And play Human Revolution. It does restrict a tad too much in a couple of the cutscenes, bt it does much the same as The Witcher 2. It defines a protagonist whilst allowing the player to maintain control over what they would do if they were that character. All shades of opinion that you can give Geralt and Jensen also make perfect sense for those characters.Thyunda said:I wasn't referring to the ending - The ending, at least, made sense. I couldn't have taken those guys out in gameplay, which is what was offered. In the Fort Mercer cutscene, I could have taken them. Marston instead did a totally un-me thing and went into plain sight.Woodsey said:That's... yeah. Played The Witcher 2?
And again, your RDR example exhibits a flaw with that game, not one completely inherent to all games. (Because I thought the ending was silly too.)
What I'm trying to say is that a videogame protagonist is either emotionless, silent or schizophrenic. The main exceptions are characters you make yourself or linear JRPGs. JRPGs tend to have only the path set out in front of the hero. Red Dead Redemption gave us the freedom of how we approach problems, or whether we abuse our weapons and shoot innocent people. And depending on the skill level of the player, Marston will either be a bumbling idiot or a dead-eye shot. But regardless of his performance in gameplay, he'll still pull a gun on a fort full of armed men.
And no. I have not played The Witcher 2. But every rule has exceptions, so I'm willing to count that one as an exception.
And the problem with you accepting exceptions is that you're then accepting my argument is true; games can do better storytelling, and they can do it whilst keeping characters as characters.
Although your point about silent protagonists is a non-issue anyway. A silent protagonist serving as a vessel for the player does not impede a player's emotional connection (if anything, it should enhance it) to a world or to other characters, nor does it hinder the opportunity to tell a story. I don't see why that - a point which makes games unique in telling stories - means games are only good for world-building.