Representing conversation in video games: paradoxes of the ‘silent protagonist

  • Charles Cailleteau

Abstract

In the 1970s, inspired by role-playing games, the first RPGs (role-playing video games) were born. The player plays one or more characters who evolve through quests. Games give pride of place to narrative, which sometimes takes precedence over game mechanics. The character(s) act as an interface between the player and the game world. Through their actions, the player modifies the character's behavior and it is the character who interacts with the game. Often, the game includes non-playable characters, with whom the player can only interact, through a playable character, through conversation. The representation of the latter is subject to constraints. Often, creators have chosen to use what critics call a silent hero. When these characters interact with others, their words are not reported. However, these words sometimes exist in the gaming world. We will try to understand what unique mode of writing creates this type of device, which is not specific to video games and which can be found in literature, cinema and even painting.

Published
2025-02-24
How to Cite
Cailleteau, C. “Representing Conversation in Video Games: Paradoxes of the ‘silent Protagonist”. Savoirs En Prisme, no. 19, Feb. 2025, pp. 125-34, doi:10.34929/sep.vi19.304.