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Editorial On FemShep's Popularity In Mass Effect

Luzur

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Sceptic said:
ironyuri said:
(A silent character model from 3rd person perspective standing in dialogue completely silent while being responded to would look completely off.)
Doom 3 and Quake 4 were perfect exampe of this. To be honest so's Freeman to be honest: unlike other "silent" protagonists like KOTOR/DAO/etc, he's not silent because there is no speech, he's silent because everyone talks at him and he... just nods I guess. It makes the whole thing completely stupid.

didnt Alyx pick on that too during the game? but you Gordans Fromans silent treatment to everyone that talks to him is... weird, to say the least.

Alyx rants to him all day long, hugs, confides, helps and cheers and all she get back is the nods i do with the mouse, he could have atleast grunted from time to time.
 

Sceptic

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ironyuri said:
I guess that's what makes Duke Nukem quite unique amongst FPS protagonists as well.
There's a few others. Serious Sam of course, since he's practically a Duke parody (parody of a parody of a parody...). Blake from SiN was like this as well, spouting fun stuff throughout, and you do see him in third person in cutscenes. But yeah there aren't many cases. Though silent protagonists in games which had no characters to interact with anyway, like Doom or Quake, wasn't a problem. It's when you're constantly faced with people talking at you (Half-Life was the worst offender but not the only one) that it becomes just stupid.
 
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Clive Barker's Clive Barker's Jericho (by Clive Barker) also had talking first-person protagonists. Somewhat different case though since you play a ghost possessing the other characters throughout the game.
 

Andyman Messiah

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I think Prey had the most talkative/annoying protagonist. Always spouting crap about his shitty life and the aliens who wrecked it. Pussy.
 

Drakron

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Apparently Noble Six in Halo Reach is the silent type that does briefly speak occasionally.
 
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You know, despite all the cosmetic choices in Deus Ex, I think there's a case for saying that you don't really 'roleplay' JC Denton either. Not just because he has an extended role in the DEx universe via Invisible War. I really enjoy the way he says everything in a manner that seems to conceal what he thinks about it. To an extent that might aid roleplay, in that it allows the player to read their intentions into his dialogue, so they're politeness to superior rank early on might be false or might be legit. He can do some really nasty stuff in that game at times, if you choose, and the flat delivery stops his 'good deeds' from clashing with his 'bad deeds', as you never feel like you are fully sure about his motivation for either.

But there are times when he seems to deliberately hide aspects of himself, without the player being invited in on it. I'm thinking immediately of how every time (of the many many times) a great political and philosophical works is mentioned, JC responds with 'I don't read books'. Yet if you repeatedly engage in dialogue at times, (say with the prototype AI at the Illumanit hideout), he'll enter into sophisticated ideological argument - much of it apparently just playing 'devil's advocate' rather than necessarily believing everything he's arguing - drawn from those same works of political philosophy. I don't think the player is ever really let in to whether or not JC cares about the ideological implications of what is going on.
 

Annie Mitsoda

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ironyuri - aha, good catch RE: Gordon Freeman. Another holdout. And you have a good point regarding implementation, which is where I'm going to point out where RPGs are falling into the trend of "more active speakers" more often than others: the cutscenes of HL2 were built around the concept of the player moving through them fluidly - being able to interact with the environment, not as much the characters (beyond shooting bottles at their head with the gravity gun, that is). Since RPGs have choice and interaction at their forefront, and building character as a key part of that, a sort of expectation that we hear their chatter does tend to build. The pure cost of VOICING all those lines is formidable (especially with how vast dialogue trees used to be) but when you have 1) bigger budgets 2) a more mainstream audience and 3) more pared-down dialogue trees, you tend to see VO stand out a little more.

And I'd further suggest it has a role in Mass Effect because you've been GIVEN a role that's a little less flexible than in other titles (you're railroaded a little more in your choices), and because much of presentation of ME is so much like a movie that VO would seem conspicuously absent if it didn't exist. (and actually, Brian saw me posting and added that ME's viewpoint of 3rd person places more of an emphasis on the CHARACTER rather than you PLAYING a character - an identifying presence - to a degree that it can't get away without voice as much as a 1st person game can)

I'd imagine that since FemShep falls into none of these predictable female stereotypes that have been connected to game characters, she seems terribly different. It's their absence that seems conspicuous. She doesn't have to have a love interest (which personally drives me fucking crazy that in so many games where you play a female main character, they put a love interest there out of some sense of "need") (or worse, making the main character a mother figure to something or other. You've got to make that VERY COOL and/or excusable to keep me from getting irked about it), and FemShep can totally avoid that route if she(you) want. She's a professional, military career woman - and usually when you see that in games, there's always an NPC basically pointing at them and going OMIGOD GIRL IN THE ARMY OMGGGGGG IT'S A GIRRRRRRRRRRRRRL. Nobody gives a fuck that FemShep's a woman, they care that she's SHEPARRRRRRRRRD.

I'd be interested to find out if they deliberately tried to write that character in a neutral voice, or if they wrote it "as a male" and then swapped some situations. I've heard that most of the time, due to the fact that most media involves male narrators (I'm talking even outside of VO), when people read something in a neutral voice, they imagine the speaker as being male. It's easy to make things seem different when that paradigm is so easy to tweak.
 

Drakron

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Annie Mitsoda said:
iI'd be interested to find out if they deliberately tried to write that character in a neutral voice, or if they wrote it "as a male" and then swapped some situations. I've heard that most of the time, due to the fact that most media involves male narrators (I'm talking even outside of VO), when people read something in a neutral voice, they imagine the speaker as being male. It's easy to make things seem different when that paradigm is so easy to tweak.

Honestly, I play exclusive a femshep and they do acknowledge gender, like in ME2 Archangel mission were the Merc recruiter start by saying that the strippers auditions are upstairs but most of the time is just when the romance rears its head but there is no "OMG! you have boobs!" swift change.

They kinda treat Shepard as Shepard, of course they were smart enough to make Shepard a SPECTRE very soon that have more weight on NPC reactions that gender, before that we were stuck in the Citadel were most NPCs were non-human (and so being HUMAN plays more role that being FEMALE) and a member of the Alliance Military (and so human NPCs would see rank first, gender second).

I suppose the gender issue comes from rising from unknown to know, Shepard starts as known so NPCs are not going to have gender bias as first impression and, again, it helps many NPCs are non-human and bias usually comes from species that gender, I suppose if ME allowed race selection there would be a problem as there would be many different racial bias ... being the a human SPECTRE have a different weight that being a Turian one.
 

ironyuri

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Annie Mitsoda said:
ironyuri - aha, good catch RE: Gordon Freeman. Another holdout. And you have a good point regarding implementation, which is where I'm going to point out where RPGs are falling into the trend of "more active speakers" more often than others: the cutscenes of HL2 were built around the concept of the player moving through them fluidly - being able to interact with the environment, not as much the characters (beyond shooting bottles at their head with the gravity gun, that is). Since RPGs have choice and interaction at their forefront, and building character as a key part of that, a sort of expectation that we hear their chatter does tend to build. The pure cost of VOICING all those lines is formidable (especially with how vast dialogue trees used to be) but when you have 1) bigger budgets 2) a more mainstream audience and 3) more pared-down dialogue trees, you tend to see VO stand out a little more.

And I'd further suggest it has a role in Mass Effect because you've been GIVEN a role that's a little less flexible than in other titles (you're railroaded a little more in your choices), and because much of presentation of ME is so much like a movie that VO would seem conspicuously absent if it didn't exist. (and actually, Brian saw me posting and added that ME's viewpoint of 3rd person places more of an emphasis on the CHARACTER rather than you PLAYING a character - an identifying presence - to a degree that it can't get away without voice as much as a 1st person game can)

ironyuri said:
When dialogue is conducted in first person there is a tendency to voice the protagonist in your own voice in your own head, so no need for voice; you are the protagonist in the dialogue and therefore do not need to hear another voice to suspend disbelief. Enter Mass Effect and the 3rd person dialogue system in which you are taken out of the protagonist's head and enter "choose your own adventure" dialogue system which then plays out cinematics based on your choices; you are no longer the protagonist therefore s/he needs to be fully voiced for you to continue to suspend disbelief.

If I were to try and expand on what I said there, it basically depends on how developers want to construct the character development model in the RPG;

If you place the player inside the character as in first person RPGs then the character need not be fully voice acted, you just need to give the player dialogue lines to respond with as the player will more than likely read the dialogue from his/her character in their internal voice, an example of this is VtM:Bloodlines-

Regardless of gender/clan/1st/3rd person gameplay, all dialogue was conducted in first person with an unvoiced protagonist. You choose how what attitude to effect and thus the characterisation of the player-character. There was no need for voice acting for the PC because the player could necessarily determine the way he/she would sound based on internal voice.

If we look at 3D 3rd person RPG dialogue, I'll take KotOR as an example; we find an unvoiced protagonist using dialogue but displayed in 3rd person (I'll address isometric RPGS in a second, they're a different kettle of fish). In KotOR, you enter dialogue with NOPs as with the gameplay, in 3rd person; they speak and you are looking at them speak; then the camera shows the protagonist, not through his/her own eyes, but from outside. You are looking at your PC and deciding how they should respond, but when you choose the response they don't actually speak (for the most part they stand around looking awkward and nod every now and then while you prevaricate over which dialogue line to choose). Again it could be said the player decides how the PC is characterised, but because the player has been removed from inside the PCs head this prospect becomes more difficult as you don't actually see them speaking or effecting the attitude you imagine for them because you are looking at them from outside; the player is distanced from the PC and so you no longer experience the world through them. This makes suspension of disbelief a problem- enter full voice acting.

Mass Effect uses a system extremely similar to KotOR.... only with voice acting of the PC. 3rd person dialogue is conducted in much the same way you just decide the "mood" of the dialogue you want and because characterisation and voice/attitude have been pre-determined by the voice actor, you no longer control the characterisation beyond deciding the general mood of the conversations, you are thus further removed from shaping the character. So you go from first person dialogue where line between player/PC are blurred to 3rd person unvoiced where the player-PC divide is strengthened but there isn't a total break to 3rd person fully voiced wherein the player-PC divide is complete; you are now controlling a character who, whether you decide to use paragon or renegade lines will have a pre-determined characterisation.


Isometric rpgs do this differently because you are "looking over the shoulder" of your protagonist so there is a much greater player-PC divide and this shows in the emphasis in most of the older isometrics wherein player skill =/= character skill (cue Bloodlines twitch-based FPS combat wherein player skill = character skill with some PC skill limitations on recoil etc etc) and wherein you characterise the protagonist in dialogue by choices but shaping a character, roleplaying the character, ie: deciding how a character will respond to the world based on the character's abilities etc.

I'm sure I could make some concluding point, but I'm not sure where to go with this. So....

:M
 

Annie Mitsoda

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I think we could both sort of shrug and say that PC voice works better in some situations than in others, and that since players are used to hearing protagonist voices in things like action games, RPGs that are trying to have more in line with them (like Mass Effect) are more likely to include player voice than those that are trying to do more "old school" RPG-trope stuff.

That and some publishers seem to LOOOOOOOOOVE full-voiced games.

So, /shrug and /shakehands on the matter, it seems ;)
 

SoupNazi

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When dialogue plays a major role in any kind of game, it should always be voiced. Doesn't matter if it's NPCs or the PC, when whatever the character is saying has some importance to the plot / current quest, I feel it should be backed up by voice. I think Arcanum did this? Where most quest-related dialogue was always voiced, but random characters and smaller side-quests weren't. That worked fine.
 

Zomg

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Don't be a jackass, voicing is obviously just another thing that can be done well or badly and has given effects (usually, to cinematize)
 
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Clockwork Knight said:
I don't like voicing in general. It's usually too slow, voices may not fit characters, and makes already cheesy game dialogue sound 100 times cheesier.
Amen.
If you ask me voicing has no place in RPGs.
 
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Taking all the money wasted on shit voice acting and putting it back into game play would please me to no end. However, in this day and age game play has taken a back seat to about 10 other worthless things. I'm tired of 'interactive movies.' :(
 
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Clockwork Knight said:
I don't like voicing in general. It's usually too slow, voices may not fit characters, and makes already cheesy game dialogue sound 100 times cheesier.

Absolutely. Most games or even books have really bad dialogue, but you can get away with a hell of a lot when its not voiced. I always turn it off if given the option.
 
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space odyssey said:
Clockwork Knight said:
I don't like voicing in general. It's usually too slow, voices may not fit characters, and makes already cheesy game dialogue sound 100 times cheesier.

Absolutely. Most games or even books have really bad dialogue, but you can get away with a hell of a lot when its not voiced. I always turn it off if given the option.

Not just that, it makes it much easier to do other styles of dialogue than 'naturalism' - which has basically been the default style since voicing became the norm. Not saying that we should have more Garriot-Brittania-larping, but thematic dialogue can work too.

A good example - though yes, it's voiced - is Deus Ex, pure thematic dialogue goodness over naturalism. Avellone has never really done naturalism well, but is excellent at stylised dialogue if given enough space on the pallette - and the voiced protagonist in AP substantially weakened the attempt. Wordiness is often a sign of bad writing but different folk have different strengths, and Avellone is actually at his best when he's allowed to be wordy, giving characters hefty monologues etc (exactly the circumstances where Bioware's writers are at their weakest - decent when keeping it short and snappy, horrible when writing lengthy monologues). And voice acting narrows that pallette - it needs to be snappier than the long descriptions and speeches of PS:T.

Of course you can do stylised/thematic dialogue with voicing - it's done all the time in plays, and isn't completely absent from modern film (every Tarantino film ever made - in fact I'd go as far as saying that Tarantino's dialogue's awesomeness is inversely proportional to its naturalism). It's just much much harder. Again, Tarantino reverses the rules of dialogue-writing that apply to most authors - he absolutely revels in writing lengthy, slowly spoken, monologues instead of fast-paced 'sharp' dialogue (think of the opening scene in his last film - basically a monologue, the german guy talking and the french guy giving nods and a 'yes' every now and then - the one monologue goes for literally about 5 fucking minutes and gets better and better the longer it goes). I just think there's a lot of folks out there that could write a decent 'stylised dialogue', but not a great one, and you need a great one for it to work with voice.
 
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Tarantino's dialogue and movies fucking suck. His stylised dialogues and monologues are just really, really fucking gay.

I agree with your general points.
 
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Grunker said:
Blood. Lines. Guys.

I knew someone would bring this up, so

CK said:
It's usually too slow, voices may not fit characters, and makes already cheesy game dialogue sound 100 times cheesier.

For every Bloodlines, there's a hundred Chaos Wars.

And even though it's well done, you still have to listen to "HELLO KINDRED" out loud, which can be enough to convince you to go out for a walk to get the cheese smell out of you.
 

Sceptic

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Clockwork Knight said:
I don't like voicing in general. It's usually too slow, voices may not fit characters, and makes already cheesy game dialogue sound 100 times cheesier.
This.

I have no problem with voicing. But let's face it, between bad voicing and no voicing, I'll pick no voicing any time. And since voicing is bad most of the time, I keep thinking "I wish they hadn't bothered".
 

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