Absolutely not. Mute protagonists are a horrible anachronism.
If the writing and characterization of your game is so terrible that you think the player could do better by filling in the vacuous, gaping wound you've deliberately left in your cast, then it's probably not exactly a selling point in the first place.
And if your casting and writing is excellent, then the gap left will be all the more egregious and unforgivable. Case in point: the Half-Life series. People claim that the voice acting and characterization in the series is matchless, and it certainly is far above average. But all of that is rendered completely null whenever I witness the alien, awkward attempt to pry the Doom marine's Ivy League cousin into an ostensibly human interaction. Any emotional or natural interaction involving Gordon is invalidated from the start because Gordon isn't human; he's a floating camera that lives only to murder.
Defenders of the technique claim that it allows them to project whatever personality they feel like onto the 'character.' I won't argue that, but I'd like to point out that you can also project whatever personality you prefer onto a volleyball, with exactly the same results.
Another defense is that a lot of great games have used this technique, like Half-Life and Chrono Trigger. This is a fallacy, though; just because a good game does this doesn't mean the game was improved by it. It's something akin to saying heroin must make you a great guitarist because tons of musicians used it back in the glory days of rock and roll.
There simply isn't a single decently written game that is improved by this awful device, and all games utilizing a silent protagonist would be improved by giving their heroic mute real, actual characterization. The only things keeping this device in place are nostalgia and inertia, two forces that constantly conspire to make the gaming industry worse, yet never better. I thought people would finally get this concept once Mass Effect blew everyone out of the water. Would Commander Shepard have been in any way improved by simply occupying space while your crewmates made every important decision and every important even occurred around rather than to the Commander, a la Crono or Gordon? And was your Commander Shepard any less 'your' character for having a personality, a voice, and a role beyond the execution of everything in front of him? Thought so.
There is, however, one instance in which a silent protagonist is ideal, these being instances in games like The Elder Scrolls, in which the protagonist is in concept and in practice exclusively of the player's own devising. Even those, however, are more attributable to technological limitations rather than any boon to narrative or setting; if you could make a character like this say and emote whatever you wished, wouldn't that immeasurably augment their gravity as the player's vessel in the world?
The Resident Evil series could also have been vastly improved with the help of silent characters... but I digress.
If the writing and characterization of your game is so terrible that you think the player could do better by filling in the vacuous, gaping wound you've deliberately left in your cast, then it's probably not exactly a selling point in the first place.
And if your casting and writing is excellent, then the gap left will be all the more egregious and unforgivable. Case in point: the Half-Life series. People claim that the voice acting and characterization in the series is matchless, and it certainly is far above average. But all of that is rendered completely null whenever I witness the alien, awkward attempt to pry the Doom marine's Ivy League cousin into an ostensibly human interaction. Any emotional or natural interaction involving Gordon is invalidated from the start because Gordon isn't human; he's a floating camera that lives only to murder.
Defenders of the technique claim that it allows them to project whatever personality they feel like onto the 'character.' I won't argue that, but I'd like to point out that you can also project whatever personality you prefer onto a volleyball, with exactly the same results.
Another defense is that a lot of great games have used this technique, like Half-Life and Chrono Trigger. This is a fallacy, though; just because a good game does this doesn't mean the game was improved by it. It's something akin to saying heroin must make you a great guitarist because tons of musicians used it back in the glory days of rock and roll.
There simply isn't a single decently written game that is improved by this awful device, and all games utilizing a silent protagonist would be improved by giving their heroic mute real, actual characterization. The only things keeping this device in place are nostalgia and inertia, two forces that constantly conspire to make the gaming industry worse, yet never better. I thought people would finally get this concept once Mass Effect blew everyone out of the water. Would Commander Shepard have been in any way improved by simply occupying space while your crewmates made every important decision and every important even occurred around rather than to the Commander, a la Crono or Gordon? And was your Commander Shepard any less 'your' character for having a personality, a voice, and a role beyond the execution of everything in front of him? Thought so.
There is, however, one instance in which a silent protagonist is ideal, these being instances in games like The Elder Scrolls, in which the protagonist is in concept and in practice exclusively of the player's own devising. Even those, however, are more attributable to technological limitations rather than any boon to narrative or setting; if you could make a character like this say and emote whatever you wished, wouldn't that immeasurably augment their gravity as the player's vessel in the world?
The Resident Evil series could also have been vastly improved with the help of silent characters... but I digress.