I find the Half-Life series to be slightly overrated, but for the most part deserving of the praise it gets — despite a lot of that praise bordering on fellation. Let’s be honest: the second game and its episodes follow a very strict formula of go-from-A-to-B-and-get-delayed-by-an-obstacle-or-a-physics-based-puzzle-every-two-minutes-on-the-way-there. Not to mention some of the enemies are annoying, like those fucking manhacks. But it IS a very good series, and the first Half-Life was indeed revolutionary in every aspect, but one of the things it helped popularize (although it isn’t the first case, only the most famous one) is one of the worst gaming trends today: protagonists that don’t speak at all.
I am not sure why anyone thought this was a good idea, but I have some theories:
1) The game’s developers were complete fucking morons.
2) The game’s writers were complete fucking morons.
3) The entire team was comprised of chimps cuffed to computers.
4) The developers thought having the protagonist speak would be a problem because maybe it wouldn’t be what the player controlling him wanted him to say, or even the exact opposite of what the player wanted him to say.
To elaborate on theory 4, let’s try to imagine the development team meeting, with producer Gabe Newell, writer and director Randall Pichford and writer Brain Hess.
PICHFORD: Okay, so it’s decided, we’ll start the game with a cinematic introduction. The player will be relatively free to explore Black Mesa, interact with things and people before the accident.
HESS: Sounds good.
NEWELL: Yeah, but what about the protagonist? What will be his lines? What’s he like?
PICHFORD: …
HESS: We’re still working on that.
NEWELL: We need to start production, guys.
PICHFORD: We’ll think of something. We…
SOME IDIOT: I have an idea!
NEWELL: Let’s hear it.
SOME IDIOT: What if the character says nothing at all throughout the entire game?
NEWELL: …
PICHFORD: …
HESS: …
ENTIRE DEVELOPMENT TEAM: …
NEWELL: Who are you and how did you get in my development team?
SOME IDIOT: No, hear me out! Let’s be honest here: we’re talking about a guy who is a total nerd but can master any weapon as soon as he picks it up and single-handedly defeats an alien invasion AND government troops. How the hell do we turn that into something believable?
HESS: That’s what me and Randall are working on.
SOME IDIOT: With a lot of progress so far, I see.
PICHFORD: Ha fucking ha. So what’s your solution?
SOME IDIOT: I told you already.
PICHFORD: What?! I thought that was a joke!
SOME IDIOT: Nope. Let’s make the protagonist a mute. Only the other characters will speak, like he’s part of the conversation, but leaving the protagonist’s dialogue for the player to imagine.
NEWELL: That isn’t a solution at all. That is absolutely…
A heavy piece of the ceiling breaks off and drops on Newell’s head, briefly making him stagger.
NEWELL: … BRILLIANT! What a genius idea! Innovative and narratively perfect!
HESS: Gabe? Are you okay? You should sit down…
NEWELL: FUCK THAT! We have a game to make! Let’s make copies of the script for the team to…
PICHFORD: The script isn’t finished, the protagonist has no lines –
NEWELL: PERFECT! I want the first 3D models ready TODAY, crew! La la la!
Newell walks toward the door, hits the wall instead and passes out.
PICHFORD: You have no idea what you have done.
SOME IDIOT: What? It’s not like EVERY game will start doing the same thing!
Anyway. Theories 1 and 3 do not seem likely, since Half-Life was very well-developed and got a staggering number of things right, not to mention all the innovations it brought.
2 is not as far-fetched, but the Half-Life series is far from being badly written. Not to mention it’s the same writing team responsible for the magnificent “Portal”.
So, let’s work on theory 4. I understand the intention behind this. Developers want to offer you total control of your character, they don’t want him to say things you don’t mean him to say. What these developers missed is that some people, me included, want their character to say SOMETHING. In “Half-Life 2″, everyone who sees you — the nerd one-man-army Gordon Freeman — makes some kind of comment. Rebels are praising you, Combine are hunting you, Alyx is totally in love with your nerdy ass and you don’t say ANYTHING at all about any of that.
Here’s a list of things Gordon Freeman could say, in no particular chronologic order:
“Guys? No need to talk about me, talk TO ME. I’m right here.”
“HELP! GET ME OUT OF THIS CHAMBER!”
“No. No, I won’t let you wait here while I solve yet another physics-based puzzle. If I have to cross a lake of radioactive chemicals, the least you could do is to help me pick up the wooden crates.”
“What are you talking about? Resistance? Nobody asked me if I want to participate on any rebel movem — HEY, what is this?! I don’t want this goddamn rocket launcher. STOP PUSHING ME TOWARDS THE STRIDER, YOU CUNT!”
“Hey, could you help me? I just defeated an alien invasion on Black Mesa, blinked and now I’m in a Orwellian nightmare. What the fuck happened?”
“G-Man, sorry if it’s a personal question but… do you have throat cancer?”
“No, I never had any advanced weapons training. I’ve always been a nerd. Why do you ask?” *looks at room of Combine soldiers he’s just murdered practically by himself* “Oh. Well, maybe something in my genes…”
“Where did I learn to drive makeshift jeeps perplexingly well? Bah, it’s like riding a bycicle.”
“Er, no offense, Dr. Kleiner, but NO WAY I’m getting into a teleporter machine that looks like a gigantic blender.”
“Alyx, could you please vault over that railing again? Let me just get a better angle. It’s for science, darling, really. Okay. On three. One, two, three.” *whispering to himself* “Goddamn what a great ass…”
“No, I said ‘goddamn what a great mass’. Of iron. On the railing.”
See? It isn’t that hard. Even if, unlike me, you’re trying to be serious about it.
Really, you CAN’T have full control of your character. That doesn’t happen, and even if one day it does happen I’m not particularly interested — because if full control means waggling a Wiimote around and mimicking movements, count me out. Interactivity, for now, only goes a certain way, and having mute protagonists does not disguise that.
Recently, I finished “Mass Effect”, and considered it one of the greatest games I’ve ever played, with a rich universe and a very good plot (I should make clear I’m biased, since I love sci-fi and astronomy). Part of why it is so compelling, is that your character doesn’t say ANYTHING — without your permission. There are multiple lines of dialogue to choose from (not to mention important decisions regarding the game’s events), and the ones I chose on my first play-through did not cause any problems to the game’s exceptional story. My second play-through, with a different character and therefore choosing other dialogue options, is still underway and going fine so far.
I’m not saying EVERY game needs multiple dialogue choices, but if you want to give the player more control over his character, go for THAT, not removing the character’s fucking mouth. I’m perfectly fine with no dialogue choices, but I’d like dialogue — it might make me like the protagonist, it might make me dislike him, it’s a risk every other narrative medium takes and a risk that is the writer’s responsability to be careful with.
And if the protagonist must be mute — for fuck’s sake ACKNOWLEDGE IT. Don’t have the other characters behave like he’s partipating in the conversation. It makes them all sound like they hear voices in their heads.
But I must be fair — there was one game where the protagonist being mute did not bother me. The game’s atmosphere and story were still great. Surprisingly, no, that game isn’t “Call Of Duty 4 – Modern Warfare”. In fact, that is the ONLY aspect of that game I did not love, otherwise it’s fantastic. But anyway, here’s the game I mean:
“Dead Space”.
Why is that, I wonder? Maybe because I can see the protagonist, this being a third-person game. His body language said a lot, and even his breathing had some personality to it. I guess that helped. I still think him saying something would have improved him, but “Dead Space” is one of the few — maybe the only game — where I could easily overlook this.
I can promise you this, games industry: if the character I control in a game says something I do not agree with, that’s perfectly fine as long as it’s coherent with HIS personality. I did not agree with Niko Bellic’s methods in GTA 4. I still had a lot of fun running over pedestrians and shooting people. That’s the great thing about games: immersing yourself in a new, different world and having fun with the possibilities.
And if my character says something stupid, unreasonable, incoherent with his personality and other negative adjectives, I will not accuse you of trying to take away my interactivity and freedom.
What I will accuse you of is having some really bad writers.