I love me a good novel, but video games can do it too, and they can do it in ways that other media can't. Have you ever played the Silent Hill series? They have compelling, untold stories told through the environments and the world alongside rich, detailed protagonists, delivered in an atmospheric experience that wouldn't work in a non-interactive medium. Nothing is sacrificed. Spec Ops: The Line told a story in a way that no novel or movie could have, and Martin Walker was a thousand times more interesting than any Doom marine.BloodSquirrel said:That's something that other mediums do far, far better than videogames. That's the kind of experience that a good first-person perspective novel excels at. Video games aren't suited to detailed character studies, and usually come off as half-baked in comparison.Parker Chapin said:But there's a bigger thing. You see, I don't play games in order to "project my personality" onto anything. I'm a pasty white guy who spends too much time in front of a computer screen and types up long retorts to Internet articles, why on Earth would I want to take that with me into a game? No, I play games to forget who I am in real life for a while, and step into the life of someone else. Video games are at their best not when the protagonist is acting as I would act in real life, but when I've forgotten how I would act in real life and become invested in this person who is not me. Sometimes I find, in the midst of a game, that my inner voice has taken on the voice and speech patterns of the character I'm playing as, and that's how I know the game has really grabbed me.
Video games have an unparalleled ability to tell a story by giving the player a world to interact with. Myst told a more compelling tale just through environmental design than most "cinematic" games have even come close to. Hell, Doom 3 was a stronger narrative experience when I was wandering around in the dark listening to audio logs than any game I've played that tried to build up a strong main character.
It seems to me like silent protagonists have a few places where they work best. Games that are clearly not about telling a story (Doom) or games that let you build your character in the engine (The Elder Scrolls). But games that are trying to tell a definite story, with a rich cast of side characters, only hurt themselves by centering it all on a blank nobody.
It also seems to me like a lot of people in this thread who speak out against speaking protagonists do so because they're imagining a poorly-written dipshit who says stupid things and does things that don't make sense. Of course, anything sucks if it's done poorly. But a well-written character can do the opposite; they can draw you in, they can make you more immersed in the world, and they can give you something else to talk about when the game is over. Those well-written characters are the ones worth treasuring.