Why do people hate silent protagonist?
Why do people hate silent protagonist?
Because self-insert is fucking gay and I want actual characters.
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If you think self-insert is gay then shouldn't you be okay with it?
miles better than "we would be just like him"
don't reply to me
No you hang up.
Personally I dislike it because my preference is for storytelling and characters to come first. With a silent protagonist it feels like I'm just piloting a placeholder, it doesn't feel like they deserve any of the interactions with/from the other characters.
I want my protagonist to be well developed and an important part of the story.
No boy hates Adol, they hate the people that force themselves on him to form a team.
>protagonist is silent
>yet has an in-game personality
>interacts with characters completely contrary to what we would want or expect
>has definitive experiences contrary to what we, as a player, are exposed to
I hate this shit. It's one thing to be Ryu in Breath of Fire. It's another thing to be silent yet still somehow "talk" constantly in the game.
Silent doesn't mean self-insert. It means silent.
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It worked before voice acting became widespread, and even now it still can in certain stories. But in anything where the silent dude has to interact with fully voiced characters, it's just fucking awful.
/thread
Depends how they are executed. If they are silent so that they can be self inserts, then they are almost always terrible. Why? Because the narrative has to revolve around them while still appeasing the idea that they don't talk. Look at Skyrim where you are the master of the universe and everything revolves around you. Another example is FFXIV and in my opinion the absolute best example of how terrible this can be is Persona 5, where every character is an incompetent neanderthal thats only purpose in life is to suck up to the protagonist at all times. Either they love and worship him, or hate him and make it their life goal to ruin him.
Some games do an okay job of it, but in doing so it often just makes your character feel like they don't exist, or that you're just straightup missing the lines. In Tales of Xilia 2, you're literally just not hearing the lines Ludger says, but everyone else does, which is awkward and a really stupid way to do it. In a lot of the Dragon Quest games, your character might as well not exist.
>It worked before voice acting became widespread
no it didn't, even without voice acting silent protagonists in a game where the rest of the party speaks was shit
>other characters remark about how the MC is mute
>they make fun of him for it
>my preference is for storytelling and characters to come first
Then read a book. Games are for playing. Gameplay is all that matters in the end.
tldr: the issue is self-insert characters and not silent protagonists. A lot of silent protagonists often end up being self insert characters, but not all self insert characters are silent. Without saying a word, everyone loves Raidou Kuzunoha and Demi-Fiend.
Can I preorder yet?
This.
>Protagonist is Silent in the game
>In the Anime Adaptation he talks like everyone else
WHY
Games are the best mediums for telling stories.
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How?
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>give your game a silent protagonist
>gives the player choices
>he's clearly his own developed character and has canon choices anyway
they are interactive
WITNESSED
Last time I checked most people didn't care about this one way or the other. Who doesn't play a game with great gameplay just because you can/can't self-insert? They're called video GAMES for a reason.
Because it's lazy and gets worse the more involved the story is
And?
In the same way that movies are, games are hindered by having to be visual. When you create a world for a narrative in a game, the world is restricted by the limits of the game itself. If a town ends up only being three houses in the game, it gives the impression of being really small whereas text can establish amazing things so much more easily because it just relies on your imagination.
There are strengths to every form of medium when it comes to story telling, but I still believe books are the absolute strongest. You can read a story hundreds of years old and still have a vivid picture of it in your head, but an old movie or game can be held back greatly by technology. Bad CG in a movie is almost unwatchable now because of how jarring it will look.
ffxiv has voice lines you can select, user. Not a good example
and what?... it has any all of the other madium options to tell a story plus interectivity.
They can be linear just like books/movies, but they can also present branching path experiences. You can also explore the world at your own accord; it's objectively much more immersive. NieR Automata utilized the full potential of the medium most effectively (at least in recent memory).
When you set your options as 2B and then later in the 9S perspective , the game remembers what settings you chose as 2B and plays them back for you. And then there was also the ending.
You really shouldn't be allowed to post on Sup Forums.
They can do literally everything film and literature can do except they have interactivity built in. The only reason former two mediums are generally better is because they've been around long enough for people to really master them, as well as there being more talent in them.
>Protaginist doesn't say anything, but the game isn't fucking about his dialogue, so no one notices or gives a crap.
No problem at all
>HEY GUYS! DID YOU NOTICE THIS CHARACTER IS A MUTE! HA! WHAT A FUNNY META JOKE WE'RE GOING TO MAKE INTO THIS GAME'S RUNNING GAG BECAUSE IT'S SOMETHING NO ONE HAS THOUGHT BEFORE!
Thank God Naughty Dog replaced Jak with Nathan Drake's constant talking am I right?
what, is not true?
>Stands around awkwardly in cutscenes
>Other characters remark on how fucking weird it is that he never speaks
>BotW actually characterizes him, and it is revealed in Zelda's diary that he feels so heavily burdened by the expectations of being the Hero that he keeps his feelings and thoughts to himself so he can get the job done
Link's always been mute obviously but I love how BotW justifies it
>If a town ends up only being three houses in the game, it gives the impression of being really small
What? No. If we are talking primitive games like Pokemon Red, you utilize the same imagination as you would reading a book to flesh out the world in your head. Books don't describe everything in detail to you. You're left to imagine a lot of on your own. Lavender Town is like 5 huts and a tower, but the history of the town is revealed to you and you realize the scope of the place is much larger than what it initially seemed, allowing you to realize the world with your imagination.
Also, games aren't primitive anymore. The potential, today, for games to be the best medium to tell stories is incredibly high. Budgets can hold back games but then again the game's story and world is designed around the budget. You'll essentially never see 5 hut towns/cities again. People are able to realize their visions much more easily and it's only going to get easier with time.
It always ends up feeling like the writers taking the easy way out. Like instead of writing an actual character they decided to go the silent protag route and expect the player to project their feelings and reactions onto the blank slat they've made. Playing a silent protag isn't as satisfying as playing an actual character imo
Thank you, I came in here hoping to see that.
>People who think the player character just coughs and points at stuff even when his dialogue is not only clearly fucking visable, but you have to actively select it!
Breath of the wild Link speaks more complete sentances than any other canon link.
>In Tales of Xilia 2, you're literally just not hearing the lines Ludger says, but everyone else does, which is awkward and a really stupid way to do it.
Ouch, that's the Ys series for you.