The protagonist

Mimironi

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In games, from what ive noticed, there are a few protagonist/ other character combinations. I was thinking of which type I wanted in my game and thought of these 4

  • Silent protagonist and talkative other members (persona)
  • Silent protagonist and silent other members (etrian odyssey)
  • Talkative protagonist and silent others (more like a game where you recruit/create your own helpers)
  • Talkative protagonist and others (90% of games)
I wanted to know which type do you like the most and why? Does one choice seem better in this genre or that genre? General likes and dislikes about one of the choices.
 
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Jxkl5

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Hi,

 I actually split it in this way:

  • Humerous/ Other Game
  1. Silent protagonist and talkative other members
  2. Talkative protagonist and talkative others
  • Horror/ Serious Game
  1. Silent protagonist and silent other members
  2. Talkative protagonist and silent others
Usually for horror games, you only want one person, they can be silent, but if you are good at words, you can use them to add suspense

or release story details.

If it was a humerous game, you could have either a talking or silent protagonest, if he/ she is silent, the other party members could crack jokes about him/her. I would not have the others be silent, they could add puns, jokes, ect.

Unless you are really good at telling the story through other game elements, you should have even the silent charecters talk a little, but only rare short sentences.

I personally like the silent protagonist with talking party members... It can keep it light, but still allow me to be serious if needed.

You could also try a mix such as:

  • Talkative protagonist
  • Talkative female party member
  • Silent male party member
  • ect
You can do anything with the party members, you just want to keep the mood in mind.

In the end, it's really up to you, take what ever you like and use it, but keep the type of game in sight.

I really hope I have helped a little.
 
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Allerka

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Honestly, I think you're gimping yourself by having a silent protagonist. It's like a chunk of your story is just...missing. Unless it's like a D&D-kind of RPG where you create the character yourself, I don't see any reason why you should play as a character who never speaks. The only silent protagonist that has ever worked was Gordon Freeman, and part of that was how light the total amount of writing was. Obviously RPGs have a lot more.
 

Jxkl5

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You forgot Legend of Zelda...
 

DancingDrake

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I find that it all depends on the type of game play that the characters are going to have. What I mean by this is that with the silent protagonist and talkative other members you will notice that this is more common (but not always) in games where you as the player make a lot of choices that would effect the personality of the protagonist or the way others perceive them. This would include games like persona, dragon age, and the elder of scrolls series in which player choices define the protagonist.

I've never played etrian odyssey but the only time I have seen both silent protagonist and silent members is in games where the characters generally don't have any personality shown in the game. Like games where you control completely what all the characters do. I may be wrong with this but this is what I've seen.

With the talkative protagonist and silent others you will notice this is more so in games where the protagonist has a set personality whereas the personality of party members and such is not important to the story or game or is defined by the player with the choices that they make.

With the talkative protagonist and talkative others choices made in game will not generally change the character's personalities or how we would perceive them.

What I am trying to get at here is that the link between how talkative a character is in game comes down to if you are able to make choices that would generally effect how people would perceive them. This doesn't have to be the case but I would think this is due to the shear amount of coding that would need to be done if they could talk. For example you don't want your protagonist saying that they care about people then give the player the choice to kill an innocent later in the game as it would break character. Same as you wouldn't want your party members saying that they like the protagonist after having the protagonist do something that in real life would make that character dislike or disagree with their motives.

The more choices you give the player to change the character's personalities the less likely it is you are going to make them talkative just because of the shear work involved in making the speech work for all choices made throughout the game.

Personally I like games where I make a lot of choices to effect the outcome of things and have found that in these games I am not too fused how much the protagonist talks as long as when he does it reflects the choices I have made.

That being said when I play games where it is focused on the plot and you can not make any choices that affect the personality of the protagonist if they do not speak throughout the main part of the game I am going to feel cheated (unless they are a shy character and it is part of their personality).

In the end I think all of them can be pulled off fine if you play your cards right but I don't think genre has much to do with it but the way choices affect characters does.
 

Berylstone

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Honestly, I think you're gimping yourself by having a silent protagonist. 
In a way I agree with you.  But there is a substantial risk involved when you make the player's persona heavily defined.  You run the risk of alienating the player by forcing them to play as a character that doesn't appeal to them.  And this can affect their enjoyment of the game in significant ways.

So in the end I think you have 3 options:

1.  Just go with it and pray the player likes the personality of your protagonist.

2.  Play it safe and make your protagonist quiet (the Zelda series did this as an example).

3.  Increase your work load by vast amounts by giving your protagonist an assortment of different personalities the player can choose from.
 

Alexander Amnell

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^I don't believe the risk is that great as long as you are insuring that your storytelling is on par with something that will interest people. I think a good example of this would be Final Fantasy 7... Cloud Strife has got to be one of the 'worst' idiot protagonists out their in my opinion and his entire whiny, manic-depressive all over the place personality just grates on me at every level imaginable. However that game is probably my second favorite in the final fantasy series in which I was a fan up until 10.

A better example would probably be Final Fantasy Tactics, my favorite final fantasy game that had an amazing story and characters that grew with the story, not the players choice and told one of the best stories I've seen in a video game to date. I can't really use it as effectively because I do like the protagonist in it a lot, but I'm sure just the same there are people out there that did not for whatever reason because we all think differently, but probably some of those people really enjoyed the game and story either way.

I kind of feel the only time that you truly run the risk of alienating the player in that way is when your world and the supporting characters are either not as defined as they should be thus relying on the protagonist to be the only character of potential real interest or if you've otherwise put to much stock into that characters beliefs and opinions. No world should revolve around just one or two people, as long as the player feels that there is more to the world in the game than just the protagonist it won't be nearly as dangerous if the player doesn't agree with the protagonist or relate to them fully or not. If that were the case I wouldn't still read books or watch tv either for that matter.
 

Berylstone

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^I don't believe the risk is that great as long as you are insuring that your storytelling is on par with something that will interest people. I think a good example of this would be Final Fantasy 7... Cloud Strife has got to be one of the 'worst' idiot protagonists out their in my opinion and his entire whiny, manic-depressive all over the place personality just grates on me at every level imaginable. However that game is probably my second favorite in the final fantasy series in which I was a fan up until 10.
I rather enjoyed Cloud and found his personality disorders fascinating.  This was especially true since it was woven into the plot so effectively.

But in the end it probably depends on the individual.  Some are probably more susceptible to this than others.  But I can tell you I have spoken to several people on this forum alone who have had entire games ruined for them because of the protagonist's personality.  You mention Cloud.  I would mention Squall from Final Fantasy 8 - who is absolutely loathed by so many because of his brooding and anti-social qualities.

I personally have had several games ruined for me because of character personalities.  I barely made it through Final Fantasy 10 because of it.  And it had characters I loved, such as Auron.  But having to deal with Tidus would have been difficult under any circumstance.  The fact that was supposedly me made it unbearable.  And I was unable to complete Final Fantasy 12 because of Vahn, whom I will neglect to describe in the interests of being non-offensive.

So maybe for some a good story will be enough to salvage a game even if you detest your character's role.  But for others I don't think it will be.  This is something that will have to be measured on an individual basis I suppose.
 
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I don't think there is a right or wrong here. It all depends on how you develop the story and the characters.

In my opinion, you only have 2 choices:

1. keep the main character silent

2. make the main character talking

The sidekicks should always be talking and have a personality. They will help you to create suspense and keep the game interesting.

When to use choice 1 and when to use choice 2?

Choice 1 is best, in my experience, when the main character comes from a "create a new character" at the beginning of the game ( very common in modern rpgs like Skyrim and Dragon Age ). In this case the character is only an avatar. An empty shell that the player will use to navigate and interact with the world.

Choice 2, on the other hand, is perfect when you create a unique character that lives in the world you create. So it's no longer an avatar that the player will use, but it's a unique subject with a personality and "a voice". Dialogs will help you, in this case, to show the personality of this character to the player. To create a connection between the two. And, most importantly, to remind the player that the character is "alive" . And even in games where there are no sidekicks ( or even other npc ), there still should be a dialog ( internal dialog in this case - think of Amnesia: The Dark Descent - Daniel speaks to himself through the letters and the flashbacks ).
 

hian

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^I don't believe the risk is that great as long as you are insuring that your storytelling is on par with something that will interest people. I think a good example of this would be Final Fantasy 7... Cloud Strife has got to be one of the 'worst' idiot protagonists out their in my opinion and his entire whiny, manic-depressive all over the place personality just grates on me at every level imaginable. However that game is probably my second favorite in the final fantasy series in which I was a fan up until 10.
I dont know which FF7 you played, or what age and level of reading comprehension you had when first playing the game(I was 7 when I played it for the very first time, still playing to this day though) - but objectively speaking, Cloud is anything but whiny.He pretty much only had one emotional scene in the entire game, which was when Aeris died.

Other than that, he was a cold and calculating mercenary for the majority of the game, and your standard tough optimistic guy after Tifa fixed his memories.

He was traumatized to some extent, from the events after Nibelheim, and his Mako infusion. But really, the extent of that trauma was a few headache scenes and a voice in his head telling him stuff.

It's fine not to like Cloud as a character, but if you're going to make s critique of a character it would help if you critiqued the personality the character actually has, rather than the personality that FF7 reactionary haters, and Advent Children fans have managed to superimpose over the actual source material.

It annoys me to no end, like when people say "Cloud is basically just Zack", ignoring the fact that you actually get to see Zack's personality in the original game, and it's nothing like Cloud's - because Cloud didn't really know Zack very well, and therefore only had assumptions to work with when he forged his soldier persona. Alas, I'm off on a tangent, so sorry about that.

A better example would probably be Final Fantasy Tactics, my favorite final fantasy game that had an amazing story and characters that grew with the story, not the players choice and told one of the best stories I've seen in a video game to date. I can't really use it as effectively because I do like the protagonist in it a lot, but I'm sure just the same there are people out there that did not for whatever reason because we all think differently, but probably some of those people really enjoyed the game and story either way.
This is ironic since FF tactics is one of the newer FFs with the least amount of character development, in vein with the other square games made by the same author(vagrant story, FF12 etc), an author that admits in interviews that he doesn't really care all that much about the characters, but more about settings and the overarching plot(Matsuno Yasumi). Most of Yasumi's games have minimal character dialogue and vast amounts of exposition instead. They're good games, but they're not games you should emulate if you want to make a character driven story.
 
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OM3GA-Z3RO

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^I don't believe the risk is that great as long as you are insuring that your storytelling is on par with something that will interest people. I think a good example of this would be Final Fantasy 7... Cloud Strife has got to be one of the 'worst' idiot protagonists out their in my opinion and his entire whiny, manic-depressive all over the place personality just grates on me at every level imaginable. However that game is probably my second favorite in the final fantasy series in which I was a fan up until 10.
Um sorry but aren't you mistaking Cloud for Squall in FF8? Squall is the real Mr. Whiny, Cloud just showed more emotion where that emotion is intended in the important scenes, Squall however just complains and whines day in and day out and all he wants to do is lie on his bed and think about problems and not sort out the solution (Like a true problematic teen).

As much as I enjoy both FF7 and FF8, Cloud isn't even close to being a whiny fellow actually, after everything he has been through it would normally drive a person insane after all the loss he endured. Yeah he did have moments when he just lost himself but in the end he became a badass protagonist that nothing, not even if the odds are against him can make him flinch.
 

Ed19

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Silent protagonist is good if your game is not linear, like a branched storyline.

Talkative protagonist is good for linear or story-telling game.
 

Tai_MT

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Alright, let me clarify something a bit.  There are legitimate reasons why certain types of characters exist.  Especially from a design standpoint.  The reasons some of these exist is largely dependent on setting and atmosphere.  Though, there are good player reasons for doing some of these.

Let's start with "silent protagonist/characters".  The reason these exist in any game is very simple.  The very specific reason these were ever invented is so that players would more easily put themselves into the position of the hero.  You are Chrono, Master Chief, the guy in Bioshock, Link, etcetera.  Silent characters exist for the same reason.  They allow you to fill in the storylines/personalities of the characters or the protagonist yourself.  It's a dual-edged sword though.  While this can be good for immersion, it can be terrible for storytelling.  The silence is even emphasized if you have characters talking to you and you do not even pick an option to respond.  It can be fairly distracting if you have a lot of NPCs talking to you, but you never respond back because you're a silent protagonist.  Games like The Elder Scrolls take care of this by providing you "dialogue options", which you never actually speak.  Because of that, you don't notice the whole "my character never talks" thing all that much.  Meanwhile, in games like Half-Life, you notice that Gordon Freeman is basically a mute.  He doesn't even nod or shake his head.  He's like a silent automaton and it's kind of unsettling when you've spent several hours playing him in a game and he's the most alien thing you run across (everything else makes a lot more noise than he does!).  Then, you run into the "mixed responses" type thing of Samus Aran.  In some games she delivers dialogue, in others she's a silent badass.  In "Other M", it actually becomes detrimental to the storyline that she speaks at all.

Let's move on to your talkative protagonist.  If he/she talks, then there's no issue.  However, you are going to need to define their speech, personality, and mannerisms fairly quickly.  The downside to doing this is that players may end up playing as a character they just don't like being (or they can't relate to).  If it's a game where the people (or things or what-have-you) do not have their own speech, personality, or mannerisms and they wait for the player to define it, it's not such a big deal.  Unless, of course, they are integral to the plot in some way.  Then it becomes a huge detriment to have them be mutes.

The reason most games go with your last option is actually a pretty good one.  It's the reason I like best, if we're being honest.  The dev teams have a story to tell.  It's easiest to tell a story when all your characters are actors in a play (all the world is indeed a stage and we are merely players) do what they're supposed to do.  Stories become the most compelling when characters interact with each other, interact with the villains, and have their own personal struggles.  The downside of this, of course, is that players may not be able to relate or may not enjoy the storyline.

So, what you need to decide is what exactly you want to do with your game.  How do you want it to play?  Do you have a story to tell?  How immersed do you want your players to be?  You need to answer some really serious questions about what kind of game you want to make to start with before you can decide on the best way to have characters and protagonists in the designs of your game.
 
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