mrcrusty wrote...
It really comes down to control. How much control you want to exert over your characters? Do you want to watch your characters develop (physically, in personality, morally, etc) with vague or non-specific prompts, or do you want to be the one deciding all that for your character in all of it's specifics?
It should come as no shock to you that I dispute your premise here. I wouldn't categorize the choice, as presented, as resembling anything of the sort you describe.
The silent protagonist grants imagined control at the cost of a lack of reactivity. I do not want to buy that for that price.
mrcrusty wrote...
It's not a matter of self insert (though it can happen) if you take on the role of your character. Roleplaying. Otherwise, we'd be opening the door to "games with silent protagonists don't allow for roleplay". Which is clearly nonsense.
They allow you to roleplay in your head, sure. But if I decide I want the character to react angrily and the only options I have is a list of full text and a protagonist who stands there like a mannequin, that's not nearly as satisfying as selecting the Angry icon with a paraphrase that conveys said anger. The former is still a roleplaying decision, obviously - but you have to imagine that anger and whether or not the game actually reacts (and by that I mean both your character and the character you're angry at) is a different matter. Silent protagonists have shown - at least to me - a consistent inability to react in a satisfying way. Hawke and Shepard do what I tell them to, because getting the gist of the action I want across is infinitely more important to me than the precise content of what he or she has to say. The problem of a misleading paraphrase has happened to me personally about as often as the "none of the full text options convey what I want my character to say" problem, so it's not as if I think either approach has achieved perfect execution. However:
Reactivity is the key to my enjoyment of cRPGs. If I decide my character is angry or sarcastic I want to see and hear them being angry of sarcastic, or it simply didn't happen and therefore isn't content.
That I enjoyed previous games such as Jade Empire with a silent protagonist and voiced cast always struck me as a technological limitation - especially before coming to the BSN and hearing so many arguments in favor of the silent protagonist - and not some ideal cRPG feature that should be guarded and maintained.
ipgd wrote...
What you described is exactly what I think is a boring character.Savber100 wrote...
Multiple races all the way.
Screw being a talking human.
I'm tired of people thinking that a silent protagonist equals a boring character. What they never seem to get is that YOU'RE THE CHARACTER. The silent character doesn't react because you're the one responding. When Duncan died, I reacted more violently than any speaking avatar would. In being your character, you don't need the avatar's reaction as long as the scene evokes a reaction from YOU.
And honestly, origins was the reason why I was interested in DA the first place. Without it, I would have dismissed it as another generic RPG fantasy game.
The Warden wasn't even really a character at all. He was an avatar. And for people, like myself, who are incapable of immersive self-insertion -- because I know I'm not in Thedas, and I can't make myself have a mindset of someone who is -- it becomes inextricable from the metagame and doesn't lend well to actual roleplaying.
And that was my problem with the Warden; he wasn't enough of a character (didn't have enough dialogue prompts that ask about how he thinks and feels, as a character, and give me chances to think about and establish that character) for me to organically build my conception of him through his reactions and available dialogue choices, but said dialogue choices were too restricted for me to actually impose a pre-conceived character onto him. I'd start with that character idea, eventually get to a prompt some minutes in where none of the responses would be something that character would do or say, and I'd just go 'meh' and return to detached metagaming.
Well put.
Modifié par Upsettingshorts, 03 août 2011 - 02:31 .





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