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I had my airpods disconnect for a second and i thought the entire video was going to be silent because it was called ''The Power of A Silent Protagonist''
It's absolutean Shakespearean that two completely different video games, from completely different genres, from complete different periods, are iconic because the player character repeatedly screams "SHAUN"
Ghost, you are a very rare type of UA-camr. Your insight, humor, effort, and--most importantly--your positivity make all of your videos an absolute joy to watch.
So true about the positivity thing. WAY too much negativity and toxicity in gaming nowadays, from people who probably don’t even like games all that just to begin with.
A silent protagonist that I believe is done in an interesting way is Morgan Yu, in the game Prey. Morgan Yu was the willing main subject of an experiment testing out a device that could physically alter a persons memories and personality, with each experiment changing them just a little bit. Throughout the game, you’ll find recordings of Morgan talking to you, the current one. And each has a completely different outlook on your situation. But despite the fact that all these recordings of Morgan Yu are voiced, not once in the game does your character utter a word. You play as someone with a fractured mind, and the end result of what’s left of Morgan Yu ultimately depends on you. Despite the fact that Morgan Yu is an established character, with established history and relationships, they can still ultimately be anybody. You can play the game as humanely and empathically as possible, helping and saving every single survivor, or you can be a deranged maniac beating innocent people to death with a wrench, and both work completely within the story. Morgan Yu is this fascinating combination between a voiced character with established backstory and history, and a silent avatar who’s actions are only predetermined by the player. Morgan Yu’s mind has been taken apart and put back together again, and the player decides what’s left.
I want a rpg where your character has a voice but still has the speech options, with the option for him being silent. Didnt talk at all? You become a feared myth, remembered for thousands of years as "The Silent", with thousands of stories, some made up and some true glazing on and on about the strength of your character, and the mysteriousness of him. Talked confident and gloated? You become a legend, remembered for his overwhelming strength, never once bested (no matter if you were bested once or many times) and had thousands of fake stories made up about him, with few of them being real. This would be amazing, and also make it so npcs react to how you act. Stayed silent? People get straight to the point, no banter, and they always sound tense, as if slightly scared. Been gloaty? They sound excited, to meet a legend who has unlimited strength, and also like to add in alittle extra talk.
Oh boy, when you mentioned Tight Lipped Characters and how they are mostly as mascots, it reminded me two very precious games for me: 1. Transistor (although Bastion also follows similar narration) has Red as a protagonist which just before the start of the game lost her voice. She can still hum to the sound of soundtrack and has a sword that is an active narrator of what is going on but still in his own way. Transistor (the sword) was imbued with soul of her lover, so his narration is more like companion rather than a all-knowing entity. 2. Cross Code... Lea is literally a forced mute. She's an avatar of the MMORPG VR setting that is the centre of the lore of the game. Lea's avatar in this world has a voice malfunction that makes her a silent protagonist outside of her own expressions and few words that get added to her very limited dictionary of words, like "Hi!", "Lea!" " Bye", "Why", "How", "Wait" etc. It is very charming how much character can be expressed through several sprites and no voice acting whatsoever!
My favorite experience with a silent protagonist was in Stalker Anomaly. I took up a job of sending a message and ended up slowly sneaking through a forest as gunshots ran out to heading to a large office building when a storm hit and turning on a radio to listen to whilst waiting out the storm. Between moments like that to things such as a bandit actually hiding in the dark and turning off all of his lights waiting in ambush after all his compatriots got murdered and suchlike really made stalker Anomaly a special experience for me.
To quote the iconic Commander Sheppard; "Report to the ship at once! We'll bang, OK?" This was a fun one, and I'm here for when you do more content like this! It makes me think of a French RPG called OFF. The player character has a voice, but is a separate character from the player. It's an interesting take on "the game knows it's a game" with some NPCs talking past the character to you, and the player character's comments on things in the game sometimes being something he's saying to you.
Female V has amazing voice acting imo. It was night and day for me, she just has such an adaptable cadance I felt I could insert myself into those tackle glow up plastic boots.
This video has kinda made me realize why I love Tomodachi Life on 3DS so much. For a majority of the game, YOU are the protagonist. Everyone often talks directly to you, the player as you take care of them. Even your own Mii, your first avatar on the island, talks to you like you’re some kind of lookalike as him and acts the same as everyone else.
I'm not sure if you played the early demo of the Gothic remake but BLOODY HELL the protagonist had to comment on EVERYTHING. I couldn't take it after about 20 minutes and had to uninstall it. It was infuriating.
I was kinda hoping to see a mention of Legend of Mana. Your character has one line, two words in the whole game and yet you create the entire world as you imagine it.
The Mass Effect trilogy (Both versions of Sheperd) and The Witcher 3 (Geralt) are my top voiced protagonists in games. Mass Effect handles the info that Sheperd knows in the form of index pages and plot convo's.
I think the best balance is struck by Baldur’s Gate 3 and Persona 5 where the player character has a voice and can talk but you only ever hear them speak somewhat rarely. It leaves enough room to put your own character in there while also getting a nice surprise/moment whenever your character does say something
It'd be nice if all the voices weren't just variants of posh British people though lol, playing a meathead always felt a bit weird when they start muttering to themselves. It's kind of odd, it's the only modern CRPG I can think of that has this weird specific issue.
Giving the player character voiced dialogue was just a terrible choice for Fallout 4. I really hope they choose not to revisit that for the next Elder Scrolls game. There's a reason the player character in BG3 doesn't use voice acted lines. You're experiencing the world, the world doesn't need to experience you.
Good news! Based on the changes made to Fallout 76 since the Wastelanders update, Bethesda has learned from their mistakes and have gone back to the original dialouge system
TES VI and the whole franchise as a whole just wouldn't work with a fully voiced player character because it allows you to choose ten races and hiring vas for all of them is too costly even for Bethesda
@@ItsChevnotJeff It wouldn't work for different reasons, but Bethesda could easily afford to hire voice Actors for the role. It has nothing to do with the amount of races in the game. Baldur's Gate 3 did it with less budget for as many if not more races and characters, but they didn't do player character voices because it breaks the immersion of you selecting the dialogue choices. Cost definitely isn't the prohibitive factor in this equation.
...wow Starfield really just stop existing for everybody. They already shown they aren't going back yet the fears are still there for some reason. I have a soft spot for the actors in 4 so I can't hate them. Male is Saint 14 from Destiny and Jack from Mass Effect is just one of many roles Courtney Taylor has.
In an RPG setting I see a lot of potential in the idea of player choice regarding exactly how silent their protagonist is. Take the Dark Brotherhood questline in Skyrim as an example. Imagine that the player is able to have fully voiced dialogue similar to in Fallout 4, except for when they choose the option of remaining silent. Now imagine that, but it's across an entire game with the silence option always there, and you can even enable/disable the player grunts in a menu somewhere. If you so choose, you could have a silent protagonist through the entire adventure. Maybe NPC's could even "remember" when you've been silent in the past, and react surprised if suddenly you decide you have something to say. Alternatively, they could be used to you being a bit of an opinionated chatterbox, and take your silence as a sign of how serious a situation has become. I know this would be really ambitious to achieve and expensive compared to the more traditional alternative, but it would be a huge best of both worlds type situation that if pulled off well could really enhance the immersion significantly.
Ironically, being silent while having some of the most unique and dynamic dialogue options out of the other fallout protags makes Courier one of the best out of all of them
Honestly, the Courier is probably my favourite Fallout Protag, since they have 0 lore backstory outside of working as a courier. Unlike other protags that were locked in a Vault for most of the timeline the courier could have been anyone anywhere, you can roleplay them every way you want! also they are already familiar with the wasteland, no need to really explain the brotherhood of steel or super mutants, unless you specifically want to
There are a lot of hints in the game (and explicit storytelling in Lonesome Road) that suggest that The Courier has a long and storied past, but I think one benefit to the character is the fact that they were shot in the head. That kind of brain trauma can change a person's personality quite dramatically, and your playing of this character develops that new personality for them. And it works for player experience: they may have amnesia (for a player new to the franchise), they may have a spotty or faulty memory (for people coming in from other Fallout games), or they may remember everything (for those doing a repeat playthrough).
IT is pretty straightforward, the agency provided by the interactive nature of videogames connects you to a protagonist so closely that their voice can contend with your own inner voice; where as film for example, you are only an observer, disconnected enough that it is very hard to draw you close enough in that this becomes an issue. With that advantage giving the protagonist their own voice is a risk with little reward in many cases; only with a distinct reason why, intrinsic to the character or setting would it worth it. Unlike film the silent protag doesn't need a reason, almost never has one and is ubiquitous however almost never actually brought up unless it can be used in arguments comparing two similar games. You don't have to have a silent protagonist to use silence in every way, in fact the silence of a protagonist can have weight that cannot be achieved without being voiced. I feel like there is some veneration of the "coolnessS" of their silence that stems from the introverted nerdy culture games come from, just like people who like their protoganists talking non-stop, making annoying quips and jokes all the time is "smart"/"witty" and "badass"
I think a great example of amazing use of a silent protagonist is Bastion. I’m not sure if you’ve ever played it but the main character is completely silent. The only characters you get talking are the narrator that comments on what you do and leads you through the story (as it continues it obviously has its twists which I won’t spoil here) and side characters that speak to the character
I agree with your points near the end about silence being golden. One of the few examples I can think of about voice being added to a silent protagonist and it being a good thing is the Dead Space remake, and I feel that is primarily because the character you embody when actually making choices in the game is silent. Dead Space is definitely not a crazy branching narrative with deep choices, but the character the devs build in the moments where the protagonist talks isn't intrusive in any way, (in my eyes). In the original with the silent protagonist, you weren't making narrative choices either, so having a character you embody in the remake just feels natural. I honestly also feel the remake with the voices protagonist feels more immersive because of the character the devs build, it would be quite weird if this person who is supposed to have all this knowledge about the location they are in and not talking about it.
I thought the same about V at first but when I heard him starting to break down with the desperate voice cracks after the intro. That's when I knew his voice was something special. Never once thought of muscle man though. Also YEAAAHHH MAH BOY HENRY!
Would have been interesting if you talked about whether you liked the female V voice instead and why (also Jennifer Hale’s Shepard should be mentioned with Mark Meer’s)
I really love Cyberpunk 2077, but I guess I never realized why the male V voice sounded a little odd through my playthrough. I think the female V just sounds so smooth and when you brought up muscle man I just couldn’t take male V seriously anymore
For the voiced protagonist In 2077 ,I had to "create" the character around the voice. I never felt that I had free reigns to make a character I wanted to play but instead had to make a character that fit the voice. For male V, it had to be a Nomad muscle guy who likes shoguns with a Rutger Hauer/Dolph Lundgren look. Not because they sound like male V, but because I could believe that a guy who sounds like male V could look like that.
I still find the worst example of a "Silent Protagonist" to be your character in the first Bioshock game. You have a character who, aside from like 2 lines in the opening cutscene, never talks, interacts, or has any character in this VERY story and character driven game and it's very vexing that the character has ZERO personality of any kind and has no reactions to what is happening to him. XD
If Fallout 4 was written well no 1 would have cared too much about the voiced protagonist. The pc of Starfield is mute and the writing is as shit as ever.
tbf I prefer them not having a voice tbh, let's more up for imagination. Also not having the full lines to choose is a crime, i wanna know what exactly am gonna say, the way FO4 has it i often responded in ways I really didn:t want to and it annoyed me
I would've cared. One of my biggest pet peeves of Cyberpunk is V. I like V and I think they are written very well but due to the fact we are playing a pre-established, voiced character means that the roleplaying is very restrictive. Silent protagonists will always be king unless they are willing to give us multiple, diverse voice options which isn't feasible for most open world RPG's.
2nd separate comment. I realised when I think about Fallout New Vegas, I am inserting myself into the story as the courier. I just don't ever think about Fallout 4. But if I do then I am watching the story in my head; not being a part of it.
link is really interesting to me in this regard. he's an established character, he is *not you*. but he's juuust a blank enough slate that he's not NOT you, yknow? i'll never forget playing BOTW for the first time and the joy i felt just exploring everything, i felt really immersed in it. i've always been disabled so i think it sticks out to me because going exploring in the forest was never really an easy thing for me to do, and BOTW was just immersive enough to feel like i could satisfy that itch. even though i am not link and he is not me, the game does just enough to truly feel like a silly little guy messing around outside, and it holds a special place in my heart for that reason
For me it depends a lot on the game, and the feel it wants to give, BG3 is actually an example of a game I wish had full voice acting for the PC, especially since you pick a voice in the beginning, granted I understand why it wasn't done because there are 8 different presets which would need to be voiced for each and everyone of the thousands of pieces of ingame dialog, it would be simply insane to try, so while I would have loved it, I recognized it would also be insane to attempt.
I remember playing the Witcher 3 took me a couple of times to really get into it. Geralt would all of a sudden know and have history with people I saw as complete strangers, and I had to spend a lot of time reading about all of the characters in that universe in able to get immersed, otherwise it just felt like I was in someone else's fever dream.
I like both silence and voiced protagonists, the problem for me it's overtalking protagonists. Here in Brasil there's legendary VA's that save some games for me. There's localization problems sometimes, Cyberpunk was too much localized, as an example. But most of time the dub is better than the original.
My first playthrough of Cyberpunk, I played as female V and really loved her voice. The male voice kinda put me off. Second playthrough I played as male and tbh his voice kinda grows on you. Or at least, it did for me. I think the problem is just that some of the lingo in the universe is so just unapologetically cringe.
I love the silent Protagonist from Live A Live medieval section. The way he just goes through absolute fucking hell. Things going from bad to worse. Until there’s nothing, and he finally speaks
I got nothing clever to add. Just sitting here in silence enjoying a fantastic video, seeing the echoes of thoughts I've had and the ripples as others have seen and thought the same. Excellent work sir, thank you kindly.
I'm shocked that you went about changing it to spanish for Cyberpunk instead of just going with the female voice. Some of Cherami Leigh's best work ever.
One phenomenon I've noticed particularly in modern games is a voiced protagonist in an open-world game who is competently written and acted, but who talks WAY too much during periods that I traditionally expect to just be exploring and mostly alone with my own thoughts. I first noticed it with Far Cry 6, when I started to wish there was an option to stop Dani from singing along with the radio or making little quips every single time I entered a restricted area, performed a melee takedown, disabled an alarm, etc. If I wanted to see and do everything in the game, I'd be doing these actions dozens of times each and I reached the point I just wanted the yapping to stop. But it was far more of an issue for me in Days Gone. Fine game, good writing, good voice acting, but I couldn't tolerate Deacon constantly talking to himself during fight scenes. It just got silly when I was trying to sneak around zombies or line up a shot on bandits and the protagonist seems hell-bent on revealing his position to anybody with working ears. And again, during a scripted mission I wouldn't mind but if I'm doing side content I expect some peace and quiet.
Man any of the ace combat games would’ve been a fantastic fit for this script. Just finished playing through the franchise and the way those games utilize the silent protagonist genuinely serves to make you feel like some tide-turning war hero. Amazing games, I highly recommend them.
Me personally I always loved the silent protagonist. Mostly cause it’s you in the game and you are the one going through the journey and you are making choices yourself not scripted dialogue. Also mostly cause the silent protagonist can be unpredictable you have no idea what they will do or choose like in baldurs gate you can be an absolute jerk that is a secret sadistic killer with no morals and no humanity in them while you can also. Goose to be the knight in shinning armor type. God I love them so much
Yo if youre having trouble with either voice in cyberpunk 2077, youve gotta try out the mods that change the language that V speaks. Switching from english to French completely changed the tone and/or implications of what V was saying in some instances and it definitely felt more engaging than some of the english voicework.
Would love to see more videos like this and glad to hear your interested in making something that feels less intensive. (If that's the right word for it?) The varying levels of how outspoken a player character is can be so important in how you want to design a game. Especially in something like an rpg where writing choices for your player can shrink immensly when knowing you have to forward recources in voicing every line.
It was definitely a hurdle when Fallout 4 first dropped, that was the main thing my friend and I weren’t happy with, that and the limited dialogue options (4 at a time? Like Pokémon? A gameboy game?). There can be verbose silent protagonists too like in Disco Elysium where you have to do a side quest to even hear his voice.
I just recently had my phone stolen, this was the first channel I resubscribed to for videos like this. Well this and v-sauce in the hopes that they finally upload again, but great work prince ghostcharming.
I think you missed a great opportunity to include Master Chief from Halo: Combat Evolved in the list of tight-lipped protagonists. He only occasionally spoke throughout the game. Often they were short sentences or words.
Point and click adventure games, particularly the lucasarts ones, I feel tend to have a great track record when it comes to voiced protagonists, Guybrush Threepwood, Manny Calavera of Grim Fandango, and especially TellTale games’ run of Sam & Max
There's such a big difference between "How would I want to interact with this world?" and "How would this character interact with this world?" even for people who aren't really in it for roleplay. There's always going to be that subconscious note in the back of your head reminding you that this isn't necessarily your character, it's just one you are controlling right now. As someone who actually likes the voices for V in 2077 (though I admittedly much prefer the female VA), I have to agree that it was a lot harder to immerse myself into the world because of that extra layer of separation between a voiced protag and a silent one. It can absolutely make or break the experience for people who prefer one over the other.
am a 2077 lover,, female v one of the best acted voices i ever heard (also think mp’s voice is always funny for 2k although obv not immersive) butttttt the guardian has to be my fav protag so i understand the love for the silent protagonist (also also is v not a preestablished character in the world? ik u get to customize them so it is kinda ur character but at least in the streetkid backgroun they come back frm atl and are recognized by characters like the bartender guy and padre,, kinda makes them feel preestablished to me but idk idk idk)
Female V is perfect. And yes, V is pre-established to a certain degree but I think because so much changes in their life when we control them that it doesn't matter too much. We go from a surface level character with limited knowledge of the world to being deeply embroiled in it and they learn everything along with us.
Try Armored Core 6. The protagonist is totally silent and the script provides a valid reason for it. Your character's deafening silence even affects certain NPCs. (e.g. Iguazu) Very clever writing. A *literally* silent protag by design.
I'm part way through but skimming ahead doesn't seem to show off this experience so I'll mention it here. One silent protagonist thing that was pointed out to me was the mobile game, Kingdom Hearts Unchained Key (KHUX) your initial avatar is at best tight lips. No text box, no language, clearly some "explanation" movements but only when absolutely necessary. Keykid is usually dragged along onto these adventures, or the cutscenes don't have the keykid at all. And then, about halfway through the first arc, the keykid talks. And talks to yell at most likely their mentor. They talk after that, not a lot, but they do. And then, at the very end of the game, the Keykid actively tricks even the person playing the game to fake going evil in order to save their friends. I had stopped playing KHUX by that point (it was pretty much impossible to play (especially in PVP) unless you were dumping a lot of money into the Gacha, the translation took way too long, the story updates were... tiny when they did come Like you could wait 6 weeks, get 6 missions, and they have no plot. It was BAD) and the people who stuck with it are people who ADORED the game. So they may be a bit biased. But it was a very... interesting idea that they seemed to have pulled off well
This a good video but I wanted you to touch on how silent protagonists can still portray personality you kind of veer off into saying that silent protags are blank slates for players and I just don't think certain ones are. Using an example from I game I love far too much, Jacket from hotline miami is a silent protagonist but he absolutely has a personality that isn't a blank slate, he collects newspaper clippings about his murder sprees on the russian mafia but early on he kills a homeless person and instantly throws up and it really shows how he completely dehumanises russians, it portrays a sociopath who took trauma from war and the loss of a friend and how it makes him see russians. Jacket isn't a blank slate he's silent but he's his own person.
I personally don't like a silent protagonist yes for me it breaks my immersion but I understand why people like a song protagonist and you know what for games with mods it's not jarring for the modded content to have a silent protagonist because the base game had a silent protagonist
One thing that Splatoon did very well with its main characters in the story mode is that they made them silent. But actual mind blowing thing they did was that the protagonist from Splatoon 1 actually gives you a "Booyah" in Splatoon 3 without actually talking because that's a button you can push in the game.
In terms of immersion i can very much recommend playing Scorn i know the game does some controversial things and i absolutely wouldn't say it's for everyone, but i have never seen a game before with this thick of an atmosphere ofc you also have your silent protagonist, but what makes the game unique is that it goes even further than that and explains absolutely nothing. No text, no tutorials, no loredump, no items descriptions...just weirdness through and through...and you get into that world and all logic you carry over from the real world does not apply in game, but the game has it's very own logic on how things work. It's a gross, frustrating, disgusting and confusing game, but in the best way possible. Very much recommend.
I fucking love scorn, when I got it I played it through twice back to back. It felt like fromsoftware style storytelling taken go an ideological extreme.
Halo I think is a good example of a silent protagonist that is voice acted. He hardly. Ever speaks during game Play so that You the player can interject yourself. But he dropped some banger lines in cutscenes
I realized through this video that I typically only play games where you play as a blank slate character. Apart from the games I play where none of this apply (map games, rimworld, etc.), I find myself only playing games like fallout or the elder scrolls (including fallout 4, I kind of just ignore the voice and character's story). I don't realize it but I absolutely do just sort of self insert, though I never really saw myself as that type of player. I couldn't get into the Witcher because I didn't like just being some dude with an established personality and moveset and powers and skills. While you could argue for days that the Witcher 3 is a better RPG than Skyrim, for me the freedom of Skyrim is endlessely more appealing. I also find that story driven games, games with no choice, or linear games, just don't appeal to me. I'm so used to having the freedom to be what I want and do what I want that being restriced to playing a character just puts me off entirely. In games where there is a fairly established character (or at least design) but no voice acting, or especially no dialogue from them, I can still impose my personality and thoughts onto them, but with dialogue AND voice acting it creates too much gap as you said, unless you still are given many other freedoms and choices to make that character look and act how you want (respective to, for example, the Witcher vs. Fallout 4). Anyway I found it interesting how your points helped me realize something about how I play games. I wrote all this in hopes I provide a good example of how much a voiced protagonists effects one's experience.
Although the tav/durge will mutter random lines in BG3, I think it's a proven fact at this point that we do NOT need our protag speaking in RPGs I will say though, when it comes to a preset protag like Geralt, I have no issue with them speaking obviously. More specifically for created characters inside a world filled with roleplaying elements. My favorite example of a voiced protag being Bigby Wolf
I really like both, and I believe that the story is what defines which is better. For example, I love Mass Effect, and the main character without a voice is completely unthinkable. Personally, I believe that to tell a deeper or "personal" story for your protagonist, voice it's important, that's why I like it in Fallout 4. On the other hand, a more free and open story and sandbox like in Skyrim, the lack of voice works perfectly.
counter point for the pokemon trainer: as much as it worked in the early gens, where there wasn't much story or plot, as the series started to put more story and plot into the games, specially since gen 5 (regardless how good those stories and plots are) its kinda of jarring seeing the pokemon trainer having the same blank smile while every character is panicking that some legendary is gonna destroy the world or whatnot. 16:36 the entire game suffers from bad audio engineering/compression . Kalas is actually an interesting character, with a good twist; even tho you are not playing "him" as much you are playing some vague spirit that guides the characters or something.
I think one of the problems people have with V comes from the entire promise of Cyberpunk vs what it actually is, I dont see V as an avatar for the player in the same way an RPG does it, V's a lot more similar to Adam Jensen in my eyes. V's got an established history with Jackie and follows what's ultimately a pretty linear story, you're given the choice of histories but they're ultimately just a little dressing and a couple of speech options, I mean V's even got an established name; Vincent or Valerie. Some of this might come down to the voice actors though, they were both given free reign on their delivery and didn't hear each other at all, but I kind of read the dialogue choices in the game for Vincent as different options the same guy might go through, he's equally capable of any of the choices you make for him but at the end of the day he's still the same smug kid putting on a big face trying to be Night City's biggest badass as he tries to cope with how scared he is of dying.
Great video, and goes to show that as so often when it comes to game design, X is not inherently better than Y. It always, always, always depends on the circumstances and context of what you're building. A chainsaw is a useful tool, but it's not gonna help me much if I'm trying to cook lasagna.
I've found there are 2 types of people who like RPGs and I've noticed this divide on voiced protagonist through it. Some people need to feel like they are the character. This means voiceless and first person is preferred (I fall into this category). I need to feel like I'm in the head of my character and speaking on their behalf or I feel disconnected from them. I have been surprised to hear some people need their character to be removed from them. To make a separate being that they essentially write where voiced and third person is preferred
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ghostcharm hand reveal?!?!
I had my airpods disconnect for a second and i thought the entire video was going to be silent because it was called ''The Power of A Silent Protagonist''
very meta
lisathewise
I like the way your mind works.
I hear ya
It's absolutean Shakespearean that two completely different video games, from completely different genres, from complete different periods, are iconic because the player character repeatedly screams "SHAUN"
JAYYYYSSSONNNN
see im not autistic, i’m just a silent protagonist
Same bro
. . . ! (: . . . *_*
The best for me is like when thr Master Chief
He doesnt yapp all mission but in cutscene he just says a quipp or a question
And then there's Halo 4 where he talks during gameplay, which was always so jarring to me.
Same with noble 6. Bro legit says one word per cutscene
Ghost, you are a very rare type of UA-camr. Your insight, humor, effort, and--most importantly--your positivity make all of your videos an absolute joy to watch.
thank you for the kind words and for watching 💙
So true about the positivity thing. WAY too much negativity and toxicity in gaming nowadays, from people who probably don’t even like games all that just to begin with.
A silent protagonist that I believe is done in an interesting way is Morgan Yu, in the game Prey.
Morgan Yu was the willing main subject of an experiment testing out a device that could physically alter a persons memories and personality, with each experiment changing them just a little bit.
Throughout the game, you’ll find recordings of Morgan talking to you, the current one. And each has a completely different outlook on your situation.
But despite the fact that all these recordings of Morgan Yu are voiced, not once in the game does your character utter a word.
You play as someone with a fractured mind, and the end result of what’s left of Morgan Yu ultimately depends on you.
Despite the fact that Morgan Yu is an established character, with established history and relationships, they can still ultimately be anybody.
You can play the game as humanely and empathically as possible, helping and saving every single survivor, or you can be a deranged maniac beating innocent people to death with a wrench, and both work completely within the story.
Morgan Yu is this fascinating combination between a voiced character with established backstory and history, and a silent avatar who’s actions are only predetermined by the player.
Morgan Yu’s mind has been taken apart and put back together again, and the player decides what’s left.
Or chad Narukami Yu
Voices only really work for characters who have a DEFINED character by design or more linear stories.
I want a rpg where your character has a voice but still has the speech options, with the option for him being silent.
Didnt talk at all? You become a feared myth, remembered for thousands of years as "The Silent", with thousands of stories, some made up and some true glazing on and on about the strength of your character, and the mysteriousness of him.
Talked confident and gloated? You become a legend, remembered for his overwhelming strength, never once bested (no matter if you were bested once or many times) and had thousands of fake stories made up about him, with few of them being real.
This would be amazing, and also make it so npcs react to how you act. Stayed silent? People get straight to the point, no banter, and they always sound tense, as if slightly scared.
Been gloaty? They sound excited, to meet a legend who has unlimited strength, and also like to add in alittle extra talk.
Oh boy, when you mentioned Tight Lipped Characters and how they are mostly as mascots, it reminded me two very precious games for me:
1. Transistor (although Bastion also follows similar narration) has Red as a protagonist which just before the start of the game lost her voice. She can still hum to the sound of soundtrack and has a sword that is an active narrator of what is going on but still in his own way. Transistor (the sword) was imbued with soul of her lover, so his narration is more like companion rather than a all-knowing entity.
2. Cross Code... Lea is literally a forced mute. She's an avatar of the MMORPG VR setting that is the centre of the lore of the game. Lea's avatar in this world has a voice malfunction that makes her a silent protagonist outside of her own expressions and few words that get added to her very limited dictionary of words, like "Hi!", "Lea!" " Bye", "Why", "How", "Wait" etc. It is very charming how much character can be expressed through several sprites and no voice acting whatsoever!
YEAH CUZ IF BRO IS TALKING ALL THE TIME IM FINNA FEEL LIKE I GOTTA DO WHAT BRO WOULD DO BUT BRO AINT PLAYING GAMES IM PLAYING GMAES
The realest comment I've ever read
This should be doing numbers
What in the brain rot?
MORE PASSION, MORE PASSION
Dude calm down no one's pushing you
Based as fuck tho
My favorite experience with a silent protagonist was in Stalker Anomaly. I took up a job of sending a message and ended up slowly sneaking through a forest as gunshots ran out to heading to a large office building when a storm hit and turning on a radio to listen to whilst waiting out the storm. Between moments like that to things such as a bandit actually hiding in the dark and turning off all of his lights waiting in ambush after all his compatriots got murdered and suchlike really made stalker Anomaly a special experience for me.
I love the silent protagonist. Some guys it works, some games it doesn't, but if it was up to me, all rpg protags would be silent
To quote the iconic Commander Sheppard; "Report to the ship at once! We'll bang, OK?"
This was a fun one, and I'm here for when you do more content like this!
It makes me think of a French RPG called OFF. The player character has a voice, but is a separate character from the player. It's an interesting take on "the game knows it's a game" with some NPCs talking past the character to you, and the player character's comments on things in the game sometimes being something he's saying to you.
Female V has amazing voice acting imo. It was night and day for me, she just has such an adaptable cadance I felt I could insert myself into those tackle glow up plastic boots.
This video has kinda made me realize why I love Tomodachi Life on 3DS so much.
For a majority of the game, YOU are the protagonist. Everyone often talks directly to you, the player as you take care of them.
Even your own Mii, your first avatar on the island, talks to you like you’re some kind of lookalike as him and acts the same as everyone else.
I'm not sure if you played the early demo of the Gothic remake but BLOODY HELL the protagonist had to comment on EVERYTHING. I couldn't take it after about 20 minutes and had to uninstall it. It was infuriating.
I was kinda hoping to see a mention of Legend of Mana. Your character has one line, two words in the whole game and yet you create the entire world as you imagine it.
The Mass Effect trilogy (Both versions of Sheperd) and The Witcher 3 (Geralt) are my top voiced protagonists in games. Mass Effect handles the info that Sheperd knows in the form of index pages and plot convo's.
I think the best balance is struck by Baldur’s Gate 3 and Persona 5 where the player character has a voice and can talk but you only ever hear them speak somewhat rarely. It leaves enough room to put your own character in there while also getting a nice surprise/moment whenever your character does say something
It'd be nice if all the voices weren't just variants of posh British people though lol, playing a meathead always felt a bit weird when they start muttering to themselves.
It's kind of odd, it's the only modern CRPG I can think of that has this weird specific issue.
Damn yeah that moment when Orin copies you and talks in your characters voiced was so fucking crazy for me
@@DemonBlankaWell D&D is just Great Britain, and you wouldn’t want to play a poor person, would you?
see with BG3...the main character is the narrator. That narrator is what makes you feel everything and is your character
An Outer Wilds visual reference AND a HROT mention? This dude is checking all the boxes I tell ya
I vastly prefer silent protagonist in mostly RPGs, you know so that i can actually role play. This falls short with Jrpgs tho.
I look at it like this: the former is for experiencing an adventure and the latter is for witnessing an adventure.
Problem IS that in j-rpg people are talking in your place.
Giving the player character voiced dialogue was just a terrible choice for Fallout 4. I really hope they choose not to revisit that for the next Elder Scrolls game.
There's a reason the player character in BG3 doesn't use voice acted lines.
You're experiencing the world, the world doesn't need to experience you.
if TES VI has a voiced protagonist all 231k of us will storm bethesda hq
Good news! Based on the changes made to Fallout 76 since the Wastelanders update, Bethesda has learned from their mistakes and have gone back to the original dialouge system
TES VI and the whole franchise as a whole just wouldn't work with a fully voiced player character because it allows you to choose ten races and hiring vas for all of them is too costly even for Bethesda
@@ItsChevnotJeff It wouldn't work for different reasons, but Bethesda could easily afford to hire voice Actors for the role. It has nothing to do with the amount of races in the game.
Baldur's Gate 3 did it with less budget for as many if not more races and characters, but they didn't do player character voices because it breaks the immersion of you selecting the dialogue choices.
Cost definitely isn't the prohibitive factor in this equation.
...wow Starfield really just stop existing for everybody. They already shown they aren't going back yet the fears are still there for some reason.
I have a soft spot for the actors in 4 so I can't hate them. Male is Saint 14 from Destiny and Jack from Mass Effect is just one of many roles Courtney Taylor has.
In an RPG setting I see a lot of potential in the idea of player choice regarding exactly how silent their protagonist is. Take the Dark Brotherhood questline in Skyrim as an example. Imagine that the player is able to have fully voiced dialogue similar to in Fallout 4, except for when they choose the option of remaining silent. Now imagine that, but it's across an entire game with the silence option always there, and you can even enable/disable the player grunts in a menu somewhere. If you so choose, you could have a silent protagonist through the entire adventure. Maybe NPC's could even "remember" when you've been silent in the past, and react surprised if suddenly you decide you have something to say. Alternatively, they could be used to you being a bit of an opinionated chatterbox, and take your silence as a sign of how serious a situation has become. I know this would be really ambitious to achieve and expensive compared to the more traditional alternative, but it would be a huge best of both worlds type situation that if pulled off well could really enhance the immersion significantly.
Ghostcharm uploaded, I can finally awake from cryo stasis
How are you typing this comment if you’re currently in cryo stasis?
Ironically, being silent while having some of the most unique and dynamic dialogue options out of the other fallout protags makes Courier one of the best out of all of them
Part of the reason why the first Jak & Daxter game is the best one
I appreciate the Quake 2 clip. Favorite game of all time for me right there.
Honestly, the Courier is probably my favourite Fallout Protag, since they have 0 lore backstory outside of working as a courier.
Unlike other protags that were locked in a Vault for most of the timeline the courier could have been anyone anywhere, you can roleplay them every way you want!
also they are already familiar with the wasteland, no need to really explain the brotherhood of steel or super mutants, unless you specifically want to
Minus the Chosen One.
...but the courier *does* have lore. In fact they have the most outside of the sole survivor if just talking about fallout.
aside from, y'know- the divide and Benny
In the quest talent pool the courier talks to Bruce Isaac and mentions that they saw him singing in New Reno
There are a lot of hints in the game (and explicit storytelling in Lonesome Road) that suggest that The Courier has a long and storied past, but I think one benefit to the character is the fact that they were shot in the head. That kind of brain trauma can change a person's personality quite dramatically, and your playing of this character develops that new personality for them. And it works for player experience: they may have amnesia (for a player new to the franchise), they may have a spotty or faulty memory (for people coming in from other Fallout games), or they may remember everything (for those doing a repeat playthrough).
IT is pretty straightforward, the agency provided by the interactive nature of videogames connects you to a protagonist so closely that their voice can contend with your own inner voice; where as film for example, you are only an observer, disconnected enough that it is very hard to draw you close enough in that this becomes an issue. With that advantage giving the protagonist their own voice is a risk with little reward in many cases; only with a distinct reason why, intrinsic to the character or setting would it worth it. Unlike film the silent protag doesn't need a reason, almost never has one and is ubiquitous however almost never actually brought up unless it can be used in arguments comparing two similar games. You don't have to have a silent protagonist to use silence in every way, in fact the silence of a protagonist can have weight that cannot be achieved without being voiced. I feel like there is some veneration of the "coolnessS" of their silence that stems from the introverted nerdy culture games come from, just like people who like their protoganists talking non-stop, making annoying quips and jokes all the time is "smart"/"witty" and "badass"
In games where I create my own character I also do prefer my character to be silent.
I think a great example of amazing use of a silent protagonist is Bastion. I’m not sure if you’ve ever played it but the main character is completely silent. The only characters you get talking are the narrator that comments on what you do and leads you through the story (as it continues it obviously has its twists which I won’t spoil here) and side characters that speak to the character
Bastion is one of my favorites.
My favorite silent protagonist will always be amaterasu from okami, although she does bark when she has something to express sometimes lol
This is the first video you uploaded since I first subbed and man I gotta say I tore your library up! Love the videos, dude!
I agree with your points near the end about silence being golden. One of the few examples I can think of about voice being added to a silent protagonist and it being a good thing is the Dead Space remake, and I feel that is primarily because the character you embody when actually making choices in the game is silent. Dead Space is definitely not a crazy branching narrative with deep choices, but the character the devs build in the moments where the protagonist talks isn't intrusive in any way, (in my eyes). In the original with the silent protagonist, you weren't making narrative choices either, so having a character you embody in the remake just feels natural. I honestly also feel the remake with the voices protagonist feels more immersive because of the character the devs build, it would be quite weird if this person who is supposed to have all this knowledge about the location they are in and not talking about it.
I thought the same about V at first but when I heard him starting to break down with the desperate voice cracks after the intro. That's when I knew his voice was something special. Never once thought of muscle man though.
Also YEAAAHHH MAH BOY HENRY!
That intro cracked me tf up.
Also I think Female V is more immersive than Male V.
Would have been interesting if you talked about whether you liked the female V voice instead and why (also Jennifer Hale’s Shepard should be mentioned with Mark Meer’s)
I really love Cyberpunk 2077, but I guess I never realized why the male V voice sounded a little odd through my playthrough. I think the female V just sounds so smooth and when you brought up muscle man I just couldn’t take male V seriously anymore
Damn, this is one of those rare gem creators who should be getting 10 times the views. Glad I discovered this channel!
Love watching these chill video essays. Makes me want to pick up and play a game. I barely play games anymore but people like you keep the love alive
For the voiced protagonist In 2077 ,I had to "create" the character around the voice. I never felt that I had free reigns to make a character I wanted to play but instead had to make a character that fit the voice. For male V, it had to be a Nomad muscle guy who likes shoguns with a Rutger Hauer/Dolph Lundgren look. Not because they sound like male V, but because I could believe that a guy who sounds like male V could look like that.
I still find the worst example of a "Silent Protagonist" to be your character in the first Bioshock game. You have a character who, aside from like 2 lines in the opening cutscene, never talks, interacts, or has any character in this VERY story and character driven game and it's very vexing that the character has ZERO personality of any kind and has no reactions to what is happening to him. XD
If Fallout 4 was written well no 1 would have cared too much about the voiced protagonist. The pc of Starfield is mute and the writing is as shit as ever.
tbf I prefer them not having a voice tbh, let's more up for imagination.
Also not having the full lines to choose is a crime, i wanna know what exactly am gonna say, the way FO4 has it i often responded in ways I really didn:t want to and it annoyed me
I would've cared. One of my biggest pet peeves of Cyberpunk is V. I like V and I think they are written very well but due to the fact we are playing a pre-established, voiced character means that the roleplaying is very restrictive.
Silent protagonists will always be king unless they are willing to give us multiple, diverse voice options which isn't feasible for most open world RPG's.
@@theobell2002 you are a minority. And you still enjoyed Cyberpunk so your point is mute
@@Drazil232 fr it is impossible to role play in FO4 without a mod showing you what your going to say before going through with it.
4 really wasn’t that well written. The fact they changed to a dialogue wheel really limited options as well compared to the previous games
And just when I get disappointed you don't mention Shepard as a memorable voiced protagonist, you hit me with that Mass Effect music. You sly fox!
Yeah but he only mentioned one of the two excellent VAs for Shepard.
2nd separate comment. I realised when I think about Fallout New Vegas, I am inserting myself into the story as the courier. I just don't ever think about Fallout 4. But if I do then I am watching the story in my head; not being a part of it.
your channel reminds me so much of Psych of Play/Daryl Talks Games. Love how both of you dig deeper into our fav titles!
link is really interesting to me in this regard. he's an established character, he is *not you*. but he's juuust a blank enough slate that he's not NOT you, yknow? i'll never forget playing BOTW for the first time and the joy i felt just exploring everything, i felt really immersed in it. i've always been disabled so i think it sticks out to me because going exploring in the forest was never really an easy thing for me to do, and BOTW was just immersive enough to feel like i could satisfy that itch. even though i am not link and he is not me, the game does just enough to truly feel like a silly little guy messing around outside, and it holds a special place in my heart for that reason
For me it depends a lot on the game, and the feel it wants to give, BG3 is actually an example of a game I wish had full voice acting for the PC, especially since you pick a voice in the beginning, granted I understand why it wasn't done because there are 8 different presets which would need to be voiced for each and everyone of the thousands of pieces of ingame dialog, it would be simply insane to try, so while I would have loved it, I recognized it would also be insane to attempt.
I remember playing the Witcher 3 took me a couple of times to really get into it. Geralt would all of a sudden know and have history with people I saw as complete strangers, and I had to spend a lot of time reading about all of the characters in that universe in able to get immersed, otherwise it just felt like I was in someone else's fever dream.
The gta online character is mute Lester actually comments on it
I like both silence and voiced protagonists, the problem for me it's overtalking protagonists.
Here in Brasil there's legendary VA's that save some games for me. There's localization problems sometimes, Cyberpunk was too much localized, as an example. But most of time the dub is better than the original.
Something you didn't mention was games that let you choose from a selection of voices in your chosen language. Like Female Deep or Male High-pitched.
My first playthrough of Cyberpunk, I played as female V and really loved her voice. The male voice kinda put me off. Second playthrough I played as male and tbh his voice kinda grows on you. Or at least, it did for me. I think the problem is just that some of the lingo in the universe is so just unapologetically cringe.
I love the silent Protagonist from Live A Live medieval section. The way he just goes through absolute fucking hell. Things going from bad to worse. Until there’s nothing, and he finally speaks
I got nothing clever to add. Just sitting here in silence enjoying a fantastic video, seeing the echoes of thoughts I've had and the ripples as others have seen and thought the same. Excellent work sir, thank you kindly.
You used "Wandering Flame" at the end 🥲
Oh! and I have noticed that about Pokémon, tho I've never seen it brought up... Hahaha! Good stuff 🎉
I'm shocked that you went about changing it to spanish for Cyberpunk instead of just going with the female voice. Some of Cherami Leigh's best work ever.
18:12 i wont stand for this Jennifer Hale erasure
Nothing has the power to pull my attention on my for you page better than a fresh ghostcharm video
One phenomenon I've noticed particularly in modern games is a voiced protagonist in an open-world game who is competently written and acted, but who talks WAY too much during periods that I traditionally expect to just be exploring and mostly alone with my own thoughts. I first noticed it with Far Cry 6, when I started to wish there was an option to stop Dani from singing along with the radio or making little quips every single time I entered a restricted area, performed a melee takedown, disabled an alarm, etc. If I wanted to see and do everything in the game, I'd be doing these actions dozens of times each and I reached the point I just wanted the yapping to stop.
But it was far more of an issue for me in Days Gone. Fine game, good writing, good voice acting, but I couldn't tolerate Deacon constantly talking to himself during fight scenes. It just got silly when I was trying to sneak around zombies or line up a shot on bandits and the protagonist seems hell-bent on revealing his position to anybody with working ears. And again, during a scripted mission I wouldn't mind but if I'm doing side content I expect some peace and quiet.
Man any of the ace combat games would’ve been a fantastic fit for this script. Just finished playing through the franchise and the way those games utilize the silent protagonist genuinely serves to make you feel like some tide-turning war hero. Amazing games, I highly recommend them.
Me personally I always loved the silent protagonist. Mostly cause it’s you in the game and you are the one going through the journey and you are making choices yourself not scripted dialogue. Also mostly cause the silent protagonist can be unpredictable you have no idea what they will do or choose like in baldurs gate you can be an absolute jerk that is a secret sadistic killer with no morals and no humanity in them while you can also. Goose to be the knight in shinning armor type. God I love them so much
There are some good voiced Protags
Shulk,Commander Shepard being the ones that I think are good.
Mainly cause they emote well.
I've had this exact feeling since Fallout 4 came out but couldn't put it into words. Thank you for making this video.
Yo if youre having trouble with either voice in cyberpunk 2077, youve gotta try out the mods that change the language that V speaks. Switching from english to French completely changed the tone and/or implications of what V was saying in some instances and it definitely felt more engaging than some of the english voicework.
Such a good video. I can't help but think of when I'm playing MTG and I'm like a silent protagonist and my cards do the speaking for me.
Everyone knows female V is the only real option. Her performance was fantastic.
Would love to see more videos like this and glad to hear your interested in making something that feels less intensive. (If that's the right word for it?) The varying levels of how outspoken a player character is can be so important in how you want to design a game. Especially in something like an rpg where writing choices for your player can shrink immensly when knowing you have to forward recources in voicing every line.
It was definitely a hurdle when Fallout 4 first dropped, that was the main thing my friend and I weren’t happy with, that and the limited dialogue options (4 at a time? Like Pokémon? A gameboy game?). There can be verbose silent protagonists too like in Disco Elysium where you have to do a side quest to even hear his voice.
I just recently had my phone stolen, this was the first channel I resubscribed to for videos like this. Well this and v-sauce in the hopes that they finally upload again, but great work prince ghostcharming.
I think you missed a great opportunity to include Master Chief from Halo: Combat Evolved in the list of tight-lipped protagonists. He only occasionally spoke throughout the game. Often they were short sentences or words.
"...boo."
Point and click adventure games, particularly the lucasarts ones, I feel tend to have a great track record when it comes to voiced protagonists, Guybrush Threepwood, Manny Calavera of Grim Fandango, and especially TellTale games’ run of Sam & Max
There's such a big difference between "How would I want to interact with this world?" and "How would this character interact with this world?" even for people who aren't really in it for roleplay. There's always going to be that subconscious note in the back of your head reminding you that this isn't necessarily your character, it's just one you are controlling right now.
As someone who actually likes the voices for V in 2077 (though I admittedly much prefer the female VA), I have to agree that it was a lot harder to immerse myself into the world because of that extra layer of separation between a voiced protag and a silent one. It can absolutely make or break the experience for people who prefer one over the other.
Kenshi mentioned!
am a 2077 lover,, female v one of the best acted voices i ever heard (also think mp’s voice is always funny for 2k although obv not immersive) butttttt the guardian has to be my fav protag so i understand the love for the silent protagonist (also also is v not a preestablished character in the world? ik u get to customize them so it is kinda ur character but at least in the streetkid backgroun they come back frm atl and are recognized by characters like the bartender guy and padre,, kinda makes them feel preestablished to me but idk idk idk)
Female V is perfect. And yes, V is pre-established to a certain degree but I think because so much changes in their life when we control them that it doesn't matter too much.
We go from a surface level character with limited knowledge of the world to being deeply embroiled in it and they learn everything along with us.
Try Armored Core 6. The protagonist is totally silent and the script provides a valid reason for it. Your character's deafening silence even affects certain NPCs. (e.g. Iguazu) Very clever writing. A *literally* silent protag by design.
Your music selection is phenomenal.
Dude I spit out my drink laughing at the muscle man clip. Idk how I never noticed!
I'm part way through but skimming ahead doesn't seem to show off this experience so I'll mention it here.
One silent protagonist thing that was pointed out to me was the mobile game, Kingdom Hearts Unchained Key (KHUX) your initial avatar is at best tight lips. No text box, no language, clearly some "explanation" movements but only when absolutely necessary. Keykid is usually dragged along onto these adventures, or the cutscenes don't have the keykid at all.
And then, about halfway through the first arc, the keykid talks. And talks to yell at most likely their mentor.
They talk after that, not a lot, but they do. And then, at the very end of the game, the Keykid actively tricks even the person playing the game to fake going evil in order to save their friends.
I had stopped playing KHUX by that point (it was pretty much impossible to play (especially in PVP) unless you were dumping a lot of money into the Gacha, the translation took way too long, the story updates were... tiny when they did come Like you could wait 6 weeks, get 6 missions, and they have no plot. It was BAD) and the people who stuck with it are people who ADORED the game. So they may be a bit biased.
But it was a very... interesting idea that they seemed to have pulled off well
(to clarify, this is only done with text boxes. Keykid does not have a VA)
3:33 Already digging the Mass Effect Galaxy map music. 🤘
This a good video but I wanted you to touch on how silent protagonists can still portray personality you kind of veer off into saying that silent protags are blank slates for players and I just don't think certain ones are.
Using an example from I game I love far too much, Jacket from hotline miami is a silent protagonist but he absolutely has a personality that isn't a blank slate, he collects newspaper clippings about his murder sprees on the russian mafia but early on he kills a homeless person and instantly throws up and it really shows how he completely dehumanises russians, it portrays a sociopath who took trauma from war and the loss of a friend and how it makes him see russians. Jacket isn't a blank slate he's silent but he's his own person.
Really cool jacket analysis I agree
I personally don't like a silent protagonist yes for me it breaks my immersion but I understand why people like a song protagonist and you know what for games with mods it's not jarring for the modded content to have a silent protagonist because the base game had a silent protagonist
Overlord used the minoons and the characters to give voice to the world while the Overlord himself is silent
Nice, cozy, ghost charm video by the fire
One thing that Splatoon did very well with its main characters in the story mode is that they made them silent. But actual mind blowing thing they did was that the protagonist from Splatoon 1 actually gives you a "Booyah" in Splatoon 3 without actually talking because that's a button you can push in the game.
When you said that V sound like Muscle man I literally dropped my phone to laugh lol
In terms of immersion i can very much recommend playing Scorn
i know the game does some controversial things and i absolutely wouldn't say it's for everyone, but i have never seen a game before with this thick of an atmosphere
ofc you also have your silent protagonist, but what makes the game unique is that it goes even further than that and explains absolutely nothing. No text, no tutorials, no loredump, no items descriptions...just weirdness through and through...and you get into that world and all logic you carry over from the real world does not apply in game, but the game has it's very own logic on how things work. It's a gross, frustrating, disgusting and confusing game, but in the best way possible. Very much recommend.
I fucking love scorn, when I got it I played it through twice back to back. It felt like fromsoftware style storytelling taken go an ideological extreme.
I don’t know about any controversial things, apart from boring gameplay that is
@@legitplayin6977 Probably the vast amount of psychosexual stuff
Halo I think is a good example of a silent protagonist that is voice acted. He hardly.
Ever speaks during game Play so that You the player can interject yourself. But he dropped some banger lines in cutscenes
You mention Mark Meer and not Jennifer Hale for the Mass Effect voice acting? Tsk tsk.
Nitpicking aside, nice video!
I realized through this video that I typically only play games where you play as a blank slate character. Apart from the games I play where none of this apply (map games, rimworld, etc.), I find myself only playing games like fallout or the elder scrolls (including fallout 4, I kind of just ignore the voice and character's story). I don't realize it but I absolutely do just sort of self insert, though I never really saw myself as that type of player. I couldn't get into the Witcher because I didn't like just being some dude with an established personality and moveset and powers and skills. While you could argue for days that the Witcher 3 is a better RPG than Skyrim, for me the freedom of Skyrim is endlessely more appealing. I also find that story driven games, games with no choice, or linear games, just don't appeal to me. I'm so used to having the freedom to be what I want and do what I want that being restriced to playing a character just puts me off entirely. In games where there is a fairly established character (or at least design) but no voice acting, or especially no dialogue from them, I can still impose my personality and thoughts onto them, but with dialogue AND voice acting it creates too much gap as you said, unless you still are given many other freedoms and choices to make that character look and act how you want (respective to, for example, the Witcher vs. Fallout 4). Anyway I found it interesting how your points helped me realize something about how I play games. I wrote all this in hopes I provide a good example of how much a voiced protagonists effects one's experience.
Although the tav/durge will mutter random lines in BG3, I think it's a proven fact at this point that we do NOT need our protag speaking in RPGs
I will say though, when it comes to a preset protag like Geralt, I have no issue with them speaking obviously. More specifically for created characters inside a world filled with roleplaying elements. My favorite example of a voiced protag being Bigby Wolf
I really like both, and I believe that the story is what defines which is better.
For example, I love Mass Effect, and the main character without a voice is completely unthinkable. Personally, I believe that to tell a deeper or "personal" story for your protagonist, voice it's important, that's why I like it in Fallout 4. On the other hand, a more free and open story and sandbox like in Skyrim, the lack of voice works perfectly.
What is it Glados says about Chell? "You dangerous, mute, psycho"
I could be wrong, but "ghost" feels like a reference to "A song of ice and fire".
counter point for the pokemon trainer: as much as it worked in the early gens, where there wasn't much story or plot, as the series started to put more story and plot into the games, specially since gen 5 (regardless how good those stories and plots are) its kinda of jarring seeing the pokemon trainer having the same blank smile while every character is panicking that some legendary is gonna destroy the world or whatnot.
16:36 the entire game suffers from bad audio engineering/compression . Kalas is actually an interesting character, with a good twist; even tho you are not playing "him" as much you are playing some vague spirit that guides the characters or something.
I think one of the problems people have with V comes from the entire promise of Cyberpunk vs what it actually is, I dont see V as an avatar for the player in the same way an RPG does it, V's a lot more similar to Adam Jensen in my eyes. V's got an established history with Jackie and follows what's ultimately a pretty linear story, you're given the choice of histories but they're ultimately just a little dressing and a couple of speech options, I mean V's even got an established name; Vincent or Valerie. Some of this might come down to the voice actors though, they were both given free reign on their delivery and didn't hear each other at all, but I kind of read the dialogue choices in the game for Vincent as different options the same guy might go through, he's equally capable of any of the choices you make for him but at the end of the day he's still the same smug kid putting on a big face trying to be Night City's biggest badass as he tries to cope with how scared he is of dying.
27:30 Wandering Flame 🥺
Great video, and goes to show that as so often when it comes to game design, X is not inherently better than Y. It always, always, always depends on the circumstances and context of what you're building. A chainsaw is a useful tool, but it's not gonna help me much if I'm trying to cook lasagna.
I've found there are 2 types of people who like RPGs and I've noticed this divide on voiced protagonist through it. Some people need to feel like they are the character. This means voiceless and first person is preferred (I fall into this category). I need to feel like I'm in the head of my character and speaking on their behalf or I feel disconnected from them. I have been surprised to hear some people need their character to be removed from them. To make a separate being that they essentially write where voiced and third person is preferred
It's a bit weird at first, but I think one of the best dialogue for protagonist was in Original Sin 2.