Characters and Player Immersion

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TKretts3

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Jul 20, 2010
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Hello,
I recently saw an article on PCGamer entitled, "Face Off: Are silent protagonists superior?". In the article and the comments the main arguments for silent protagonists was that they allowed the player to take over and project them self into the game. Now, immersion is a fantastic feature for any medium, it allows people to truly understand and value the world of the story, but having blank characters for this does go too far.

A character is, after all, defined by who they are. They're defined by their character traits, by the choices they make, by the reactions they give, and by what they say. A fleshed out character is unique, and is their own. Playing as silent protagonists, even in some of my favourite game franchises, the protagonists feel less like 'characters' and more like 'templates'. Rather then being an actual person, they just feel like an empty husk, or a robot/remote controlled camera (à la the 'First Person Shooter' from Wreck-It Ralph).

And I've never heard it said, "Oh you should play Portal, because Chell is such an engaging character!" or anything like that. When people recommend these games they do it less for the (main) character and more for the mechanics (Portal Gun, who wouldn't want one?), or for the world. When people do talk about these silent characters it has more to do with how they envision personally envision them, or with their design, rather than any solid character they have.

So I have to ask, is making the protagonist detrimental to their character? And if not, at what point, if any, does 'player immersion' go too far?
 

Caiphus

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Mar 31, 2010
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TKretts3 said:
So I have to ask, is making the protagonist detrimental to their character? And if not, at what point, if any, does 'player immersion' go too far?
I assume you meant making the protagonist silent.

I don't think there's a real objective answer you can give to that question. Gordon Freeman wouldn't have such a big fanbase if some people didn't love the idea of a silent protagonist.

I think it's pretty clear which side of the debate you fall on. You yourself said that silent protagonists feel more like templates/floating heads than actual characters and I would tend to agree with you.

It also probably depends on what genre of game you enjoy. I mostly play RPGs. If my character was silent, I wouldn't really be playing a role. But in a game like CoD, or HL2, or whatever, where you aren't making decisions necessarily, it might make it easier for a person to project themselves onto whomever they are playing. In that sense it might make it easier to roleplay in some respects. Where a player's actions define them more than their words, a silent protagonist wouldn't harm the character so much.

So there's a distinction there, I feel.

And, actually, if roleplaying is what you want then a silent protagonist can help in those situations. I remember while playing Far Cry 3, I felt I would get taken out of the game whenever Jason Brody spoke. I was no longer playing as myself, I was playing as Jason Brody.

So yeah.

I mean, it's different strokes. You're right about the template, but that might be a selling point for some people. I know when playing Army of Two I wanted the protagonists to STFU.


I'm not entirely sure what you mean by "player immersion going too far" though.
 

RedEyesBlackGamer

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Jan 23, 2011
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I love me a silent protagonist. I like projecting myself into the game world. "Player Immersion" can't go too far.
 

VanQ

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Oct 23, 2009
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I wouldn't say that a silent protagonist being silent is detrimental to the character. I can't imagine games like Pokemon or Persona would have benefited from your characters having a prefixed personality, considering those games are about YOUR adventure through the eyes of the protagonist of the game. That's something only a silent protagonist can do.

On the other hand, a well written protagonist like the new Lara Croft or Booker DeWitt are good in their own right. Sometimes it's nice to experience someone else's story in a game.

RedEyesBlackGamer said:
I love me a silent protagonist. I like projecting myself into the game world. "Player Immersion" can't go too far.
Holy crap, haven't seen you around in quite a while. When did you come back?
 

TKretts3

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Caiphus said:
TKretts3 said:
So I have to ask, is making the protagonist detrimental to their character? And if not, at what point, if any, does 'player immersion' go too far?
I assume you meant making the protagonist silent.
Not necessarily. There are silent characters, and then there's blank-slate characters (Who are often just called silent protagonists). Silent characters can be good, take Link in Skyward Sword. He didn't talk, but you could still get the feel of his character from his expressions and movements. I was referring to the other, the 'Blank Slate' characters. My apologies if I didn't make that clear.
 

shrekfan246

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May 26, 2011
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I can see both sides of the coin, myself.

I probably wouldn't have thought Rapture was so captivating had Jack been engaging in shouting matches with the crazed splicers, but I really appreciated Booker not feeling like he was just a hollow vessel floating through the city of Columbia, single-mindedly doing everything asked of him.

I think it engenders itself to different methods of story-telling, though. Bioshock has rather compelling reasons, both in the narrative itself and the meta-narrative, for Jack to be a silent protagonist. Half-Life 2, on the other hand, really just makes Gordon Freeman seem like a massive dick who conveniently is willing to do all sorts of busywork. Or else he's dumb/mute and just can't affirm his reservations. All just my opinion, of course...

Personally, in general I don't really prefer blank slates. To a certain degree, at least. I really like the Deus Ex or Mass Effect method of letting you sculpt their personality for yourself, and having it be openly represented in how the character interacts with the in-game world. I've said this before, but in something like Dragon Age: Origins, where the main character does technically have writing but doesn't really have a personal arc, the player character just feels like they're some cardboard stand-in that's only there for other characters to spew exposition at. Sure, you can choose how your character 'reacts' and you'll get a different bit of fluff from whomever is talking at you, but the character feels static. They could easily be the exact same being they were at the start of their quest.
 

vercardo

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Jan 26, 2013
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When it comes to immersion or projection yourself into a character, I think the following:

We don't identify ourselves with the character in the game on the basis of the character, we do so on the basis of the symbolic action that is key to game mechanics. If you press a button on the controller and the character in the game swings his sword, YOU then get the feeling you swung the sword. Through this process a bond is constructed between player and character, because of the symbolic relation between the real-life action of the player and the in-game action of the character.

Also, there is a difference between games and movies when it comes to characters:
Movies have engaging characters to immerse the viewers in the movie. Games have actions to immerse the player in the game.

As people said above, when you play with a fully developed character like Jason Brody, there are moments when that character takes over and takes you out of the game, because then the game simply becomes a movie.
The reason Portal and Minecraft are such immersive games is because they are based solely on the actions of the player and the character. Actions and choices are what constitutes a personality.

The reason why silent protagonists in games feel like empty husks is because they are. Because they are meant to be filled by the player. Nothing a game does to create a wonderful, complex protagonist can trump the feeling of you yourself being the protagonist, as is the case in Minecraft.

Games with great stories and complex characters will always have the problem that there is a certain preprogrammed path for the character to follow. A good game makes the player forget that and gives him the feeling that what happens in the game is really because of him. Portal does this perfectly. It has a great story, and never, ever de you feel limited by the game itself (e.i. invisible walls or being stuck in the geometry). The more complex a game is, the more difficult it becomes to achieve this feeling for the player. Movies can permit themselves to have complex characters and intricate stories because the viewer doens't expect to be able to change anything.

To get back to the point: I feel like you're thinking more about games in terms of them being interactive movies instead of games. Movies are about the characters and the story. Games, essentialy, are about you, the player. A movie doesn't necessarily need an audience to exist, but a game needs a player. Both have their ways of immersing you into a world, but for games I feel, silent protagonists work better for that.
 

TKretts3

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vercardo said:
When it comes to immersion or projection yourself into a character, I think the following:

We don't identify ourselves with the character in the game on the basis of the character, we do so on the basis of the symbolic action that is key to game mechanics. If you press a button on the controller and the character in the game swings his sword, YOU then get the feeling you swung the sword. Through this process a bond is constructed between player and character, because of the symbolic relation between the real-life action of the player and the in-game action of the character.

Also, there is a difference between games and movies when it comes to characters:
Movies have engaging characters to immerse the viewers in the movie. Games have actions to immerse the player in the game.

As people said above, when you play with a fully developed character like Jason Brody, there are moments when that character takes over and takes you out of the game, because then the game simply becomes a movie.
The reason Portal and Minecraft are such immersive games is because they are based solely on the actions of the player and the character. Actions and choices are what constitutes a personality.

The reason why silent protagonists in games feel like empty husks is because they are. Because they are meant to be filled by the player. Nothing a game does to create a wonderful, complex protagonist can trump the feeling of you yourself being the protagonist, as is the case in Minecraft.

Games with great stories and complex characters will always have the problem that there is a certain preprogrammed path for the character to follow. A good game makes the player forget that and gives him the feeling that what happens in the game is really because of him. Portal does this perfectly. It has a great story, and never, ever de you feel limited by the game itself (e.i. invisible walls or being stuck in the geometry). The more complex a game is, the more difficult it becomes to achieve this feeling for the player. Movies can permit themselves to have complex characters and intricate stories because the viewer doens't expect to be able to change anything.

To get back to the point: I feel like you're thinking more about games in terms of them being interactive movies instead of games. Movies are about the characters and the story. Games, essentialy, are about you, the player. A movie doesn't necessarily need an audience to exist, but a game needs a player. Both have their ways of immersing you into a world, but for games I feel, silent protagonists work better for that.
Actually, if I press a button to make a character swing a sword, I get the feeling that I've just pressed a button on a controller. A game can 'immerse' me into it's world all it likes, but if the story and characters are bland then it's going to be a bad experience. Some of the mechanics may be fun, I'll admit fully that I liked playing around with the portals, but after I finished Portal I had no desire whatsoever to replay it. It was fun to play around in, but it felt more like a funny tour than anything else.

For the record I'm not saying that all game characters feel like empty husks, some of them are done well. A great example of this is Lee Everett from Tell Tale's The Walking Dead. That game, as a whole, is a great example of a good mix of player choice and fleshed out characters. It's a game which featured the player character being able to make certain choices, but never sacrificed the integrity of the character. The character had personality other than the ones the player gave him, had a story besides the one the player imagined for him.

You brought up Minecraft, though I can't imagine why. Less of a game, Minecraft qualifies more as a building/exploration simulator. Playing survival I find myself getting bored with the first half hour and go back to creative in order to build. To put it in perspective, Left 4 Dead is more fleshed out than Minecraft, though they are two very different games, yes.

Games, like any other medium, need that 'preprogrammed path', or as it's actually called, a character arc. Movies are not, at their core, about character and story. That's what every story-telling medium is about; film, book, video game. What sets these medium apart is how they achieve this in an engaging fashion. Books have detailed and creative descriptions that let your imagination put the pieces together. Film has its amazing and often wild visuals combined with actual actors (Live-action, anyway). Games have interactivity. To say that games need characters who are blank slated in other to succeed is akin to saying that offer more than minimal (or no) descriptions of it's world's and character's appearance are failures because they don't let the readers imagination do everything.

Interactivity is only a tool to tell the story and advance the characters, it can't replace them.
 

Hades

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I realise a silent protagonist can sometimes be a positive thing but it really isn't for me.

Often a silent protagonist isn't even a character at all but just a gateway for you to explore the world. It almost always ends up with your playable character being the most boring person in the world your game is currently sett in. I didn't found the npc's in Skyrim very engaging for instance but even they seemed less dull then the Dragonborn. Silent protagonist that sometimes get a scroll of dialoge choices often have very basic lines and its hard to act like a consistant character because what you think your character should say isn't listen as one of your choices. A silent protagonist that has no dialoge scrolls and stays completely silent through out the game on the other hand just comes off as weird. People ask things of him, people adress him or even reveal they are the bad guy all allong and they aren't even recognised by that jerk of a main character. Is everyone in the game so far beneath him or something? I know your supposed to fill in what your character is saying yourself but none of that is something another character in the game could possible react to so i don't find that a satisfying solution.

Immersion is great but i find making the main character as dull as possible to achieve that just to much of a sacrefise, one that isn't even needed in the first place. Just because you aren't the main character yourself doesn't mean a story can't be engaging, far from it. For me the stories i got most emotionally attached those where the ones with symphafetic characters interacting with each others in various ways while facing odds they couldn't possible overcome.

I don't like silent protagonist and find having them a negative thing but i do think there is room for them as well. Lost of people seem to like them so they are welcome to stay as far as i'm concerned.
 

Caiphus

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TKretts3 said:
Caiphus said:
TKretts3 said:
So I have to ask, is making the protagonist detrimental to their character? And if not, at what point, if any, does 'player immersion' go too far?
I assume you meant making the protagonist silent.
Not necessarily. There are silent characters, and then there's blank-slate characters (Who are often just called silent protagonists). Silent characters can be good, take Link in Skyward Sword. He didn't talk, but you could still get the feel of his character from his expressions and movements. I was referring to the other, the 'Blank Slate' characters. My apologies if I didn't make that clear.
I'm not entirely sure of the difference. If characters like Link were played in the first-person, would that make them blank-slate?

If Gordon Freeman and Chell were played third person, would you feel differently about them? Even though playing Portal in the third person would be insanely silly.

Edit: Not to fight about semantics or anything. I just know that merely changing the perspective can affect how attached you become to a character.
I know that, after playing an MMO for hundreds of hours, you become attached to your avatar, even though they (apart from in ToR) never have any dialogue whatsoever. I doubt it would be the same if you played in the first person.
 

vercardo

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Jan 26, 2013
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TKretts3 said:
vercardo said:
When it comes to immersion or projection yourself into a character, I think the following:

We don't identify ourselves with the character in the game on the basis of the character, we do so on the basis of the symbolic action that is key to game mechanics. If you press a button on the controller and the character in the game swings his sword, YOU then get the feeling you swung the sword. Through this process a bond is constructed between player and character, because of the symbolic relation between the real-life action of the player and the in-game action of the character.

Also, there is a difference between games and movies when it comes to characters:
Movies have engaging characters to immerse the viewers in the movie. Games have actions to immerse the player in the game.

As people said above, when you play with a fully developed character like Jason Brody, there are moments when that character takes over and takes you out of the game, because then the game simply becomes a movie.
The reason Portal and Minecraft are such immersive games is because they are based solely on the actions of the player and the character. Actions and choices are what constitutes a personality.

The reason why silent protagonists in games feel like empty husks is because they are. Because they are meant to be filled by the player. Nothing a game does to create a wonderful, complex protagonist can trump the feeling of you yourself being the protagonist, as is the case in Minecraft.

Games with great stories and complex characters will always have the problem that there is a certain preprogrammed path for the character to follow. A good game makes the player forget that and gives him the feeling that what happens in the game is really because of him. Portal does this perfectly. It has a great story, and never, ever de you feel limited by the game itself (e.i. invisible walls or being stuck in the geometry). The more complex a game is, the more difficult it becomes to achieve this feeling for the player. Movies can permit themselves to have complex characters and intricate stories because the viewer doens't expect to be able to change anything.

To get back to the point: I feel like you're thinking more about games in terms of them being interactive movies instead of games. Movies are about the characters and the story. Games, essentialy, are about you, the player. A movie doesn't necessarily need an audience to exist, but a game needs a player. Both have their ways of immersing you into a world, but for games I feel, silent protagonists work better for that.
Actually, if I press a button to make a character swing a sword, I get the feeling that I've just pressed a button on a controller. A game can 'immerse' me into it's world all it likes, but if the story and characters are bland then it's going to be a bad experience. Some of the mechanics may be fun, I'll admit fully that I liked playing around with the portals, but after I finished Portal I had no desire whatsoever to replay it. It was fun to play around in, but it felt more like a funny tour than anything else.

For the record I'm not saying that all game characters feel like empty husks, some of them are done well. A great example of this is Lee Everett from Tell Tale's The Walking Dead. That game, as a whole, is a great example of a good mix of player choice and fleshed out characters. It's a game which featured the player character being able to make certain choices, but never sacrificed the integrity of the character. The character had personality other than the ones the player gave him, had a story besides the one the player imagined for him.

You brought up Minecraft, though I can't imagine why. Less of a game, Minecraft qualifies more as a building/exploration simulator. Playing survival I find myself getting bored with the first half hour and go back to creative in order to build. To put it in perspective, Left 4 Dead is more fleshed out than Minecraft, though they are two very different games, yes.

Games, like any other medium, need that 'preprogrammed path', or as it's actually called, a character arc. Movies are not, at their core, about character and story. That's what every story-telling medium is about; film, book, video game. What sets these medium apart is how they achieve this in an engaging fashion. Books have detailed and creative descriptions that let your imagination put the pieces together. Film has its amazing and often wild visuals combined with actual actors (Live-action, anyway). Games have interactivity. To say that games need characters who are blank slated in other to succeed is akin to saying that offer more than minimal (or no) descriptions of it's world's and character's appearance are failures because they don't let the readers imagination do everything.

Interactivity is only a tool to tell the story and advance the characters, it can't replace them.
You're operating under the premise that a game is a story-telling medium and that a story is essential to a game.
The formal properties of a game (all games, not just video games) are the following (cfr J. Huizinga, Homo Ludens):

- It is a free, conscious act.
- It is not real, it's pretending.
- It stands outside ordinary life.
- It has the potential to completely enthrall the player.
- There is no material or functional gain attached to it.
- It is limited in time and space.
- It happens in an orderly fashion, according to certain rules.
- It creates a bond of community and that community profiles itself as different from the ordinary world.

In other words, a game takes place in a closed, fictional (virtual) dimension. However, it's not easy for a game to enthrall or immerse the player into its own world. A game requires the player to cross a barrier between reality and fiction. For video games this is even harder, because that barrier is amplified by the distinction between the actual and virtual world. The interactivity, the bond between player and avatar is a way for the player to access that virtual/fictional dimension. And as long as we can't plug ourselves into the matrix, we need to achieve this bond by means of controller or mouse and keyboard.

A story, a character arc, background information all serve to make the fictional world more internally realistic and coherent. Which in turn makes it easier for the player to accept that fiction and enjoy playing around in it. Normal games, like freeze tag for instance, don't need background info because the transition from factual reality to fictional game is very easy to make. Video games need all the help they can get, because not everyone makes that transition from reality to fiction easily. So the fiction needs to be as inviting as possible. An internally realistic and coherent world is the best way to achieve this and a good, coherent, realistic story with a character arc is a part of that.
So, story and character development certainly enhance and improve a gaming experience, but that's not the same as being necessary, or even the core, for a gaming experience. I'll admit freeze tag would be more interesting with a little background on how it came to be that a person is able to freeze people by simply touching them, but it won't make any essential difference to the game itself.

Saying that interactivity is a tool that helps the story along is like saying the little vegetable garnish you get when you order steak improves the overall quality of the meal and helps you to finish the steak. And that's true, but you're not ordering steak, you're ordering salad. That garnish is not a garnish, it's the essence of the meal. Because that's what a game is, it's a salad. Interactivity is not a tool to tell the story and advance the characters. Telling a story and advancing the characters both serve the interactivity, and activity that is gaming.



However, there is one extra thing a game needs to do: to make the player forget it's a game. Because a game is always pretending, it's never real, it's always ?just a game?. A game needs to make you forget that, because if you remember it's ?just a game? nothing that happened in it matters anymore and your engagement to it and immersion lie in ruins before you.
So, blank slated or characterized protagonist doesn't matter, because as long as a game manages to sustain the fiction that the game itself is, well, not a fiction, then we can say the game succeeded.

And this is where it all gets tricky. Because people are put off by different things and are able to overlook or forget others.
This is what a speaking protagonist does: the moments he speaks he reminds you that you are not him, that you are a player. Merely a player, and therefore just playing a game, which in turn ruins the gaming experience.
However, a gaming experience can manifest itself as a story. Then a person can complain about the protagonist being blank-slated, which doesn't make sense in the story or doesn't seem like a realistic, coherent character, or doesn't feel right to play with. A game isn't a story-telling medium, but if there is a story, it needs to make sense, be realistic and coherent. If a silent protagonist ruins that coherence, it ruins the gaming experience, because the virtual world loses its internal realism and is revealed as a fiction.

Silent and blank-slated protagonists depend on the symbolic relation between the actions of the player and avatar to engage the player. Characterized protagonists use character to engage the player.

In the not-so-exciting-conclusion: if a characterized protagonist serves to bolster the internal realism and coherence of the game, a characterized protagonist is needed. Because then it will be easier for the player to overlook the inconsistencies within the game itself. The same goes for silent or blank-slated protagonists.
It could be argued that silent protagonists are superior because they are more in touch with the fundamental mechanic of a game (action; because a game is, above all, an act, a deed, something you do.) and characterized protagonists rely on a structurally non-essential element in the game (story, which enhances a game, but isn't essential to it). But when it comes to immersion and engagement, there isn?t really a difference or better choice. It all depends on how the game plans on engaging the player.