The gaming landscape wasnât always this loud. Recent protagonists have offered a stark contrast to the strong, silent type that historically dominated video game character design. Back then, voiceless playable characters like Link or Gordon Freeman would sit back and let their companions dictate how to save the day. Friendly NPCs would communicate vital information about the gamesâ quests and mechanics in brief, simplistic bursts. Enemies would shout out (or âbarkâ) their locations, tactics, and weaknesses. And these protagonists would never say a word.
Ostensibly, the player characterâs silence was intended to add immersion. A lack of voice led to a lack of a distinct identity, the thinking went, which meant the character could become a person-sized hole for the player to insert themself into the gameâs narrative. In 1989, in an interview with Shigeru Miyamoto, Dragon Quest creator Yuji Horii explained how a talking protagonist could make players feel âuncomfortableâ: âHeâs playing as though the character is an extension of himself, so why is his avatar suddenly speaking of its own accord?â
âI donât agree that [silence] is for immersion,â Jo Berry, one of the writers of the recent Dead Space remake, told me. âIn fact, I find a character thatâs walking around and not speaking, not reacting to anything, is less immersive.â According to Berry, most games in prior generations were instead voiceless because voices would consume a majority of the gameâs memory and a majority of the companyâs budget.
Whatever the reason, as gaming technology has advanced, and gaming itself has been increasingly recognized as an economic force, it seems like more and more protagonists have started to find their voice. They converse with companions who, unlike the blunt urgency of Naviâs âHey! Listen!â in Ocarina of Time, have themselves become chattier, injected with personality. Itâs another matter entirely, however, whether players want to hear what these characters have to say.
More is less
Perhaps this trend partially exists because games have become so much bigger â bigger worlds with bigger budgets. I first noticed this chatter in massive open-world games like Horizon Zero Dawn and Ghost of Tsushima, wherein the player characters wander through gorgeously rendered landscapes with miles and milesâ worth of content. In this current âyou can climb any mountain you seeâ era of marketing, in which each new release boasts another record broken for the size and scale of its world, games have given more empty space for the player to traverse â and, therefore, more opportunity for silence as the character travels from one quest to the next.
And yet recent AAA games seem increasingly anxious of this silence. To shatter it, Rockstar has its companions ride beside you (in your car for Grand Theft Auto or alongside your horse for Red Dead Redemption) to discuss your current mission. Insomniacâs Spider-Man has NPCs call you on the phone or lets you listen to the radio. Typically, this is an easy way for key information to be delivered to you diegetically, in a way that feels immersive and grounded.
However, Iâve found that this immersion tends to be broken when the main character chooses to speak to no one at all. As I traversed through Horizon Forbidden Westâs beautiful post-post-apocalyptic America as Aloy, I was bombarded with her constant soliloquy on where to go and what to see. At its worst, Aloy felt like a backseat driver, offering me an illusion of control while spoiling any surprise. Or, as Reddit user CellsInterlinked declared in a post on the Horizon subreddit: âAloy talks so much [âŠ] that I honestly feel robbed of some agency as a player.â
Each time Aloy spoke aloud, as I enjoyed clambering through the hi-res ruins of a decaying Vegas, it strained credulity: Who is she talking to? I wondered. The answer, of course, was that she was talking to me. The bond between âplayerâ and âcharacterâ had been neatly severed â we were no longer one and the same.
Holding your hand
This type of hand-holding dialogue isnât restricted to open-world games. In Game Makerâs Toolkitâs video essay âWhy do God of Warâs Characters Keep Spoiling Puzzles?â host Mark Brown diagnoses the reasons why your companions make a habit of, well, spoiling puzzles, and identifies a similar habit in games like Psychonauts 2, The Medium, and Horizon Forbidden West.
The reason this puzzle-solving dialogue exists appears to be the same reason open-world protagonists become your tour guide: These games need to earn back their colossal budgets. If the player feels like theyâve overlooked essential content, or they become stuck on a puzzle, it could adversely affect sales. âIf we spent $50 million on this cool dungeon,â Jo Berry explained, âweâre going to make sure the player doesnât feel like theyâre missing out.â
As such, this chatter tends to get created after extensive playtests. According to Brown, if a playtester takes too long on a puzzle, the writer will construct dialogue that reduces the playerâs time spent scratching their head. If utilized properly, these playtests also provide the devs a peek into the playerâs mindset as they play â which, said Berry, is critical for writing authentic dialogue that expresses âexactly what the playerâs thinking.â
Therefore, it seems like frustration arises only if the character vocalizes something before the player thinks of it themselves. Having a character explain too much too quickly, High on Lifeâs narrative director (and past contributor to Polygon) Alec Robbins told me via email, is an easy path to annoyance: âAs a player, I find it condescending.â
Quiplash
Chatty companions or player characters can be divisive, regardless of their purpose within the game. But the divide between a gameâs marketing and an audienceâs reception is particularly vast when it comes to âbanter.â
Banter, and whether itâs funny or effective, has become a flashpoint for so many fans and critics of recent games. Despite Forspoken devsâ statements that they werenât worried about initial reactions to the banter between protagonist Freya and her sentient bracelet Cuff, the dialogue garnered so much criticism â particularly because of its perceived similarities to the MCUâs brand of wisecracks â that it made The Avengers writer Joss Whedon trend on Twitter. And while High on Lifeâs initial trailer highlighted the irreverent, gross-out gags of its talking guns, reviews declared the gameâs banter suffered from a severe case of âverbal diarrhoea.â
To be fair, inclusion of this banter is often out of the writersâ hands. When High on Lifeâs Robbins arrived on the project, he expressed initial concerns about the talking guns, yet discovered they were âalready decided, prototyped, and not even up for discussion.â This style of banter is also inherently humor-driven, and humor can be wildly subjective: âItâs very hard to write comedy that lands for everybody,â Robbins said.
Of course, there are plenty of games that devs commonly cite as examples of humorous banter done well. Berry highlighted the Uncharted series, whose dialogue took cues from 1930s screwball comedies, while Robbins praised the Portal gamesâ âfunny, natural, and unobtrusively instructiveâ chatter.
However, despite many gamesâ use of banter to illustrate how âquirkyâ their protagonists can be, this same engineered banter often reveals that the player character sounds like everyone else. While Forspokenâs banter was deemed âWhedonesque,â Atomic Heartâs was compared to dialogue from FPS games of yore. Robbins wasnât given an explicit mandate to make High on Lifeâs humor similar to Rick and Mortyâs; however, because they shared a creator, it âwas very obvious where I was supposed to be taking my cues from.â
And characterization can consequently suffer. If this banter hits its saturation point, or is overly stylized, the player wonât feel bonded to your protagonist, Berry warns â theyâll just be reminded of the writer.
Speech is here to stay
To be clear: I believe this chatter-heavy trend does more good than harm. It adds further accessibility for those whoâd like it and reduces the amount of gameplay-interrupting cutscenes needed to propel the narrative. If done well, it can even, as Robbins claimed, âhelp keep the world alive.â
And for those like me, who operate under a stricter âsilence is goldenâ mentality, thereâs hope on the horizon. Most of the games Iâve mentioned here have introduced in-game options or patches to reduce the amount of chatter. Critical and commercial successes like Elden Ring, Polygonâs Game of the Year for 2022, have proven that players can still fall in love with silent characters that wade through cryptic worlds. And, despite companiesâ previous fears, Berry informed me that conversation up the corporate ladder has shifted from âWe canât let players miss our content!â to âMissed content adds replay value.â
As I wrote this article, my thoughts orbited around Berryâs assertion that dialogue must fortify the symbiotic and sacred bond between player and character. When she crafted Isaac Clarkeâs dialogue in the Dead Space remake (which departed from the originalâs silent Clarke), she imposed strict restrictions on what he could and couldnât say. He was a âpolite boyâ who only spoke when spoken to. He refrained from âtechnobabble,â and instead explained scientific concepts in a way any player could understand, all so the player could feel like a brilliant, humble engineer â just like Clarke.
Thatâs exactly why this chatter shouldnât be treated as an afterthought, or an add-on after playtests. When it works (and it often does), the boundary between âmyselfâ and âmy characterâ begins to blur. I become Kratos. I become Aloy. I become Isaac. But if the dialogue holds my hand too often, Iâm reminded Iâm a player that the game is anxious to assist. And if the banter calls too much attention to itself, I feel like Iâm puppeteering a character â and playing a game â thatâs desperate to be loved.