Why is Gordon Freeman held up as the zenith of silent protagonists?

skywolfblue

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OlasDAlmighty said:
No... fucking.... way. Giving Gordon a voice would be a terrible idea for so many reasons.

1. It would take away the only thing about him that's actually interesting.
2. There's no single personality they could choose for him that would please all fans, leaving many alienated.
3. It would create an effective discontinuity with the previous games, forcing us to ask why he's suddenly a chatty Cathy.
4. It would break the immersion that his silence created to begin with, it would take away your control over the character because now he's saying things you never wanted him to say. He wouldn't be 'you' anymore.
6. There's no guarantee his words would sync up with his actions. During scenes of dialogue in Half Life you have the freedom to turn your back to a person who's talking to you or even walk out of the room. It would be pretty silly and immersion breaking to have Gordon talking to people when he's not facing them or even nearby. In fact this extends to everything Gordon does. If Gordon says that he loves plants the player could then spend 5 minutes shooting at a tree.
7. It would remove the innocence that silent protagonists tend to have, suddenly he'd be trying to influence people and the world through what he says. Trying to keep him innocent though by making him completely submissive would make his character seem incredibly lame.
8. More dialogue = more boringness. And more dialogue would be almost unavoidable if suddenly Gordon is expected to respond to things like a normal person.
1. I disagree.

2. True, but fans are impossible to please. MIT nerd turned into a rebellion leading Hero is a good place to start.

3. I loved Dead Space 2 when it took Isaac from mute to chatty. Time moves on idea's improve, it's not a crime to break "continuity" in order to make something better.

4. He was never "Me" in the first place.

5. Missed one! :p

6. A bit of event driven camera directing(Think Bioshock: Infinite) wouldn't be a bad thing. There are plenty of elevator or "wait here while we talk" sections that limit your freedom in Half Life 2, having the camera focus on what's happening would probably be an improvement over Gordon facing the wrong way.

7. I never felt that Gordon was an "Innocent" character. Link is because he's brave, noble and young, but Gordon is carrying a lot of weaponry and leading a revolution.

8. I disagree. Sometimes games overdo it on frivolous and useless dialogue. But more dialogue is always welcome so long as it's GOOD dialogue.

All that is to say basically: I'd love to see a fully voiced Gordon. Especially after seeing how well Booker Dewitt from Bioshock Infinite turned out. Irrational really made a compelling fully voiced first person character. I think Valve could do the same.
 

bafrali

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1. He is the most silent protagonist in a game that has actual plot. You don't see him, hear him talk or even scream in pain. If that isn not an achievement I don't know what is.

2. He is remembered (not put in a pedestal) because he was in Half Life series, not the other way around.

3. He is a nerd which is always a plus.

4. His silence is an actual design choice and believe it or not, it is a complimentary feature to several ongoing themes in the series.

I think people are so stuck up about this silent protagonist thing. Yes it can and has been used to just cut down costs but it is too good of a concept to let go. I would personally be livid if Gordon is given a voice because some special individuals wants to be spoon-fed expository dialogue instead of observing the carefully put together envirometal design.

In fact I am just going to say it. The most interesting aspect of the Half Life series is the world itself. Characters are just cliff-notes that are complimentary to the ongoing narrative. Bringing arbitrary design choices into series because it worked "so well" in another game is simply asinine thinking, like a child adding ice cream in onion soup to make it taste better.
 

Olas

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skywolfblue said:
3. I loved Dead Space 2 when it took Isaac from mute to chatty. Time moves on idea's improve, it's not a crime to break "continuity" in order to make something better.
Isaac talks in Dead Space 2? That's bullshit, why the fuck would they do that? I thought the first one had too much dialogue for a 'horror' game. I think I might just skip DeadSpace 2 now.

skywolfblue said:
6. A bit of event driven camera directing(Think Bioshock: Infinite) wouldn't be a bad thing.
Except the camera is your eyes, which are attached to your head, which is controlled by your neck, which you control, not someone else. Having someone else control my head when I'm playing feels almost like an out of body experience. Honestly I'd almost prefer a third person cutscene to this.


skywolfblue said:
There are plenty of elevator or "wait here while we talk" sections that limit your freedom in Half Life 2,
And City 17 does have an obnoxious amount of slow elevators, but at least that's part of the world itself and not some invisible puppeteer.

skywolfblue said:
having the camera focus on what's happening would probably be an improvement over Gordon facing the wrong way.
Usually in Half-Life you face in the direction of what's happening of your own free will just because that's the most interesting thing going on, kinda like in real life. Still, people should have the option to look around or do what they want during a scene, like in real life, not have they're POV jerked around like somebody has snuck up behind them and grabbed their head. Besides, it's somewhat futile to control Gordon's head if the player still controls his feet. You can force me to look a certain direction, but I can still walk behind a pile of crates, or into an obscure corner of the room.

skywolfblue said:
8. I disagree. Sometimes games overdo it on frivolous and useless dialogue. But more dialogue is always welcome so long as it's GOOD dialogue.
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.

Personally I hope Valve stays true to their philosophy of player control. It worked with Half-Life, it worked with Portal. If anything I wish more AAA developers take note from what they've done. HA! Like that'll happen ever.
 
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Well the story and universe get along more than fine without Gordon speaking, and in fact I think the game would have been worse if Gordon had been able to talk. Remember in HL2 Gordon is as new to this universe as the rest of us, he's never even heard of the Combine or anything related to them before he steps off the train. If we'd spent the first half hour or so of the game listening to Gordon asking everyone what the hell was going on, I think it would have subtracted from how well the game lets you learn about this stuff organically as well as mess up how well paced the game is. HL2 does a great job of teaching the player about the universe just by having them be in it. I don't know if that necessarily means Gordon is deserving of the title of the zenith of silent protagonist, but he is certainly one of the better ones.
 

Dendio

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I'd say Link is far more iconic as the ultimate silent protagonist. His catalogue of quality games alone far outweighs that of freeman. Im also willing to bet more people know about the legend of zelda than half life.
 

Poppy JR.

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I agree with skywolfblue. Issac was a better character in Dead Space II than the original because speaking fleshed out his character and made him someone we could relate to. However, this doesn't necessarily improve every character. Anyone remember Jak from Jak and Daxter on the PS2? I liked him more before he spoke in Jak II, because he didn't need to. He was the action, Daxter was the voice.
 

MrPhyntch

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Parker Chapin said:
In discussions, I'm usually told that you're supposed to fill in Gordon's personality yourself, or that "Gordon is you." However, if Gordon were me...
skywolfblue said:
4. He was never "Me" in the first place.
The both of you seem to miss the entire point, which tells me that Half-Life isn't the series for you. That's fine, video games are subjective as hell. The point is, YES, GORDON FREEMAN IS "YOU" ("you", in quotes, meaning the player in this post).

Everything that Valve did with Gordon in both Half-Life games was to immerse the player. The entire point is to immerse "you" in every way possible. No taking from the action (if "you" wanted to ignore an important exposition dump to, say, play with a scientists' teleporter "you" are free to do so), everything you see is from the first-person perspective so you don't have some silly protagonist in your way, and, most importantly, if Gordon is "you", then we can't put words into "your" mouth. No dialogue, no even hinting at what he might be saying. Nothing.

For some people, this is immersion breaking, for others, it's the most immersive thing ever. As I said, Video GAmes are subjective as hell, and if something works for 70% of players (not saying this does, just a random number), then 30% of players (in this case you guys), for whom it's one of the most immersion-breaking things ever, are going to think the 70% is nuts. Immersion is one of those things like religion or a special relationship; until (and unless) you experience it first-hand, everyone who says how amazing it is looks like an absolute psycho who doesn't understand basic logic or science.

And immersion is very subjective too. The escapist even had an article not long ago about how some people think that the basic interface for playing games prevents immersion from happening on any level. Again, they haven't experience immersion on the same level as, say, myself, where I can get immersed in the cheesiest most terrible most immersion-breaking thing ever.

Parker Chapin said:
However, if Gordon were me,then the first thing he would have done after stepping off the train in City 17 was think of the least suspicious way to ask someone what the hell was going on.
Again, you're missing the whole point of the game. The game is supposed to make you feel weak, unable to do anything, alone (even when surrounded by friends and allies), confused, and generally unsure of yourself, until you start getting more and more powerful, peaking in the final level where you are basically a god with the blue grav gun.

On top of this, you are asking for a type of gameplay element that still has yet to be implemented well, in a game made in 2004. For reference, this is the same year that Doom 3, the first Fable, and Fallout: Brotherhood of Steel came out, when the Wii was still called the Revolution, and this game was released ONE WEEK before the ORIGINAL launch of World of Warcraft. Heck, this was the year that the final games for the PSOne were released.

Sure, Half-Life 2 is a bit dated, and those used to "modern" gaming may have a hard time with it, but it was highly notable at the time, and most people who highly rave about it were people who played it at a relevant time.

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.
^This. All the this. It's a rule that's been around since Literature: "Show, don't tell"; and is even more poignant in visual mediums. Why have a character say "I love you, I missed you." when you could show a teary-eyed hug? It's the exact same thing, but the sight of it makes it jump more to your heart and feels more powerful. I was more immersed and emotionally moved, and felt that it said MUCH more about the characters when the protagonist (why can't I remember his name?) of Dishonored hugged Emily after rescuing her at the end than by ANY dialogue option up to that point.

This is also relevant in Half-Life, one of the major themes there is that you're just along for the ride, stuck on a very linear train ride, and just seeing where you'll be taken next. The lack of dialogue says far more about Gordon than any amount of dialogue ever could. It shows his powerlessness and amplifies his situation.

Voice acting in Half-Life not only would ruin the continuity of the games that didn't have him speak yet, but would ruin all of the established Character and story; that Gordon is, simply, along for the ride, and more of a witness than a real power.
 

Confidingtripod

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I'd actually say Jak from "Jak and Daxter" is a better silent protagonist, mainly due to the fact that he motions to talk but is interrupted often, then in the sequels, even after his silence was joked about ("for once in your life say something") he speaks and is no longer silent but remains a very quiet and thoughtful character making it believable that he could spend an entire game without speaking.

I want to see Gordon given a voice, but I'd like him to remain a quiet character, only talking rarely and past that making basic human sounds, like panting after almost drowning.
 

Parker Chapin

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Toxic Sniper said:
... but because the purpose of the silent protagonist is to give a character more player agency, and voice just disrupts that agency. ...
Frotality said:
... currently, there is nothing great about HL2's storytelling, but for its time is was a perfect fusion of linear narrative and player agency, and i do still enjoy it greatly, over a great many more modern FPS games. ...
The point I tried to make in the opening is that Half-Life 2 gives no agency, not to Gordon and not to the player. From the beginning to the end you're following the orders of various NPCs, and the only thing you have the power to choose is how you feel about it. Your "agency" is over the unspoken thoughts of a prisoner.

The reason I feel a speaking protagonist works better for a linear game is that I would be fine going through the exact same sequence of events if I felt that it was Gordon making the decisions to do what he did, not someone else telling him to do it. I'm all right with the player not having agency if the character does have agency.

By the way, there's one more point I should have put in the OP, under the "things to remember" heading:

3. A character with a voice can still allow player agency. Some characters talk during cutscenes but keep their mouths shut during gameplay, but like anything, this can be done well or badly. When it's done well, you don't notice that your character is "half-silent"--for instance, I only noticed after a few dozen playthroughs that Leon says nothing during gameplay in Resident Evil 4 besides "Wait," "Follow me," and "Hide." Even though Leon is not a silent protagonist, you have some room to fill in his thoughts. When he opens a door and finds himself face to face with a congregation of armed monks, is he shitting his pants or is he thinking "Rock on, motherfuckers!"? Does he trade quips with the bad guys because he isn't afraid of them, or because he is afraid and trying to hide it?

That's not the only case, though. There's such thing as an audience surrogate character, a character designed to say the things the audience is thinking. Just because a character speaks doesn't mean they'll inevitably shatter your perception of them, as some seem to fear. Beyond that, even in non-interactive media, characters can be open to interpretation. Those characters not only give you room to perceive them differently from how others do, but give you something to talk about when the game's over.

shrekfan246 said:
In all seriousness though, I think I've seen more people question why Gordon is held on such a high pedestal than people putting him on such a pedestal in the last two years.
You and I both know that Gordon has been and continues to be widely praised. He also continues to be central face of the group of characters we call "silent protagonist," and he continues to be the go-to name we use to refer to that group.

DrunkOnEstus said:
Anyway, thank you OP for writing that up, it was pleasurable to read and like I said could have easily been a featured article with a little editing. You've got that skill that hooked me to the end of the post.
Thank you!

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.
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.

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.
The other characters also have defined perceptions of him and defined expectations of him.

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.
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.

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.
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.

Gordon?s lack of agency is, within the context of the story, simply a matter of his limited paths of movement created by his environment. Though the real reason for it is the fact that it?s a videogame.
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.
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. 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 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. 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.

Even though the player has no agency in Half-Life, Gordon still could have. Not even necessarily by speaking.

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.
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:

"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.

alfinchkid said:
... you are asking for a type of gameplay element that still has yet to be implemented well, in a game made in 2004. For reference, this is the same year that Doom 3, the first Fable, and Fallout: Brotherhood of Steel came out, when the Wii was still called the Revolution, and this game was released ONE WEEK before the ORIGINAL launch of World of Warcraft. Heck, this was the year that the final games for the PSOne were released.
The Elder Scrolls: Morrowind came out in 2002. However, I'm not even asking for TES-level freedom. Just something like Zelda or Dragon Quest, where talking to people in the train station could net you useful information (implying that Gordon asked what was going on), would have gone a long way. It would still be the player's choice to talk to these people or not. You don't even have to make Gordon talk to do this.

^This. All the this. It's a rule that's been around since Literature: "Show, don't tell"; and is even more poignant in visual mediums. Why have a character say "I love you, I missed you." when you could show a teary-eyed hug? It's the exact same thing, but the sight of it makes it jump more to your heart and feels more powerful. I was more immersed and emotionally moved, and felt that it said MUCH more about the characters when the protagonist (why can't I remember his name?) of Dishonored hugged Emily after rescuing her at the end than by ANY dialogue option up to that point.
Speaking as someone who writes fiction, "Show, don't tell" isn't nearly as simple an adage as it looks, and it's not even agreed upon among fiction writers. Dialogue is often the tool by which the author shows rather than tells; it can be used to show you what people are like and what they want without directly telling you. Dialogue does not equal exposition--not even most of the time. Non-verbal gestures can be powerful, but there are some things that can only be accomplished by speaking. They are both tools suited for different jobs.

Voice acting in Half-Life not only would ruin the continuity of the games that didn't have him speak yet, but would ruin all of the established Character and story; that Gordon is, simply, along for the ride, and more of a witness than a real power.
Several people have pointed this out, and I'd like to address it. Some franchises have already gone from silent protagonists to speaking protagonists, and this did not result in the world catching fire or the fanbase lynching the developers. In fact, most often it was welcomed. The Saints Row series even gave six distinct personalities to choose from for your player-created character, and made each of the six personalities fit in the game. THAT was an achievement.

I'd also like not to be misunderstood here. I'm not saying speaking is inherently better than staying silent. I'd have said that once upon a time, but not anymore. What I'm saying is that silent protagonists are suited for some types of games while speaking protagonists are suited for others, and Half-Life 2 is not, I feel, the type of game suited to a silent protagonist.
 

Lilani

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Parker Chapin said:
2. Games that tell stories in non-verbal ways. This is something indie developers have been having fun with. In Bastion, the Kid doesn't speak, but neither does anyone except the lone narrator. Machinarium told a complete story with zero dialogue. Some games come up with creative alternatives to traditional methods of storytelling, and are often brilliant for it.
Well the reason HL2 would be acclaimed in this regard is sort of obvious by your explanation here. Your examples are all long after HL1 and HL2 were made. HL1 and HL2 were exploring this long before the current generation of indie developers got started. And both HL1 and HL2 get points for being among the first hugely successful games to do this. It's not as indicative in HL1, but in HL2 there are lots of details and subtleties in the background that tell all sorts of little stories. Stories that don't really have much to do with the plot, but really help flesh out the world and make it feel like people inhabit it. In Episode 2, there is a clever part where you come across a folding chair which is on a ledge above a zombie/sludge pit. Nearby are a whole bunch of grenades, and a stack of magazines next to the chair. The person who was stationed there likely had the job of tossing a grenade into the pit whenever the zombies got antsy. So you can just imagine a dude just sitting there, reading an age-old magazine, lazily tossing a grenade into the pit whenever the zombies came knocking on the wall. And there's just lots of stuff to find in the houses and secret areas. Lots of signs and left-behind articles of human life.

Gordon's silence helps this style of visual-storytelling along. When you come across an abandoned bunker, the idea is for you as a player to absorb what happened and draw your own conclusions. Did the people get out? How long were they living here? The world is an open book and it's up to you to decide how much of it you want to read, and what you want to get out of it. If Gordon were providing commentary throughout this, that open book would become a closed one. Or rather it would become a book being read by someone else to you. You're no longer playing through just post-invasion Earth, you're playing through post-invasion Earth as interpreted by Gordon Freeman. Everything is filtered through his commentary and impressions. Which is nice, but the Half-Life series has never been about how Gordon feels about the world. It's about you as a player learning about the world and coming to your own conclusions.
 

Parker Chapin

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This is also relevant in Half-Life, one of the major themes there is that you're just along for the ride, stuck on a very linear train ride, and just seeing where you'll be taken next. The lack of dialogue says far more about Gordon than any amount of dialogue ever could. It shows his powerlessness and amplifies his situation.
A story about a powerless protagonist could be interesting, but I don't buy it in Half-Life 2, because the game doesn't seem to be aware that you're powerless. It seems to use every trick and illusion to convince you that you're acting of your own free will when you're not.

Assassin's Creed messed up in the exact same way. Desmond was "rescued" by the Assassins, only for them to continue doing to him the same things the Templars were doing, the only change being that he was in the service of the supposed "good guys" now. Gordon is no less a pawn after he's "rescued" by the Vortigaunts, the only difference is a change in the puppet masters. This would be fine if either game exercised some ambiguity, if there was a deliberate "out of the frying pan" feel, if you came to a slow realization that those you thought were good were not so different from the bad. But in AC, the Assassins are unambiguously good, and Half-Life always assumes you're buddy-buddy with the Vorts.

Lilani said:
Gordon's silence helps this style of visual-storytelling along. When you come across an abandoned bunker, the idea is for you as a player to absorb what happened and draw your own conclusions. Did the people get out? How long were they living here? The world is an open book and it's up to you to decide how much of it you want to read, and what you want to get out of it. If Gordon were providing commentary throughout this, that open book would become a closed one. Or rather it would become a book being read by someone else to you. You're no longer playing through just post-invasion Earth, you're playing through post-invasion Earth as interpreted by Gordon Freeman. Everything is filtered through his commentary and impressions. Which is nice, but the Half-Life series has never been about how Gordon feels about the world. It's about you as a player learning about the world and coming to your own conclusions.
I never said I wanted Gordon to provide commentary for all that visual storytelling. He could speak in the presence of other characters and remain silent for the large parts of the game where he's alone. The Silent Hill series notably uses speaking, richly characterized protagonists (the good ones, anyway), but since they don't speak during gameplay, the huge amounts of symbolism drenching the world go unannounced. It's left to the players to spot it and discern what it means.

However, I'm not even saying this is what Half-Life SHOULD do. I'm saying I'd like to see it, and if it's done well, it could be great. But there are other directions Half-Life could go that could also be great. I just don't like where it's at now.
 

BrotherRool

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shrekfan246 said:
Even the Grey Warden from Dragon Age: Origins had a small amount of character.
The Grey Warden from Dragon Age had the distinction of allowing the most flexibility of character ever seen in a modern game. Apart from one or two events (initiation and Orzammar) I've never before played a game where you could have so much control over the actual character of a person. For every situation there were dialogue options that fitted pretty much whatever person you could imagine in that situation (within reason) and unlike other Bioware games it didn't feel like there was any particular character that the various quest options were designed for. In Jade Empire it was weirdly schizophrenic if you finished one quest line in the evil way to finish the next one by the good path. It felt like there were two characters, a good and bad, who you could go through the game as. But DA:O didn't feel like that, it could make sense to do X to the mages but Y to the elves.

So unlike Gordon Freeman or Chell or most silent protagonists, where the voice doesn't interrupt your head cannon, but also doesn't help it either and in bad cases completely fails to gell with the world, the DA:O Warden had a huge array of character already programmed into the world and actually gave you tools and support to build that character. You can imagine a silent character as haughty but with a sense of honour, but DA:O actually let you play that out too.
 

Winthrop

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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.
I'm going to start off by saying I never got into Half Life so pardon me if what I'm saying is wrong, but I believe you misunderstood his comment. I believe he was saying Gordon doesn't make choices, not that you don't make choices. I think he is saying Gordon does things because he is put in a situation where he needs to do what he does rather than that he actually takes any action to influence his own situation. Regarding Link, Lets bring up Majora's Mask. Link decides to play the Song of Time on the clock tower. Link chooses to stay in Termina rather than evacuate. Everything he does is his own choice. As I said I haven't played much of Half Life, but I believe the OP is implying that he doesn't choose to do those things.

Zelda was a weird choice as its a bit harder to work with, but something like Bastion where The Kid does certain things because its who he is. He could have left other people in the levels where you meet them at. He grabbed the first core without anyone telling him to. He chose to go to the Bastion. There are many more actions the Kid takes that weren't required for his survival that help define him. I believe before the swamps the Stranger even mentions that he told the Kid not to go.

The player doesn't make these choices, but the character does. The choices aren't made by necessity, they are made by the characters personality. I believe the OP was saying that Gordon is forced into everything he does or that he is entirely reactionary. He never makes any choices of his own. Again I don't know Half Life well so I could very well be wrong. Thats how I took that though.
 

G-Force

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That's because you only see dialogue as the way of developing a character. The thing about Gordon Freeman is that everything the player thinks of and how the player controls him establishes who he is and based off of those definitions the storyline of Half Life shifts dramatically to accompany those changes.

How a player PLAYS Half Life is just as influential to the development of Gordon as much as what they think goes on in his mind. In player might be new to shooters but slowly gets better to the point where he's able to beat a firefight without retrying. His storyline of Half Life tells the tale of a Gordon Freeman who's forced to adapt to a new situation and slowly gets better. Another player might be really good at shooters from the get go and his storyline is based off of how Gordon Freeman is a natural killer. An aggressive player shows a more aggressive Freeman, or maybe we have a jumpy player that shows how Freeman is a bit of a coward. The thing I'm trying to say is that despite have no lick of dialogue or even the player trying to insert dialogue into Freeman's mind, they are still crafting their own stories that have their own emotional arcs by simply playing the game. Because of the fact that Freeman does not talk, it allows for these near infinite stories to exist and not contradict one another. The silent character you play are not boring or static and have real characterization shown throughout the game.
 

shrekfan246

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BrotherRool said:
Awesome stuff.
I agree, but I still felt a little more disconnected from the character than I do with, say, Commander Shepard, and I think it was mostly because of the character interactions.

Granted, I'm not a very heavy role-player within video games because I like more to insert myself into the position of the player character rather than define the player character entirely myself. But for all the flexibility the Warden offered me, I felt like s/he wasn't really... an actual character within the game world. The Warden felt like some outsider who was observing, getting exposition spewed at them, and occasionally helping other people with all of their personal problems. The Warden never exhibited any emotions, and it kinda stretched my willing suspension of disbelief to feel like Alistair or Morrigan could fall in love with him/her.

I love the versatility of the Warden, don't get me wrong. But purely as characters in themselves, I liked Hawke from DAII more, because Hawke felt more like a person who actually belonged in the story they were a part of. And I don't know, maybe it's just because it felt weird for me that every character except my own actually moved and reacted to things, instead of standing around looking like a cardboard cut-out even when someone was confessing their love. If a game could combine the flexibility of personality from the Warden with some more expression, I'd probably like them better. Don't even need voice acting (though it would help, if the rest of the characters were voice acted).
 

BrotherRool

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shrekfan246 said:
BrotherRool said:
Awesome stuff.
I agree, but I still felt a little more disconnected from the character than I do with, say, Commander Shepard, and I think it was mostly because of the character interactions.

Granted, I'm not a very heavy role-player within video games because I like more to insert myself into the position of the player character rather than define the player character entirely myself. But for all the flexibility the Warden offered me, I felt like s/he wasn't really... an actual character within the game world. The Warden felt like some outsider who was observing, getting exposition spewed at them, and occasionally helping other people with all of their personal problems. The Warden never exhibited any emotions, and it kinda stretched my willing suspension of disbelief to feel like Alistair or Morrigan could fall in love with him/her.

I love the versatility of the Warden, don't get me wrong. But purely as characters in themselves, I liked Hawke from DAII more, because Hawke felt more like a person who actually belonged in the story they were a part of. And I don't know, maybe it's just because it felt weird for me that every character except my own actually moved and reacted to things, instead of standing around looking like a cardboard cut-out even when someone was confessing their love. If a game could combine the flexibility of personality from the Warden with some more expression, I'd probably like them better. Don't even need voice acting (though it would help, if the rest of the characters were voice acted).
Ah see, I was the opposite, I thought Shepard had an interesting defined character that worked well with her role in the story, but the idea that you could roleplay it was a trap that only led to misery. I spent a long time absolutely hating ME2 because on character creation I kept making up a character and then the next 30 hours would be trying to vainly fight against the conflicts between written Shepard and my Shepard.

I'm not sure if there's a compromise that could work between the two extremes though, even Alpha Protocol despite having all the reactivity had more of a set character than I would have liked.

I'm actually relatively new to creating my own characters though, traditionally I tend to follow the good path and enjoy the pre-madeness of the character (it was choosing your own backstory that triggered me off in Mass Effect), but I heard good stories from friends and people on the internet who create proper characters themselves and so I've started trying to roll dice/shuffle cards to decide on stats and character class and then try to fit something that goes along with them (so I ended up with high-strength low-intelligence Jedi consular, so I figured that would be someone who has a huge amount of faith and intuit understanding of the force but finds it hard to rationalise and express himself to others). It doesn't work for most games because there's never enough dialogue options to represent a complex character, but in Dragon Age it actually worked which was a surprise.
 

Lunar Templar

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*shrugs*

Donno, I just assume the people that say that haven't played a game with a good silent pro-tag and move on.