If only Gordon returned this courtesy.
Silent protagonists are such an awful thing.
If only Gordon returned this courtesy.
Silent protagonists are such an awful thing.
But it does not make sense either that a protagonist not answer when he be spoken to.
It was quite ridiculous in StarCraft where there was a player character who had a rank and was an actual character, his allies discuss strategic plans with him and talk to him, but he never speaks back, and is only addressed by title, for he lacks a name.
In StarCraft II, the game withdrew from the notion of a “player character” and the player simply took control of various different actual characters with dialog and a face.
Three excellent games with them, off the top of my head: Metal Gear Solid 5, Half-Life, and Far Cry 2.
I stopped playing Cyberpunk 2077 mainly because the protagonist’s dialogue and voices didn’t make me like the character.
It may not make sense to you, but when I played through the half life games I found them more immersive than any games I had played.
It can be really discordant when the protagonists speaks for you but isn't really in-line with the character you're roleplaying. Making them silent is a neat way of not breaking that immersion
Role playing a video game character does not work until artificial intelligence matures to the point that a computer might have a meaningful conversation with a man.
Either the player doesn't imagine a response, and the n.p.c.s are talking to a wall and act as if that be normal. Or the player does formulate a response, and Gordon Freeman is talking to walls, and acts as if that be normal.
Thus, the end result is that Gordon Freeman is a man whom many speak to, yet who never speaks back, and no one considers this to odd to say the least. — the conversations thus appear ridiculous.
It worked better with Chell, because others do not that Chell does not speak back, and Chell actually canonically refuses to speak out of stubbornness, so it's amusing to see Wheatley being obviously uncomfortable from the fact that Chell does not speak back and is simply blabbering to fill the awkward silence.
I’ve always liked that his character never said anything—feels like Gordon can be anyone. Same goes for the lack of cutscenes that take control of the player’s camera. You always feel like you’re looking from your own POV vs. being pulled out of the immersion.
That is an in-joke at best and does very little to rectify that n.p.c.'s have entire “conversations” with him and at no point ask as to why he's remaining quiet throughout it. — the conversations are simply completely implausible.
> I’ve always liked that his character never said anything—feels like Gordon can be anyone. Same goes for the lack of cutscenes that take control of the player’s camera. You always feel like you’re looking from your own POV vs. being pulled out of the immersion.
Perhaps if one go about his daily life talking to walls and being completely disinterested in what a man might have to reflect back.
Whether you reply back to them or not, it always leads to an unnatural conversation where one party is talking to a wall that doesn't respond.