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I want to see if people like or votes for pokemon rom hack,were main character talks....
No. The main character doesn't talk in the actual games, and they shouldn't in a hack.
Whenever the main character talks, it's usually awkward and/or out of place. It just doesn't belong in Pokémon.
But the events are playing out for you. I mean, the games don't really give you much in the way of choice. Despite the fact that the MC doesn't talk, they still make the choices for you and there's very little you can do in the way of personalizing them. After all, your team is hardly an indicator of your personality. I could very well see a naive vigilante that only believes there's good in the world using a Dark-type team (or as they're called in Japanese, Evil-type).You lose the feeling that you are the main character. If the player talks then all you're doing is walking around a world watching people talk to each other.
You want to have your personality show when playing a Pokemon game by having your pesonalised team and stuff not have some premade character play out events for you.
I don't really see why it doesn't belong in Pokemon. The series isn't exactly defined by its silent protagonists, and I could easily see hack situations where it could work. If it's done badly, that's one thing, but overall I don't see why not.
Well that's the thing, Red is canonically a silent character, and GS goes further with this by even referencing his silence through Blue/Green. I wouldn't say that they's the series' thing so much as Red's, and it goes further to enforce what I was saying about it being just as personal as voiced protagonists as Red's character is built around this.I'm gonna say that the series is a bit defined by it's silent protagonists. If this was not the case, GF would probably have broken the mold a bit at this point, don't you think? Not to mention Red, who purposely doesn't say anything when you encounter him on Mt. Silver. It's to keep up the silent protagonist bit.
Well that's the thing, Red is canonically a silent character, and GS goes further with this by even referencing his silence through Blue/Green. I wouldn't say that they's the series' thing so much as Red's, and it goes further to enforce what I was saying about it being just as personal as voiced protagonists as Red's character is built around this.
In later games, though, despite your characters not having their own lines, they say quite a bit through implication and choice boxes (some of which have full-on sentences- often with one correct, canonical choice) and, when they're not chosen, they have slight personalities of their own and are prone to saying different things than their counterparts, implying that that's just how they are. But all things considered, GF really does go out of their way to show that the MC doesn't have any lines but says a fair bit.
But you don't really have much leeway. I mean, it's basically the same as Lassie barking about there being a boy stuck in a well. You have no choice in what's said, so it's more like you have no personality (or you're stuck in someone else's body) than you are making the personality.That's sort of what I'm trying to get at. The protagonist is silent because GF wants the player to give their MC their own lines. When a hacker adds lines for you, it takes away a bit of that magic, especially when the lines are not what you would want the MC to say.
But you don't really have much leeway. I mean, it's basically the same as Lassie barking about there being a boy stuck in a well. You have no choice in what's said, so it's more like you have no personality (or you're stuck in someone else's body) than you are making the personality.
After all, it's kinda hard to play as a kid aspiring to join Team Rocket when you can't agree to the Nugget Bridge Recruiter's proposition. Put bluntly: it's the lack of choice that limits personality. Silence can work well if you have freedom, but that's a rarity in Pokemon.
I think it's fine to have a linear story, it's just that if you want to have a personality and also be silent, you have to offer choice. The Persona series is good at this. Most of your dialog decisions don't change a thing, the game's linear as hell barring its endings, but the main character felt a lot more personal because you had control over what he'd say and how others would react to it. Though the choice doesn't matter in the larger scale- it doesn't affect anything, in the present it does affect completely trivial things and you feel like you did/said whatever.You seem to have more of a problem with Pokémon's single storyline outcome rather than the silent protagonist. The core games aren't really made with much beyond the basic fulfill the story by traveling through the gyms and fighting the bad team along the way method.
Luckily it's not hard for hacking to add a more dynamic storyline, fortunately.
Some may have the MC be a character like many games do, and that's my original point. I see nothing wrong with having a written protagonist, so long as they're interesting or...well, not bad, but there's nothing about it to me that says it has no place in hacks because hacks can (and should) be about pretty much anything.
Hm...though I am quite the fan of what you had to say, I don't quite agree. And the reason for this comes from looking at Pokemon's hacking community objectively. Not the hackers themselves, though, as for this I'll specifically refer to the players. I recently made the statement that the players eat hacks up like candy. Not to say that all hack players don't appreciate attention to detail or explore the game for the game, but ultimately most hack players play Pokemon hacks because they want more Pokemon. Plain and simple.The active distinction in this discussion is that between practice and principle. You seem to be talking about principle: there's nothing wrong with a speaking protagonist, as long as it works. But that isn't a particularly controversial statement. Of course as long as it works, in principle, it's okay.
But I think many people who would say that they don't like the idea of speaking protagonists are objecting more based on practice: it's just not feasible to make a good Pokemon game with a scripted hero within the confines of time and workmanship set by practicality.
This sounds like a pretty big claim - and it is - but I think it's justified. It goes right down to the core of why Pokemon games, as we know them, are successful. They are Roleplaying Games in a very specific way: they reveal player identity through interactions with Pokemon. The nature of Pokemon - both as a franchise and as creatures - is important, and GameFreak are good enough that the nature of their franchise is in fact determined by the nature of the creatures with which they populated it. Pokemon are just inherently collectible. So Pokemon is about collecting.
In Pokemon, the identity of your character (and thus your identity as a player) is constructed by your choices: which Pokemon you will train, what you will teach them - when given the choice, "which Pokemon would you choose?" All of these decisions are the real force behind Pokemon. Really, the whole Team Rocket/Plasma/etc thing is a red herring. They are plots in the more traditional sense (think movies or novels); but the headline act is your relationship with your Pokemon. We don't replay Pokemon Crystal for the seventeenth time because we really want to relive Team Rocket's last-ditch grasp for relevance in Johto. Instead, we replay it so we can start a fresh adventure: a fresh character, a clean canvas. How will we construct our identity through our seemingly small choices as a trainer? Who will we be today? Who have we always been? It sounds dramatic but these things are all at stake when you pick your starter and onwards.
In this kind of game - with this kind of system - stories are told when players are given momentous choices. Choices that say something about you when you make them. If you have a game and world that is designed from the ground up to facilitate this kind of storytelling, I think the worst thing you can do is shoehorn yourself, as a writer, into the vessel that the player is supposed to fill. If you do that, you will force the player out. The equilibrium is so delicate that even the hair's-breadth difference between no dialogue and implied dialogue is significant. We know that: people notice it. Nobody complains about implied dialogue.
IMO, violating the silent protagonist trope in Pokemon betrays an ignorance of what makes Pokemon games so appealing in the first place. Or, if not that, it means the hacker enjoys Pokemon for a totally different reason than me. It communicates to me that the design philosophies of the hacker are not compatible with mine. That's why I would avoid any hack that has this feature.
Thinking about this, I get a different impression; though I have only been a member of this community for (like) a week, so maybe my perceptions wil change with exposure. I think most hack players play Pokemon hacks for meta-reasons. Mainly, community. They play hacks because doing so makes them feel a part of this community and brings them closer to the people that populate it. I think that's a strong driving force. Sure, they enjoy Pokemon, and are excited and curious to see what can be done by small (or large) manipulations of the formula we know; they kind of have to have a baseline investment in the franchise to even want to be amember of this community. But, I think, if there was no message board, no conversation, just a page with a load of links to hacks, people would play a lot less.Hm...though I am quite the fan of what you had to say, I don't quite agree. And the reason for this comes from looking at Pokemon's hacking community objectively. Not the hackers themselves, though, as for this I'll specifically refer to the players. I recently made the statement that the players eat hacks up like candy. Not to say that all hack players don't appreciate attention to detail or explore the game for the game, but ultimately most hack players play Pokemon hacks because they want more Pokemon. Plain and simple.
The story really isn't important, and thus making a silent protagonist isn't really much of a decision to the average hacker. After all, where the true thought process for the average hacker's story is is actually the opposite of the main games. A hacker generally shows their wit through the set-up, where as the main games are pretty standard regardless of the game and become their own unique adventure after the fact. This doesn't break formula, of course. You're still collecting 8 badges and defeating the big bad- and despite how trivial it might seem, making a protagonist that talks takes effort, and more, it would put more emphasis on character and story, which should not happen unless the game is about the characters and/or the story. This generally isn't a Pokemon practice save for in Generation V, but they remedied this by putting stronger emphasis on the personalities of those around you so that the story could continue to carry weight.
That's partially beside the point, but the reason I say all that is because I think most hackers and players do have a different enjoyment of the series than you do. The silent player is, for all intents and purposes, a mere link in the chain that makes up the formula. If you change it, people notice because it's different, it's non-standard, and if you follow the formula to that point and veer off like that, even if it's only one line, it can be jarring and will turn heads. If you don't change it, they don't care, because the masses play hacks for the features rather than the story. Fast forward is often their friend and the more Pokemon the game has the better. This isn't to say an interesting concept or nice looking maps are completely ignored- no, they're actually part of the popularity. Quality's a factor, of course, and a big one.
Actually, I agree with you here. I didn't mean to say that who you are as a whole person is determined by who you are as trainer; what I meant to say was that people have to think it does - both the characters themselves, and the players. Flannery is a good example because she might be shy and nervous in real life, but if she batles with fire types, she gets to be someone else for the duration fo the fight. To her Pokemon and her challengers, she is the person she wishes she could be more like - so this whole thing about identiry as a person through identity as a trainer is all about wearing masks; whatever mask you want to wear, or feel you need to wear.I'd say that, in no small way, the gameplay is a big part of why hacks are popular (and similarly why mine and the few others' cries for change aren't really heeded), and I think that the hero is merely a part of the package to most. In reality, he's merely an avatar. He's you but not, and he doesn't have a personality. Now, this whole idea of the choices one makes with their Pokemon is who they are doesn't gel with me because I don't really think a person as a trainer and a person as an individual are the same thing. Flannery's a good example. Though in battle she mirrors the type that she uses, out of battle she's a nervous wreck. Could she theoretically channel her trainer-personality regularly? Possibly, but ultimately she's the whole package.
And then we have the games where the hacker wants to tell the story of a pre-existing character, such as Red's son (whom I don't know). In these cases, there's not as much room for the player in that character's head, because it's already occupied with a fully-fledged person, predefined before the player pick up the controller. But my question is why would you want to tell that story in a Pokemon game? IMO, that kind of story telling, where the point-of-view character is predefined, is for movies and novels. Games can - and should - tell their stories differently. Allowing the player to be the hero is more powerful than allowing the player to tell a preexisting hero where to move. (You see this kind of problem in games such as Final Fantasy XIII). If you really want to tell the story of Red's son with him as the PoV character, doing so in a game is not the best way. It is one way, of course, and you could do it. But the conflict between the player's desire to be in the hero's head and the writer's desire to be in the hero's head is always going to be at least an inconvenience.Bringing this back to the MC, in the main games, your character isn't very important to the story- which is to say, who you are doesn't matter. All that matters is that you are the main character, and because the story isn't all too important in these games (but GF does care about its stories, and I do have to stress this), again, who you are doesn't matter and it works out fine. However, if a hack is about the son of Red, a character who actually does have a defined personality (which ironically betrays the whole "avatar" concept), then who you are does matter. Of course, you could still go the silent protag route all you want and it'd be fine, but if you wanted to make a coming-of-age story about this kid? That'd be pretty difficult if he can't talk. It'd also be pretty difficult to get emotionally invested in something like that if he couldn't talk. Could it still capture the adventure and whimsy of the main games if it had this type of story and a voiced MC? Absolutely, I don't see why not. And if you want to make a game modeled after the main games and still have that setup, that'd work too because the games aren't the formula.
And then we have the games where the hacker wants to tell the story of a pre-existing character, such as Red's son (whom I don't know). In these cases, there's not as much room for the player in that character's head, because it's already occupied with a fully-fledged person, predefined before the player pick up the controller. But my question is why would you want to tell that story in a Pokemon game? IMO, that kind of story telling, where the point-of-view character is predefined, is for movies and novels. Games can - and should - tell their stories differently. Allowing the player to be the hero is more powerful than allowing the player to tell a preexisting hero where to move. (You see this kind of problem in games such as Final Fantasy XIII). If you really want to tell the story of Red's son with him as the PoV character, doing so in a game is not the best way. It is one way, of course, and you could do it. But the conflict between the player's desire to be in the hero's head and the writer's desire to be in the hero's head is always going to be at least an inconvenience.
That's why in principle I am against making the player character pre-determined. In practice it can come out okay, even enjoyable, but you're working in suboptimal conditions as a creator if you set yourself parameters that are internally conflicting. In fact, I'm against making the player character predetermined in all game design. Now, that doesn't mean that speaking protagonists are always bad. The protag speaking is just one way to predetermine his character. And that's why I, also, would not always ignore a game just because of that one feature. I have in the past ignored Pokemon hacks like Snakewood in particular because I heard they had speaking protagonists, but even I myself know that I'm being too quick to judge. It's similar to how I won't read a book if it has a prologue. I'm stubborn, and I've set myself criteria based on precedent that (surprise surprise) I've now taken on as a part of my identity. That makes it hard to shift these bad habits. I do think that my reasoning for being cautious of these things is good, but my ultimate behaviour is overly exclusionary, yes.