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879099 Posts in 32961 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 09:22:09 AM
TIGSource ForumsPlayerGeneralMain Character: Talker or Mute?
Poll
Question: Do you prefer games where the main character can talk, or is mute?
Talk - 45 (34.9%)
Mute - 34 (26.4%)
No Preference - 50 (38.8%)
Total Voters: 114

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Author Topic: Main Character: Talker or Mute?  (Read 7540 times)
MaloEspada
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« Reply #90 on: January 26, 2010, 02:50:54 PM »

If you can pull a non-retarded, non-annoying, interesting character, make him talk.

Otherwise, holy fuck no.

Good exemple: Terra and all other FF6 chars; Manny Calavera
Bad example: Sonic in 3D games

Good example: Conker

Bad Example: basically all the other 3d platformers with talking main characters

yo good @ trolling, dude! keep going1!1 and mabe we can learn frmo yu!

Then again, Conker is an interesting character. We don't see that kind of stuff everyday.
Gear sex.
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Lime
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« Reply #91 on: January 26, 2010, 02:56:37 PM »


Then again, Conker is an interesting character. We don't see that kind of stuff everyday.
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Yeah! Rareware's touch, I would say...
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Jolli
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« Reply #92 on: January 26, 2010, 03:16:36 PM »

So you are joking then?
you're confusing "good example of storyline driven" to "good story"
please stop talking

and i think it's told well
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« Reply #93 on: January 27, 2010, 03:22:48 PM »

OK..ok..I'll change it.

It is in my opinion that...
Good examples of storyline driven FPS are the Call of Duty series,Farcry(the first one) and Prey.
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Pacian
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« Reply #94 on: January 29, 2010, 11:18:16 AM »

Quote
Obviously, it depends.

But I wish developers wouldn't assume that a mute PC is automagically more immersive regardless of context. 

In Half Life 2, for example, I just find it really distracting that apparently no-one lets me get a word in edgewise or cares what I think, even though they expect me to die for them.  And why is this woman following me around and fawning over me when I'm clearly (involuntarily) giving her the cold shoulder?

I'd love it if in Episode 3 Alyx just grabs Gordon by the shoulders and shakes him, yelling, "Why won't you open up to me! I can't take it anymore!"  And then it turns into a first person lawsuit for custody of Dog.
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« Reply #95 on: June 08, 2010, 05:33:55 AM »

I voted talk. I like my characters to have personality. Whether it's Ken Master screaming Japanese or Dante running his mouth.

Exceptions would of course be like 2D Sonic.
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« Reply #96 on: June 08, 2010, 04:53:09 PM »

In first person games, I want my character to shut the eff up.  When you take away a character's face and put the player behind his or her eyes, it's really weird to hear them say the exact opposite of what you're thinking, you know?
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phubans
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« Reply #97 on: June 08, 2010, 10:12:30 PM »

The game I'm developing now has an "almost silent" protagonist. For the most part, he doesn't speak, but occasionally when it's important for him to do so, he will say something. His dialog is used sparingly, which should allow the player to slip back into the character pretty easily.
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« Reply #98 on: June 08, 2010, 10:39:15 PM »

I like talking characters more because they help flesh out the characters I'm playing.
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