates a protagonist who is not only silent, but also lacks a body (and a face, when seen as an avatar). Invisible serfs and servants in turn report to the player in the form of announcements, pointed commentary, and comic bathos.
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Uniquely, this trope is very rare in the [[Final Fantasy]] franchise, which is known for having introduced the first non-silent protagonist in video gaming, Firion from [[Final Fantasy II]] in 1988. MMO titles [[Final Fantasy XI|XI]] and [[Final Fantasy XIV|XIV]] however use it alongside character customization to emphasize player insertion.
Uniquely, this trope is very rare in the [[Final Fantasy]] franchise, which is known for having introduced the first non-silent protagonist in video gaming, Firion from [[Final Fantasy II]] in 1988. MMO titles [[Final Fantasy XI|XI]] and [[Final Fantasy XIV|XIV]] however use it alongside character customization to emphasize player insertion.

[[Live A Live]] only occasionally uses this trope within its chapter-based story. Pogo from the Prehistory chapter and Cube from the Distant Future chapter are silent because Pogo predates spoken language, as such the entire story of his chapter is dialogue-less and told through vignettes and grunts, while Cube is physically mute and only talks through robotic beeps. Sundown Kid is mostly silent throughout the Wild West chapter but has one spoken line in its ending. Oboromaru from the Twilight of Edo Japan chapter is silent all throughout the chapter but his dialogue options are voiced. Akira from the Near Future chapter, the Shifu from the Imperial China chapter and Masaru from the Present chapter aren't silent and are freely shown talking in their chapters. Oersted is a silent protagonist until his story's ending, where he gives a speech that is audible to the player once he becomes Odio. In the final chapter, the character chosen as the protagonist does not become silent (unlike most chapter-based games such as Dragon Quest 4), so, regardless of who is the protagonist, Pogo and Cube are always silent throughout the chapter, while Akira, Sundown Kid, Masaru and the Shifu's successor visibly talk, and the previously silent Oboromaru and Oersted become talking characters.


==Critical reaction==
==Critical reaction==

Revision as of 03:10, 21 August 2023

In video games, a silent protagonist is a player character who lacks any dialogue for the entire duration of a game, with the possible exception of occasional interjections or short phrases. In some games, especially visual novels, this may extend to protagonists who have dialogue, but no voice acting like all other non-player characters. A silent protagonist may be employed to lend a sense of mystery or uncertainty of identity to the gameplay, or to help the player identify better with them. Silent protagonists may also be anonymous. Not all silent protagonists are necessarily mute or do not speak to other characters; they may simply not produce any dialogue audible to the player.

Origin

The earliest player characters in video games of the 1980s, including the likes of Mario, Metroid's Samus, and The Legend of Zelda's Link, were silent protagonists. Characters such as these may occasionally speak through text or audible words, but are otherwise limited to making gestures, inarticulate noises, or remaining entirely silent.

The same was true for early role playing games. These games originated from pen and paper games such as Dungeons & Dragons and when put on the screen, did not require any spoken dialogue, since the games' plot and mechanics were all picture and motion based.[1] Players are expected to put themselves into the role of the silent hero, and since the player does not talk in the game, neither does their on-screen avatar.[2]

Uses

Many early videogames made use of a silent protagonist out of utility,[clarification needed] because of technology, time, or budget limitations, or as a narrative device. Whether the player is supposed to be the protagonist or is merely assuming control of an established character and whether the game allows the player freedom of choices that would be difficult to believably justify with spoken narrative influence this decision. Some have cited the 1993 game Myst as an example of a first person adventure where the main character is merely an avatar for the player's choices and dialogue would not be needed or helpful.[3] The 2001 game Grand Theft Auto III has no dialogue for its protagonist, as is common for games of its time, and this allows players of many backgrounds and personalities to identify with the character they control in the game's open world environment.[4]

In most of the games of the Command & Conquer series (e.g. the 2000 game Red Alert 2 or 2007's Tiberium Wars), the game treats the actual player as the protagonist. Game characters talk to the player as if talking to one present among them, and the camera angle matches the player's eyes. As such, no traces of the protagonist could be found in the game, including voice. Similarly, in the 1996 game Lords of the Realm II, the player operates a protagonist who is not only silent, but also lacks a body (and a face, when seen as an avatar). Invisible serfs and servants in turn report to the player in the form of announcements, pointed commentary, and comic bathos.

In the Half-Life series, the protagonist is the silent Gordon Freeman, but is distinct from the player. Game writer Marc Laidlaw, who worked on Half-Life and Portal (both of which feature silent protagonists) with game developer Valve, stated that he did not recommend keeping protagonists silent due to the difficulties that arise during development, but noted that limiting oneself to a silent protagonist can lead to more creativity.[5]

Silent protagonists can also apply to the avatars of certain games such as Minecraft and Terraria, where player characters are free to interact with their surrounding environments (either on single-player or multiplayer), without the need of any spoken dialogues, and can only make noise when hurt. Both games also use a chat system that allow players to communicate with other players through typing; however, this system does not affect the gameplay itself.

Serge's status as a silent protagonist in the 1999 role-playing video game Chrono Cross is used as a narrative hint for the player at one point to demonstrate that he is no longer himself by having him begin participating in dialogue.

Uniquely, this trope is very rare in the Final Fantasy franchise, which is known for having introduced the first non-silent protagonist in video gaming, Firion from Final Fantasy II in 1988. MMO titles XI and XIV however use it alongside character customization to emphasize player insertion.

Critical reaction

Reception has varied widely according to its use, ranging from praise for its help immersing a player in the game, with titles such as Half-Life 2 and franchises such as Mario and The Legend of Zelda frequently cited, while the protagonist's lack of communication has at times been noted as hindersome to plot development, as in one reviewer's comments on Grand Theft Auto III,[6] or multiple accounts on the Crash Bandicoot franchise. Others have stated that real immersion in a game would require a character to speak, since in such situations, the player would naturally vocalize and the protagonist does not.[7]

CJ Miozzi called franchises that still use the technique a "crutch" for bad storytelling, saying "just as narration has become a hallmark of terrible movies through improper use, silent protagonists have become the trademarks of a weak storyline in a game."[8]

References

  1. ^ Andrew Vanden Bossche (2008-03-13). "Opinion: Shut Up And Save The World: The Silent Protagonist". Gamasutra. Archived from the original on 2012-10-09. Retrieved 2012-09-11.
  2. ^ Adam Redsell (2011-11-26). "The Missing Link: Voice Acting in Video Games". IGN. Archived from the original on 2012-10-06. Retrieved 2012-09-11.
  3. ^ ben "yahtzee" croshaw (2010-09-28). "On Silent Protagonists". The Escapist. Archived from the original on 2012-10-22. Retrieved 2012-09-11.
  4. ^ Wesley Yin-Poole (2011-12-16). "Why Grand Theft Auto 3 has a silent protagonist". Eurogamer. Archived from the original on 2012-10-12. Retrieved 2012-09-11.
  5. ^ Kris Graft (2011-11-11). "GDC Online: Valve Writers' Candid Thoughts On Creative Process". Gamasutra. Archived from the original on 2012-05-25. Retrieved 2012-09-11.
  6. ^ Szabelski, Brian (10 February 2008). "Good Idea, Bad Idea: The silent protagonist". destructoid. Archived from the original on 11 April 2019. Retrieved 17 August 2019.
  7. ^ Screw Attack Editors (2012-04-07). "Silent Protagonists". Screw Attack.com. Archived from the original on 2012-06-20. Retrieved 2012-09-11. {{cite web}}: |author= has generic name (help)
  8. ^ Miozzi, CJ (3 April 2012). "Silent Protagonists: Why Games Like Skyrim Would Be Better without Them". GameFront. DBolical. Archived from the original on 11 April 2019. Retrieved 17 August 2019.