I'm sorry, I'm just really mad when they give protagonists a voice for no god damn benefit. Other M is just the most poignant examples of how REALLY BAD it can get. How even as a rule, staying quiet can never be as bad as the worst things they could say. How does the saying go:Steppin Razor said:Worst thing a game can do? Failing to entertain in any way whatsoever is just about the worst thing a game can do, with the permanent internet connection requirement being a close second. Not much worse than having to play the same level over and over because you lost the connection to a server for half a second and your progress is no longer being saved.
Did they say they wanted every character in a game to be like Duke Nukem or flat out retarded like Samus from Other M?Treblaine said:-snip-
*checks their posts*
Nope, I can't seem to find that anywhere. It's ok to have different opinions, you know? No reason to fly off the handle and make out that someone is a muppet because they don't like silent protagonists.
"better to stay quite and people suspect you are stupid, than open your mouth and confirm that you are"
But even when it is done right, it does not add to what has been achieved, it detracts from it.
And I have good reason to oppose attitudes for talking protagonists as it acts as if silent protagonists is just "lazy" or "Boring" as if it is simply a non-factor that something should be done about... rather than it being a DELIBERATE DESIGN DECISION to have the protagonist be silent. It serves a vital function to make the protagonist mute considering the limitations of DIRECT communications with NPCs, particularly your relationship with Alyx Vance because you neither say anything beyond your volition, nor are limited to a few pre-baked phrases.
This is an extremely personal and involving role playing experience. You are possessing the body of Gordon Freeman
The problem with a talking track of "your" voice is it leads to a kind of schizophrenia, you are totally within this role yet you are speaking from a consciousness not of your own (that is your as in you in the real world at the computer/console controls).
This isn't a problem for games where your involvement in character isn't huge, like for example Left 4 Dead where you drop into each character at random almost for only 40 minutes or so. But it IS when you are totally invested in a character like Half Life, Portal or Bioshock.
The stance that wants talking protagonists is one that wants FAR LESS immersion in CHARACTER, not immersion in game, in CHARACTER. How much do you REALLY feel that you are in this role, and how much does a voice not your own speaking from this role detract from that. Sure, your playable character may help immerse you in the GAME world in how they speak, what they comment on and object to, ect. But it detracts from player agency that is SO POWERFUL with the first person perspective. Speaking is a hugely consious thing, not like walking or a learned reflex (like loading a gun), speech doesn't work even with words you execute on command. Only yelps and gasps that are beyond conscious control. Ultimatley it is your adventure, your emotions and ideals matter and a chatty protagonist can't reflect or add to that.
For NPC communication subtlety and player agency is the key, little things like looking up and down rapidly to nod in agreement, shaking view side to side to shake your head to say "no". These are INVOLVING communication. Recordings representing your role communicating detract from your agency.
This is a hard concept to explain concisely. But Other M contrasted with Gordon Freeman says enough.