When I talk about such things I'm not talking about roleplaying. I'm not interested in pretending to be the character. It's more the case that not having one's behaviour scripted is the entire point of making a game rather than a film. Also, there's the fun aspect. Exploring Black Mesa East, looking at things while Eli and Dr. Kleiner are talking to you, is entertaining. Sitting back in front of a cutscene, arms folded, waiting to be allowed to play is not fun. Navigating dialogue options to hurry the cutscene along is less fun than that. Not that there's no space for this kind of storytelling at all, but it's certainly not appropriate for it to be the industry standard method.Fightgarr said:I hear a lot of people talking about Dr. Freeman as an empty vessel to put yourself in. If that's true then he wouldn't have a face. A faceless character such as Bioshock's character or even someone like Master Chief are much easier to imagine as oneself. Valve have clearly given him a face, despite never seeing it whilst playing. And as much as they might want you to project yourself into the character, you are still going to be a bespectacled guy with a beard. If you feel that you are Gordon Freeman when you play, that's fine but I must agree with people who think it's not the best method of doing things. I feel the same way about your ability to run into a corner, crouch and hide while people are still talking to you as if you were right in front of them. Sure you never leave your perspective, but it certainly is immersion breaking as all hell. As much as Gabe Newell might think they should stick to their guns, it seems archaic and lazy from my perspective.
What this man said.Treblaine said:VIDEO GAMES ARE NOT THE SAME AS MOVIES!
WHY oh F***ing why can so many people get the idea through their heads that Gordon Freeman is DELIBERATELY left an empty shell so that he is easier to inhabit.
How games do it: Give the illusion that you ARE the protagonist so you can more deeply immerse in the world
The more voice acting you give your protagonist, the more automatic actions, the LESS CONTROL you give the player, the more if feels like they are just a director ordering an actor around. If you don't FEEL that you ARE the character in the story then the game has failed in doing the one things games can do and that movies/books cannot.
Gordon can't use sign language, his hands are always full of gun.Talendra said:I personally would love to see Gordon throw some sign language in there, put some subtitles for it so everyone knows what he is saying. That would be awesome.
Had they implemented a feature similar to this, I might have been a bit more accepting of the Gordon's personality = Your personality scenario.Treblaine said:One idea I had for you to indicated Gordon to say Yes or No is quite simply to nod your head by looking up and down, or shake your head by looking side to side quickly. Circular gaze "gesture" could indicate... well what would you think if you saw someone do that, rolling their eyes, they don't like the question.
I use the gesture all the time in online games where I forgot my mic, easier to look up and down enthusiastically than look for the hot-key for yes or no.
I actually like this, it gives a feeling of control and personality you just don't get with a hot-key response. The nod speed reflects your enthusiasm and so on, even if the NPC may not even register that enthusiasm, you get the feeling you are expressing your opinions, not just the feelings of a character in the game.
And yes, I realise that is exactly how Alyx and Dog communicate, one speaking and the other depending on gestures.
The two main derivative series Barney's Mind [http://www.youtube.com/watch?v=aGgO8O6JuM8&feature=PlayList&p=8906695BE1FCF060&playnext_from=PL&index=0&playnext=1] (for Blue Shift, 21 videos, the serie is finished) and Shepard's Mind [http://www.youtube.com/watch?v=GNaJX6gOYMA&feature=PlayList&p=2651186EC0769CCB&playnext_from=PL&index=1&playnext=2] (for Opposing Force, 18 videos so far) are pretty good too, there is even an hilarious crossover episode at some pointKolosus said:You should try watching 'Freemans Mind'. Put's you into the thoughts of Gordon while he plays through the first game. There's currently 24 episodes
1.8 million views
It appears, to me, to be far easier to take the mute route. Marine cliches would involve actually writing dialogue for the character and getting a voice actor to do them. The writers have made no part of the story change thanks to the fact that Dr. Freeman is mute, it's just simply there. A big glaring mute problem.ntw3001 said:When I talk about such things I'm not talking about roleplaying. I'm not interested in pretending to be the character. It's more the case that not having one's behaviour scripted is the entire point of making a game rather than a film. Also, there's the fun aspect. Exploring Black Mesa East, looking at things while Eli and Dr. Kleiner are talking to you, is entertaining. Sitting back in front of a cutscene, arms folded, waiting to be allowed to play is not fun. Navigating dialogue options to hurry the cutscene along is less fun than that. Not that there's no space for this kind of storytelling at all, but it's certainly not appropriate for it to be the industry standard method.
And to those who think Freeman's lack of characterisation is 'lazy': Why would it be easier to construct a workable story around an almost completely blank character than to slap together a bunch of space marine cliches and call it a day?
Well it depends: even if I like the silent Freeman too (or more exactly, I'm used to it, so suddendly having a voice would feel really strange), giving him a voice might not prevent the player from identifying with the character: you take Shepard (from Mass Effect, not Half Life's Adrian ShepardBato said:What this man said.Treblaine said:VIDEO GAMES ARE NOT THE SAME AS MOVIES!
WHY oh F***ing why can so many people get the idea through their heads that Gordon Freeman is DELIBERATELY left an empty shell so that he is easier to inhabit.
How games do it: Give the illusion that you ARE the protagonist so you can more deeply immerse in the world
The more voice acting you give your protagonist, the more automatic actions, the LESS CONTROL you give the player, the more if feels like they are just a director ordering an actor around. If you don't FEEL that you ARE the character in the story then the game has failed in doing the one things games can do and that movies/books cannot.
Giving him things to say just gives him a personality, the way the game it set up is pretty much: you give him the personality you want.
Well while I guess I can understand how one would see sandbox and cutscenes are separate... I don't think that is an acceptable solution, that dichotomy causes the game to lose focus. The more separate the cutscenes and gameplay seem from each other the more pointless and irrelevant they are to each other. The cutscenes are more than just "quest intros", they are characterisation, explaining motives, expanding on the Liberty City mythos and at the same time entertaining. Why sit through cutscenes if anything Nico says or does in them is irrelevant once I get into the sandbox.Onyx Oblivion said:You might want to look at Alpha Protocol. I believe they had you select a tone of voice and the dialogue. I'm not sure. Haven't heard much on the game in a while.
And for GTA, the missions are canon. Not your mindless killing rampages. Besides, what if you, the player, never go on said rampages? The story would be REALLY fucked up. GTA keeps its story and its sandbox violence separate, for the most part. And it works.
Yes, I'm being regularly answered that way, but I don't think it works. I mean - sure, I can answer for myself instead of Gordon answering, but that doesn't change Alyx' mood, she can't hear me. I could say "I love you" or "shut your ass, *****", she'd still answer "huh, my dad told me you're the quiet type".Corn Cutter said:le snip