It depends a lot on which game you?re talking about. The first Half Life has almost no dialogue whatsoever, except a tiny bit at the very beginning and end. Half Life 2 similarly only has brief scenes of character interaction, usually lasting a minutes, interspersed between hours of gameplay.Parker Chapin said:I acknowledged this in my first post. But while the game does much wordless storytelling, the main storyline is undeniably character-driven. More skillful games have managed to do both, without sacrificing the one for the other.OlasDAlmighty said:And already you?re off track. Half Life 2?s story is told in a wide variety of means, dialogue only being one of them, many context clues and important details are scattered around your environment, on computer monitors and TV screen, signs or posters on the wall, context clues hidden in the environment. Sure you learn a lot from hearing people talk, whether it?s directly to you in conversation or overhearing a message playing on the radio, but Half-Life 2 tells a lot of the story non-verbally too, which is good because Gordon spends a lot of time alone throughout the game.
Yes, because of the things he DID in Half Life 1, while you were controlling him and the things he continues to do throughout the games. The characters frequently praise your actions. The closest thing I can recall to anyone actually commenting on your personality is Alyx calling you a ?man of few words? which is obviously a joke from the writers. But in the world of Half Life actions usually speak louder than words, and Gordon is a man of action.Parker Chapin said:The other characters also have defined perceptions of him and defined expectations of him.OlasDAlmighty said:He?s only a defined character in the sense that he has a name, and appearance, and a degree in nuclear physics. His actual past outside his career is left deliberately ambiguous, as is his personality.
Again, how would you want them to implement this? There are AI?s out there than can sorta recognize human language and react in a manner than seems plausibly human, but these take up vast amounts of data and even then they?re hardly perfect. Plus typing things into the keyboard would be pretty immersion breaking. But there?s really no need as all the information you need is provided in the game. If you want to go the Bioware route and provide lists of possible phrases you could possibly allow for more information to be provided, but at the cost of hugely breaking immersion and slowing down the game?s flow. I don?t know about you but I?d kill myself if Half-Life ended up becoming like Mass Effect.Parker Chapin said:It's not terribly unreasonable to think that players might want to gather information at the beginning of the game. In a Zelda or Dragon Quest game, talking to all the people in the starting area would net you a good amount of usable information (though not the whole story). In Half-Life, Gordon never asks anything of anyone, even though very few players who would act that way if it were them.OlasDAlmighty said:No, Gordon is you within the limitations of what the creators could program. There?s no game where you actually get to talk to people, AI hasn?t reached the point yet where that?s feasible. Dialogue options are a bastardization of free agency that basically lets you choose from a few pre-selected phrases while at the same time completely destroying the game?s immersion. In a way not being able to talk put?s emphasis on your actions, which the game always gives you complete control over.
The game does not command you ?constantly?, the game never commands you at all. Sometimes characters within the story will ask you to do things, which is completely realistic. But the game never takes control away from you. It never teleports you into a location, never makes Gordon do anything via cutscene. Every step you take in the game has to be done by the player voluntarily. Besides, Gordon spends most of the time in those games alone, nobody leads him from Ravanholme to Nova Prospect, that?s entirely a self-guided tour. Alyx is with you for most of the Episodes, but even then she always waits for you if you stop and she never goes on without you.Parker Chapin said:The game commands you constantly through the various NPCs who bark orders at you. While they don't tell you precisely which direction to go at all times (that's left to the level design, which, as you say, is very good), they create a bizarre effect wherein Gordon has no power to make his own decisions, only follow the orders of others from the moment he steps off the train to the moment he delivers the final blow to the Citadel. Even though nobody's with you when you're moving toward Black Mesa East, you're always, unrelentingly moving toward Black Mesa East, and you're doing so because Isaac Kleiner told you to.OlasDAlmighty said:It?s brilliant in that sense isn?t it? The game tells a linear story without ever commanding you where to go, there are no objective markers, or arrows over your head, or invisible walls. Technically you have total freedom of movement, yet the game is guiding you along a chosen path even if it feels voluntary. The strings that the game pulls are invisible, It gives you a sense of total freedom while not actually giving you any freedom at all.
In Half-Life there is no such distinction. The player?s agency is Gordon?s agency, your actions are his actions, YOU ARE HIM. That?s the point, this isn?t complicated.Parker Chapin said:Gordon's lack of agency is because he never once makes a decision for himself. What you have to understand about my argument is that I draw a distinction between player agency and character agency.OlasDAlmighty said:I?m not entirely sure what you mean by ?lacking agency?. If you?re complaining that Half-Life has a linear story progression, then you?re basically criticizing the majority of video games. Even most open world games have a linear story progression that you have to follow to reach the end. Link doesn?t have any agency, he has to go through all the dungeons, get the magic whatsits, and kill Ganondorf or whoever the last boss is. Sure some games let you make choices that influence you?re character?s story arc, often with those horrible dialogue options, but that can hardly be expected of every game. I?m not even entirely sure it?s better to have that much freedom since it basically turns the storytelling process over to the player, who might not always know what makes for the best story.
If by agency you simply mean the freedom to control your character?s actions then Half-Life gives you more agency than almost any game I can think of. There are no cutscenes where Gordon acts without you, the only time you can?t control his movement is when he?s trapped in something. And while the actions you take as him may not affect the overall path of the story, they definitely impact whether you win or lose.
Only if you want to strip the player of control over his character, which is fine if that?s what you want, but it breaks immersion and you no longer feel like you ARE Gordon Freeman.Parker Chapin said:Character agency means the character makes decisions during the story that affect his fate; player agency means the player makes decisions that affect the outcome of the game. These factors are not dependent on each other--one can exist without the other.
A game without player agency isn?t really a game at all, it?s a movie. I like movies, but videogames have their place as well.Parker Chapin said:A game that provides little or no player agency can still provide character agency, simply by showing us that the character is choosing for himself the paths that the player is forced to take.
What series are we talking about again? You?re saying you want Half Life to be like Zelda?Parker Chapin said:I said as much in my original post. Link chooses to board the pirate ship in Wind Waker--no one told him to do it, and the pirates tried to refuse--and it's for this scene and scenes like it that I say Link has agency even though the player doesn't.
In Majora's Mask, at least 60% of the game is optional sidequests, meaning Link undertakes them only at his (and the player's) discretion.
Majora?s Mask does have side missions yes, whereas Half Life doesn?t outside of achievements which are mostly just a metagame anyway. What?s the problem? Are you saying you wish Half-Life had side missions? I?d actually agree with you there, it would be cool if Half Life had more things you could do outside the main story, but none of this would require Gordon Freeman to talk, or act on his own. In Zelda it?s YOU who chooses to embark on those side missions, not Link. Taking control away from the player via cutscenes and dialogue doesn?t make a game more open, if anything it closes it off.
I?d say the ?not-cutscenes? in Half-Life are generally pretty good at delivering just enough detail to fill you in on what you need to know without feeling unnatural or like strait exposition. However, most games where you have the option to talk to people usually end up with you simply staring a character strait in the face for several minutes asking questions. I?m thinking Mass Effect, Fallout, Dragon Age. Sure most of the dialogue is optional, but the player?s natural instinct is to ask as many questions as they can because they don?t know what information is important and what isn?t, these in game conversations typically last longer than any conversation in a movie, book, or even real life would, generally feel unnatural, and completely interrupt the flow of the game. Cutscenes without dialogue options do a better job keeping the flow natural, but once again they completely rip your character out of your hands. The whole point of Half-Life?s manner of story-telling is that it doesn?t do that, it keeps you in control. If you simply don?t like games that are like that then that?s your opinion, and I?m not saying Half-Life is for everyone. If you?re a fan of RPGs you probably won?t like Half Life and vice versa.Parker Chapin said:If this were a general rule, then dialogue would never have to be more than the one line it takes to tell you exactly what's going on. Dialogue has so many uses that I wouldn't even say exposition is the primary one. I'll defer to my favorite fiction author, Daniel Quinn:OlasDAlmighty said:As a general rule you should never have more dialogue when you can provide the same information with less. This is true in all mediums but it's especially important in videogames. I love how the Half-Life games keep the exposition relatively short while filling in the details with stuff in your environment. This way it never feels like you're having information crammed down your throat.
"In real life conversations people seldom say exactly what they want to say (or even know exactly what it IS they want to say). The fiction writer's trick is, first, to know exactly what the character wants to say (even if s/he want to be ambiguous or dishonest); second, to have the character say it (and in the style of language s/he uses); and third to make it sound like normal, spontaneous speech."
Half-Life devotes a fair amount of its dialogue to characterization, not exposition. If Gordon were to get in on this, it would not necessarily be longer, but different. Even if it were longer, it would not necessarily be boring. Half-Life's "not-cutscenes" are already longer than the cutscenes of other action games.
But don't act like this is some sort of mistake, or gap in Valve's logic. Valve is a very competent developer. If you ever listen to the commentary in their games it's obvious they treat good game development like a science, as well as an art. Every decision they make is designed to make the games flow better, be more immersive, and be more realistic. Sometimes they can't accomplish all 3 perfectly, but I think they do a good job.