Joey Davidson:
"The best heroes are silent or brief with wit... Master Chief keeps his exposition exceptionally short and... you'll never see Solid Snake run on a four hour diatribe of conviction before taking on a Metal Gear."
Eric Frederiksen:
"The most interesting [heroes]... end up making a lot of poor decisions along the line. Max Payne struggles with addiction and depression while trying to protect the people he's paid to watch." This is due to the narrative of the character, the actions they are written to carry out. Evidence of character narrative creating more interesting characters."
"If things are too easy and straightforward, it's hard to believe what's going on. The hero simply becomes an archetype instead of a human being. If the hero is just an avatar for the player to interact with the world as in Skyrim, even saving the world can somehow be less moving than simply surviving."
Ron Duwell:
"As the idea of an immersive video game experience takes off more and more, the presence of a characterless lead becomes more and more important. To totally inhabit a world, the main character of a video game must be our avatar to explore with, not dictate what we are to believe."
"Chrono Trigger, Suikoden II, and Alundra; all of these wonderful games work so well because their protagonists keep their mouths shut and let the plot take centerstage."
"Nowadays, RPG's offer so much customization to characters that giving them a personality is nearly impossible. Elder Scrolls V: Skyrim, Dragon's Dogma, Dark Souls, and Mass Effect all put the burden on gamers to fill in the gaps, an art that embodies what imagination is all about."
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