And here I was convinced I was one of the only posters on this forum who got that. Who understood that that was/is the purpose behind Freeman being silent.Lilani said:I think choosing a silent protagonist should depend on exactly whose eyes you want the story to be told through. If you have a set player-character like Nathan Drake, then the story is going to be "Uncharted--as interpreted by Nathan Drake." Or perhaps more accurately, "Uncharted--as interpreted by a fly on the wall observing Nathan Drake dealing with all this shit." In the Half-Life games and Portal, the story is told by the world around you. There are all sorts of stories in the environments and the NPCs in the HL games, and a good portion of Portal's story is told through the environments and the general state of Aperture. These elements that the player is supposed to slowly soak in would be undermined if they were constantly being filtered through the player-character's stream of consciousness. Or at the very least, they would be significantly changed.
So silent protagonists work for HL and Portal because the story is intended to be viewed through the player's eyes. It's not about the player learning about how Chell feels about Aperture, or how Gordon feels about the G-Man, or any of their emotional journeys. It's about the player experiencing the world and taking their own emotional journey.
Games like Half-Life, Portal, and others aren't there to tell a story, in the traditional sense, but rather presenting a story-verse, and sequence of events, from which the player experiences the story. Whereas much of the tale of, say Mass Effect, is told through player-NPC dialog exchanges, cut-scenes, and log-books, something like Half-Life tells much of it's tale through environmental clues, NPC dialog, and event progression. In a way, making it the players story and not Freeman's story.
Neither method is any more or less "valid" than the other. Great narratives can be presented through either philosophy. Which is why it irks me so when I hear people completely dismiss one or the other simply because it's not what they're used to. Or worse, because someone did one method poorly. (thus, assuming ALL examples are poor) As if to say, "Modern games have silent protagonists and are bad, therefor silent protagonists are bad."
I've been saying these things for years, but it seems my words always fall on deaf ears.