Post by Nester the Lark on Feb 2, 2021 12:10:31 GMT -5
I'm wondering how you guys feel about silent protagonists in video games. Specifically in regards to instances like Link from The Legend of Zelda, who is more of a loosely-defined character rather than a generic player-created avatar.
So, basically, the intention behind having a silent protagonist is that, in theory, it allows the player to identify with their in-game character more easily -- to imagine themselves in that character's place and decided what their personality is like -- without it being dictated to them by the game's narrative, thus increasing the player's immersion in the game world.
This seems to be a slight point of debate among some players, and I fall into the category that it's actually counterproductive to what it's intended to do.
My rational is that I am human, and I naturally identify and empathize with other things that act human or show emotion. When that is decreased, it weakens my connection (or "link", so to speak). Furthermore, when you have a main character who rarely speaks, then it's up to other characters to drive the narrative, and that can make the "main" character feel more like a bystander who's just doing other people's grunt work. This further takes me out of the experience.
This is why I prefer more the portrayal of Link from Twilight Princess and Skyward Sword. He seems to have just a smidge more of a personality in those games, especially in Skyward Sword where he has pretty explicit emotional motivation. This was scaled back in Breath of the Wild, where they brought him closer to a blank avatar, and I felt less connection to this version of Link (although some people interpret the funny menu choices as literal dialog, hinting at him having a rambunctious personality). Hyrule Warriors: Age of Calamity, on the other hand, made him more expressive, and even his blank stares make it look a lot more like he's thinking (and thus more "alive") than they did in Breath of the Wild.
(And yes, I realize that Link's stoicism canonically is his personality in Breath of the Wild, based on what Zelda writes in her diary, but I'm struggling not to let my analysis here spiral out of control. I'm just trying to give examples.)
Another example I want to bring up is Adol from the Ys series. He's generally a silent protagonist similar to Link, but in recent games, his character has leaned more into having a personality rather than away. Adol has some minor voiced dialog, but it's restricted to short samples during combat ("Let's do this!") or an occasional "yeah" during cutscenes. He is also given actual dialog choices during cutscenes. They don't affect anything besides other characters' immediate responses, but I think it goes a long way towards making Adol feel like an actual participant in the story while still allowing the player to create their own impression of his personality.
This is a bit controversial among Ys fans, with some feeling he should be entirely silent, but I personally like this approach.
Of course, there is a fine line between a loosely-defined character and a fully fleshed-out one, but people's individual preferences will have different sweet spots. (Even I was surprised by the English launch trailer for Ys IX, in which Adol actually narrates the beginning of it.)
I could say a lot about this topic because there are a lot of nuances, but I don't want to ramble on more than I already have. I'd like to hear what you guys have to say if you have any thoughts about it.
EDIT: I want to clarify that I'm not implying that I wish Link were portrayed more like Adol. I was just bringing up two similar yet different examples.
So, basically, the intention behind having a silent protagonist is that, in theory, it allows the player to identify with their in-game character more easily -- to imagine themselves in that character's place and decided what their personality is like -- without it being dictated to them by the game's narrative, thus increasing the player's immersion in the game world.
This seems to be a slight point of debate among some players, and I fall into the category that it's actually counterproductive to what it's intended to do.
My rational is that I am human, and I naturally identify and empathize with other things that act human or show emotion. When that is decreased, it weakens my connection (or "link", so to speak). Furthermore, when you have a main character who rarely speaks, then it's up to other characters to drive the narrative, and that can make the "main" character feel more like a bystander who's just doing other people's grunt work. This further takes me out of the experience.
This is why I prefer more the portrayal of Link from Twilight Princess and Skyward Sword. He seems to have just a smidge more of a personality in those games, especially in Skyward Sword where he has pretty explicit emotional motivation. This was scaled back in Breath of the Wild, where they brought him closer to a blank avatar, and I felt less connection to this version of Link (although some people interpret the funny menu choices as literal dialog, hinting at him having a rambunctious personality). Hyrule Warriors: Age of Calamity, on the other hand, made him more expressive, and even his blank stares make it look a lot more like he's thinking (and thus more "alive") than they did in Breath of the Wild.
(And yes, I realize that Link's stoicism canonically is his personality in Breath of the Wild, based on what Zelda writes in her diary, but I'm struggling not to let my analysis here spiral out of control. I'm just trying to give examples.)
Another example I want to bring up is Adol from the Ys series. He's generally a silent protagonist similar to Link, but in recent games, his character has leaned more into having a personality rather than away. Adol has some minor voiced dialog, but it's restricted to short samples during combat ("Let's do this!") or an occasional "yeah" during cutscenes. He is also given actual dialog choices during cutscenes. They don't affect anything besides other characters' immediate responses, but I think it goes a long way towards making Adol feel like an actual participant in the story while still allowing the player to create their own impression of his personality.
This is a bit controversial among Ys fans, with some feeling he should be entirely silent, but I personally like this approach.
Of course, there is a fine line between a loosely-defined character and a fully fleshed-out one, but people's individual preferences will have different sweet spots. (Even I was surprised by the English launch trailer for Ys IX, in which Adol actually narrates the beginning of it.)
I could say a lot about this topic because there are a lot of nuances, but I don't want to ramble on more than I already have. I'd like to hear what you guys have to say if you have any thoughts about it.
EDIT: I want to clarify that I'm not implying that I wish Link were portrayed more like Adol. I was just bringing up two similar yet different examples.