The Half-Life thing always struck me as a no-brainer, I always understood why there was a silent protagonist. Same with Zelda. But there have been a few moments in these games where I've felt some deviation from the rule of projecting your own personality into the character; there's Alyx Vance's "man of few words, aren't you?" line at the start of Half-Life 2; the later at some point into Episode 1, she mentions some stuff she's heard about Gordon and some of the stuff she heard he used to get up to with Barney and Doctor Kleiner back in Black Mesa. I'm not saying that it's a game-ruining experience, it's just that I got used to feeling that the rules were that it's up to me to be the character (who can have any history that's consistent with the story and actually speaks a lot in my head) and when other characters started to do it for me it detracted some of the immersiveness from the experience.
Back to Zelda, this doesn't happen a lot but there was one bt in Wind Waker that pissed me off enough to mention... the bit just before the final boss fight where Ganondorf's talking to Link. I know what Ganon's talking about but Link's gawking at him like an absolute 'tard. I get that I obviously know more than Link could possibly know and care a lot more about the history of Hyrule and all that, but I still wanted to punch him there.
This is fallacious bullshit. Keeping the main character silent does NOT make them "you the player." The only thing that's going to put you in the story is making meaningful plot choices(and or ethical ones), and that doesn't include combat decisions.
Games like Mass Effect actually achieve this because the story shapes around the players actions; there are plot doors that open and close depending on what you decide. In Half Life, the only choice you can make is, how will you progress from A to B? You could, I guess, not fight, but that means not finishing the game. Nothing you do in Half Life shapes anything, so I really don't see how this guy figures it's personal.
It's more frustrating than anything when studios pull this move, and I'd much rather see an attempt at an actual story with a main character. I mean really, what kind of credible story can you have where every single character around you magically holds a conversation without someone participating?
There is a good reason you never see Mr. Freeman's body - the Half-Life engines all never had support for rendering your character. They could implement it, like they did for TF2 taunts though, but at this point it'd seem a bit of a major change, and alter the whole feel of it. They'd have to do it retroactively, including Half-Life 1 games.
Congrats Matt Smith, this is something a real gamer figured out when he first played Half Life 1, like, 10 years ago. Glad you finally caught on and promptly decided to write about it. I bow to your gaming knowledge.
(Sarcasm metre explodes, and Thunderbolt Games goes -9001 on the scale, for having a douche like Matt Smith write for them. Wow. It's pathetic. Seriously, this was noted by ALL my friends when we first played HL1 in 1998 or 1999.)
@thewafflecult: His opinion didn't offend me...if you had read my post you would have understood that this man is writing about stuff that was recognized by real gamers the likes of 10 years ago.
Also, any "insult" I may have written was not personal. Just reflecting.
Funny when I play HL2 im always struck by how incredibly unimmersive it is. They take this huge amount of effort having people react to you, always keeping you in his perspective etc etc yet then you drive cars by simply sitting in a seat and staring at the wheel. You have no body, arms, face or any physical presence. You are merely a floating camera. It's really atrociously bad. Especially since Dark Messiah of might and magic was also built on the source engine and had great immersion.
Thinks like climbing a ladder and both hands just keep holding the gun, there are no legs on it etc just make it feel really weird. Or standing near the edge of a ledge where you are just floating over it with no body.
They don't need to give your character a voice but it would be nice if your character actually existed in the game world instead of being a viewpoint moving around. When you get knocked back by an explosion see your body etc. Look down and see yor chest and legs. You can still always keep the game in first person.
I really do hope that they never give Freeman any lines. Most especially not if Valve decides to sell out and makes a movie out of the first part of HL2. All of the experiences that I had there, because there was not main character I was playing as, chattering away, saying things I didn't want him to say.
I remember when I first heard about Mass Effect's dialogue system. Total control over what gets said, tons of options. And what do I get? The same options I had in NWN, except I cant tell if I'm going to be an asshole, slightly less of an asshole, murder someone, or do something nice while sounding like an asshole. I'm having the same problem playing through Fallout 3, most of the time there are a ton of dialogue options that fit what I want to say, but then sometimes it'll be the same thing, said three ways. I understand it can't be totally 100% expansive and free-form, but sometimes it feels like I'm being roped into saying something I really didn't want to say in ANY way.
But I digress, Half Life doesn't have this problem, because there isn't any audio input. Any commands that you issue to another character is qualitative, with no room for misinterpretation. You tell your squad-mates to go do something, and they respond. "On my way Dr. Freeman. I can't do that Dr. Freeman. You should reload Dr. Freeman". It's never a situation where I get a dialogue option to tell them to go somewhere, but since that was the option to say it like a dick, they mumble and grumble along the way. This keeps it very narrow to an extent, but Valve is great on expanding even on the narrow rails that the game keeps you on.
You can not communicate direction with anybody in the entire game directly, but you can indirectly. I shine a light at Alyx, she covers her eyes. It gets tense, my flashlight battery dies, so Alyx starts groaning like a zombie, and goes "Haha! Gotcha!". Or when I accidentally throw a grenade at her, she gets hurt and says anything from "Ow!" to "Why'd you do that?!".
Maybe that's why I feel more connected with all of the characters of HL2, compared to Halo. In Halo 1, you spent the entire game with Cortana, she was your Alyx, you hardly saw her, hardly interacted, and most of the time she was just talking to you, telling you what to do, you passivly communicated with her through your actions. She tells you to go to a navpoint, you go there, she responds.
By the time Halo 3 rolls around, I have no connection or feeling for any character in the entire game. Not one, not the black sergeant whose name I never caught, not Keyes' daughter, nobody. But that first Halo, the feeling of isolation, with what hardly constitutes other humans, the marines, around you to keep you company, leaping to their death, shooting at you, blowing themselves up, didn't establish much of a connection.
Gordon should be silent, because not only has he always been silent, players have been playing out the dialogue that they'd say in their heads for years.
I've always ignored the idea of "being" the character, and silent protagonists just seem awkward to me. I'd get a lot more out of the cinematics if it weren't just Alyx and others talking to themselves. To me, having a voice makes the characters much more likable, and thus more memorable. I certainly don't play Half-Life for Gordon Freeman.
Mario is about 12 years past awkward at this point.
@Wolfers: What more could you get out of the cinematics, other than Gordon simply confirming or denying what other characters say? Sure you'd have a protagonist who isn't mute, but for those of us who care about "being the character", it'd ruin a fair bit of the experience.
@XtaLarge: Well, in all fairness, the whole dialog structure would likely be different if Gordon Freeman wasn't mute.
You'd probably have dialog interactions far more along the lines of say, Beyond Good & Evil or Metal Gear, or even the Left 4 Dead cinematic they just made.
Of course, then we'd have less variety in storytelling style from Valve, so I think it's fine the way it is.
I still wish there was more physicality to the character, instead of him being a floating crowbar. I'd like to look down and see the feet of the H.E.V suit, and I'd also like to be able to mantle.
But Freeman is still the shit. Half Life has a great story (minus, perhaps, Zen and the doctor who randomly shows up at the end of Episode 2).
Didn't understand the doc at the end of HL2-E2. One thing that annoyed me in HL was the fact that everybody knew me (freeman). It added discontinuity to the game (something that HL never does) because I did not experience a rise to fame in game so it didn't feel like me anymore it felt more like I was playing a game adaptation of "Being John Malkovich".
@Cue2: Freeman destroyed Nihilanth. Freeman defeated waves of marines. Freeman went through Xen and survived, something many have failed to do (see: dead guys with HEVs).
Word of Freeman's actions spread over the course of 20 years or so.
@Grumpz®: Link and Crono don't speak, sure, but you can't feel like YOU'RE either of them because they're onscreen at all times, they're reacting to situations on their own, etc. In Half Life, you're making your own decisions most of the time rather than being told what to do, and as a result you come out of the experience feeling much more satisfied than getting past a difficult puzzle in Zelda or beating a hard boss in Chrono Trigger.
@Grumpz®: I don't know. I always felt Link had far too much of a personality for this to work nearly as well as it works in Half-life.
When I sit and watch something like the opening to Phantom Hourglass and compare it to the opening of Half-life 2, one feels like I'm watching a mime on a pirate ship while the other almost feels like you're actually there.
I think the perspective and the amount of emoting and assumed talking Link does is what ruins the effect.
@XtaLarge: Personally, I think Nintendo should just go full out on the Metroid story.
They obviously put a large backstory in there, and Samus seems to have a pretty prominent personality, so really they've already killed any attempt to do this.
However, that doesn't mean she wouldn't make a fantastic, story/dialog heavy character if they actually cared to do so.
While it's true that in Half-Life the main character doesn't react or say anything so one might feel more like that character, that is actually what makes me feel more alienated from a character. It draws away the sense of realism for me and reminds me that "I'm just controlling polygons on a screen."
On the other hand when I can see characters and their reactions I can at least relate to that character. Rather than think I'm playing as an apathetic mute.
@NeoAkira: The point is, I think, that you project your own idea of who he is, and inadvertently who you are. You can choose to see him as an apathetic mute, or you can fully imagine that you are Gordon Freeman, and that you are in the midst of this apocalyptic nightmare. I deeply respect the Half-Life series because of that demand it makes for the player to use his/her imagination.
No I understand that's the case, but the reality of the situation is that people find it easier to relate to a character who actually has some "character" to them.
A good example of this is why we prefer movies with dialogue to silent films.
@NeoAkira: You guys are talking different stuff. One thing is relating to the character, which is nice. Other thing is feeling like the character, which is nice too. Both are nice, but are different.
It's hard for you to feel like you ARE the character if you keep seeing him and his reactions on screen, but if you don't see it, it's harder to relate to the character.
The thing is the way you think about the game. Theres "i'm controlling this guy named ... and he's cool. i like him. I don't want him to die!" and there's "i am this guy. I don't want to die!"
11/02/08
Back to Zelda, this doesn't happen a lot but there was one bt in Wind Waker that pissed me off enough to mention... the bit just before the final boss fight where Ganondorf's talking to Link. I know what Ganon's talking about but Link's gawking at him like an absolute 'tard. I get that I obviously know more than Link could possibly know and care a lot more about the history of Hyrule and all that, but I still wanted to punch him there.
11/01/08
Games like Mass Effect actually achieve this because the story shapes around the players actions; there are plot doors that open and close depending on what you decide. In Half Life, the only choice you can make is, how will you progress from A to B? You could, I guess, not fight, but that means not finishing the game. Nothing you do in Half Life shapes anything, so I really don't see how this guy figures it's personal.
It's more frustrating than anything when studios pull this move, and I'd much rather see an attempt at an actual story with a main character. I mean really, what kind of credible story can you have where every single character around you magically holds a conversation without someone participating?
11/01/08
11/01/08
11/02/08
11/02/08
11/01/08
(Sarcasm metre explodes, and Thunderbolt Games goes -9001 on the scale, for having a douche like Matt Smith write for them. Wow. It's pathetic. Seriously, this was noted by ALL my friends when we first played HL1 in 1998 or 1999.)
11/02/08
11/02/08
Also, any "insult" I may have written was not personal. Just reflecting.
11/01/08
Thinks like climbing a ladder and both hands just keep holding the gun, there are no legs on it etc just make it feel really weird. Or standing near the edge of a ledge where you are just floating over it with no body.
They don't need to give your character a voice but it would be nice if your character actually existed in the game world instead of being a viewpoint moving around. When you get knocked back by an explosion see your body etc. Look down and see yor chest and legs. You can still always keep the game in first person.
11/01/08
I remember when I first heard about Mass Effect's dialogue system. Total control over what gets said, tons of options. And what do I get? The same options I had in NWN, except I cant tell if I'm going to be an asshole, slightly less of an asshole, murder someone, or do something nice while sounding like an asshole. I'm having the same problem playing through Fallout 3, most of the time there are a ton of dialogue options that fit what I want to say, but then sometimes it'll be the same thing, said three ways. I understand it can't be totally 100% expansive and free-form, but sometimes it feels like I'm being roped into saying something I really didn't want to say in ANY way.
But I digress, Half Life doesn't have this problem, because there isn't any audio input. Any commands that you issue to another character is qualitative, with no room for misinterpretation. You tell your squad-mates to go do something, and they respond. "On my way Dr. Freeman. I can't do that Dr. Freeman. You should reload Dr. Freeman". It's never a situation where I get a dialogue option to tell them to go somewhere, but since that was the option to say it like a dick, they mumble and grumble along the way. This keeps it very narrow to an extent, but Valve is great on expanding even on the narrow rails that the game keeps you on.
You can not communicate direction with anybody in the entire game directly, but you can indirectly. I shine a light at Alyx, she covers her eyes. It gets tense, my flashlight battery dies, so Alyx starts groaning like a zombie, and goes "Haha! Gotcha!". Or when I accidentally throw a grenade at her, she gets hurt and says anything from "Ow!" to "Why'd you do that?!".
Maybe that's why I feel more connected with all of the characters of HL2, compared to Halo. In Halo 1, you spent the entire game with Cortana, she was your Alyx, you hardly saw her, hardly interacted, and most of the time she was just talking to you, telling you what to do, you passivly communicated with her through your actions. She tells you to go to a navpoint, you go there, she responds.
By the time Halo 3 rolls around, I have no connection or feeling for any character in the entire game. Not one, not the black sergeant whose name I never caught, not Keyes' daughter, nobody. But that first Halo, the feeling of isolation, with what hardly constitutes other humans, the marines, around you to keep you company, leaping to their death, shooting at you, blowing themselves up, didn't establish much of a connection.
Gordon should be silent, because not only has he always been silent, players have been playing out the dialogue that they'd say in their heads for years.
11/01/08
Mario is about 12 years past awkward at this point.
11/01/08
11/01/08
You'd probably have dialog interactions far more along the lines of say, Beyond Good & Evil or Metal Gear, or even the Left 4 Dead cinematic they just made.
Of course, then we'd have less variety in storytelling style from Valve, so I think it's fine the way it is.
11/01/08
Look at Cloud from FF7.
Some games don't give the main character any character and it's kinda frustrating. I felt this in Dead Space. "Who are and why should I care?"
11/01/08
11/01/08
But Freeman is still the shit. Half Life has a great story (minus, perhaps, Zen and the doctor who randomly shows up at the end of Episode 2).
11/01/08
11/02/08
Word of Freeman's actions spread over the course of 20 years or so.
11/02/08
Freeman excels at everything.
11/02/08
11/04/08
Still, glad someone caught that. Cheers, man!
11/01/08
11/01/08
See: Crono.
11/01/08
11/01/08
(kind of. She *does* have a log.)
11/01/08
11/01/08
When I sit and watch something like the opening to Phantom Hourglass and compare it to the opening of Half-life 2, one feels like I'm watching a mime on a pirate ship while the other almost feels like you're actually there.
I think the perspective and the amount of emoting and assumed talking Link does is what ruins the effect.
11/01/08
They obviously put a large backstory in there, and Samus seems to have a pretty prominent personality, so really they've already killed any attempt to do this.
However, that doesn't mean she wouldn't make a fantastic, story/dialog heavy character if they actually cared to do so.
11/01/08
I disagree greatly with that notion.
While it's true that in Half-Life the main character doesn't react or say anything so one might feel more like that character, that is actually what makes me feel more alienated from a character. It draws away the sense of realism for me and reminds me that "I'm just controlling polygons on a screen."
On the other hand when I can see characters and their reactions I can at least relate to that character. Rather than think I'm playing as an apathetic mute.
11/01/08
11/01/08
No I understand that's the case, but the reality of the situation is that people find it easier to relate to a character who actually has some "character" to them.
A good example of this is why we prefer movies with dialogue to silent films.
11/01/08
It's hard for you to feel like you ARE the character if you keep seeing him and his reactions on screen, but if you don't see it, it's harder to relate to the character.
The thing is the way you think about the game. Theres "i'm controlling this guy named ... and he's cool. i like him. I don't want him to die!" and there's "i am this guy. I don't want to die!"
11/02/08
Ah, I see. That makes a lot of sense. Nice post.