In
video games
Video games, also known as computer games, are electronic games that involves interaction with a user interface or input device such as a joystick, controller, keyboard, or motion sensing device to generate visual feedback. This feedb ...
, a silent protagonist is a
player character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
who lacks any dialogue for the entire duration of a game, with the possible exception of occasional
interjection
An interjection is a word or expression that occurs as an utterance on its own and expresses a spontaneous feeling or reaction. It is a diverse category, encompassing many different parts of speech, such as exclamations ''(ouch!'', ''wow!''), curse ...
s or short phrases. In some games, especially
visual novel
A , often abbreviated as VN, is a form of digital semi-interactive fiction. Visual novels are often associated with and used in the medium of video games, but are not always labeled as such themselves. They combine a textual narrative with sta ...
s, this may extend to protagonists who have dialogue, but no voice acting like all other non-player characters.
A silent protagonist may be employed to lend a sense of mystery or uncertainty of
identity to the gameplay, or to help the player identify better with them. Silent protagonists may also be
anonymous
Anonymous may refer to:
* Anonymity, the state of an individual's identity, or personally identifiable information, being publicly unknown
** Anonymous work, a work of art or literature that has an unnamed or unknown creator or author
* Anonym ...
. Not all silent protagonists are necessarily mute or do not speak to other characters; they may simply not produce any dialogue audible to the player.
Origin
The earliest
player character
A player character (also known as a playable character or PC) is a fictional character in a video game or tabletop role-playing game whose actions are controlled by a player rather than the rules of the game. The characters that are not control ...
s in video games of the 1980s, including the likes of
Mario
is a character created by Japanese video game designer Shigeru Miyamoto. He is the title character of the '' Mario'' franchise and the mascot of Japanese video game company Nintendo. Mario has appeared in over 200 video games since his c ...
, ''
Metroid''s
Samus
is a Character (arts), fictional character and the playable protagonist of the video game series ''Metroid'' by Nintendo. She was created by Japanese video game designer Makoto Kano (video game designer), Makoto Kano. She was introduced as a p ...
, and ''
The Legend of Zelda
''The Legend of Zelda'' is an action-adventure game franchise created by the Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo, although some portable installments and re-releas ...
''s
Link, were silent protagonists. Characters such as these may occasionally speak through text or audible words, but are otherwise limited to making gestures, inarticulate noises, or remaining entirely silent.
The same was true for early
role playing games. These games originated from pen and paper games such as ''
Dungeons & Dragons
''Dungeons & Dragons'' (commonly abbreviated as ''D&D'' or ''DnD'') is a fantasy tabletop role-playing game (RPG) originally designed by Gary Gygax and Dave Arneson. The game was first published in 1974 by Tactical Studies Rules, Inc. (T ...
'' and when put on the screen, did not require any spoken dialogue, since the games' plot and mechanics were all picture and motion based. Players are expected to put themselves into the role of the silent hero, and since the player does not talk in the game, neither does their on-screen avatar.
Uses
Many early videogames made use of a silent protagonist out of utility, because of technology, time, or budget limitations, or as a narrative device. Whether the player is supposed to ''be'' the protagonist or is merely assuming control of an established character and whether the game allows the player freedom of choices that would be difficult to believably justify with spoken narrative influence this decision. Some have cited the 1993 game ''
Myst'' as an example of a first person adventure where the main character is merely an avatar for the player's choices and dialogue would not be needed or helpful. The 2001 game ''
Grand Theft Auto III
''Grand Theft Auto III'' is a 2001 action-adventure game developed by DMA Design and published by Rockstar Games. It is the third main entry in the '' Grand Theft Auto'' series, following 1999's '' Grand Theft Auto 2'', and the fifth instalme ...
'' had no dialogue for
its protagonist, as was common for its time, and this allows players of many backgrounds and personalities to identify with the character they control in the game's open world environment.
In most of the games of the
''Command & Conquer'' series, (e.g. the 2000 game ''
Red Alert 2'' or 2007's ''
Tiberium Wars'') the game treats the actual player as the protagonist. Game characters talk to the player as if talking to one present among them, and the camera angle matches the player's eyes. As such, no traces of the protagonist could be found in the game, including voice. Similarly, in the 1996 game ''
Lords of the Realm II'', the player operates a protagonist who is not only silent, but also lacks a body (and a face, when seen as an avatar). Invisible serfs and servants in turn report to the player in the form of announcements, pointed commentary, and comic bathos. In the
''Half-Life'' series, the protagonist is the silent
Gordon Freeman, but is distinct from the player. Game writer
Marc Laidlaw, who worked on ''Half-Life'' and ''
Portal'' (both of which feature silent protagonists) with game developer Valve, stated that he did not recommend keeping protagonists silent due to the difficulties that arise during development, but noted that limiting oneself to a silent protagonist can lead to more creativity.
Silent protagonists can also apply to the
avatars of certain games such as ''
Minecraft'' and ''
Terraria'', where player characters are free to interact with their surrounding environments (either on single-player or multiplayer), without the need of any spoken dialogues, and can only make noise when hurt. Both games also use a chat system that allow players to communicate with other players through typing, however, this system doesn't affect the gameplay itself.
Serge's status as a silent protagonist in the 1999 role-playing video game ''
Chrono Cross'' is used as a narrative hint for the player at one point to demonstrate that he is no longer himself by having him begin participating in dialogue.
Critical reaction
Reception has varied widely according to its use, ranging from praise for its help immersing a player in the game, with titles such as ''
Half-Life 2'' and franchises such as ''
Mario
is a character created by Japanese video game designer Shigeru Miyamoto. He is the title character of the '' Mario'' franchise and the mascot of Japanese video game company Nintendo. Mario has appeared in over 200 video games since his c ...
'' and ''
The Legend of Zelda
''The Legend of Zelda'' is an action-adventure game franchise created by the Japanese game designers Shigeru Miyamoto and Takashi Tezuka. It is primarily developed and published by Nintendo, although some portable installments and re-releas ...
'' frequently cited, while the protagonist's lack of communication has at times been noted as hindersome to plot development, as in one reviewer's comments on ''
Grand Theft Auto III
''Grand Theft Auto III'' is a 2001 action-adventure game developed by DMA Design and published by Rockstar Games. It is the third main entry in the '' Grand Theft Auto'' series, following 1999's '' Grand Theft Auto 2'', and the fifth instalme ...
'', or multiple accounts on the ''
Crash Bandicoot'' franchise. Others have stated that real immersion in a game would require a character to speak, since in such situations, the player would naturally vocalize and the protagonist does not.
CJ Miozzi called franchises that still use the technique a "crutch" for bad storytelling, saying "just as narration has become a hallmark of terrible movies through improper use, silent protagonists have become the trademarks of a weak storyline in a game."
References
{{reflist, 30em
Video game terminology