Dragon Quest Creator Discusses Modern Challenges of Silent ProtagonistsSilent Protagonists Appear Increasingly Inappropriate in Modern Games
Yuji Horii, the creator of the renowned Dragon Quest RPG series, discussed RPGs with Katsura Hashino, director of Atlus’ forthcoming RPG, Metaphor: ReFantazio. This conversation was highlighted in a recently released interview excerpt from the "Metaphor: ReFantazio Atlas Brand 35th Anniversary Edition" booklet. The RPG creators examined various narrative aspects within this specific game genre, including challenges faced by franchises like Dragon Quest as video game visuals become more lifelike.
A core element of the Dragon Quest series is its use of a silent protagonist, or as Horii termed it, “the symbolic protagonist.” Utilizing silent protagonists enables players to imbue the main character with their own feelings and responses, potentially enhancing immersion in the game's world. These silent characters generally act as player surrogates, interacting with the game world mainly through dialogue choices instead of spoken words.
Horii mentioned he initially aimed to be a manga artist, and said that his love for storytelling and interest in computers propelled him to enter the video game industry. Dragon Quest was ultimately created from Horii's passions, along with the game's concept of story progression through game boss interactions. "Dragon Quest basically consists of dialogue with townspeople, with very little in the way of narration. The story is created using the dialogue. That’s what’s fun about it," he explained.
"That’s why, the type of protagonist featured in Dragon Quest becomes increasingly hard to portray as games become more realistic. This will be a challenge in the future too," the creator concluded.
Metaphor ReFantazio Director Thinks Dragon Quest Prioritizes Players' Feelings
While the Dragon Quest creator considered the limited emotional impact of silent protagonists in modern games, Hashino praised Horii for the unique and emotionally resonant experience the game offers. "I think Dragon Quest puts a lot of thought into how the player will feel in a given situation," Hashino told Horii, "even when it's to do with an ordinary townsperson. I feel like the games are consistently created with the player in mind, considering what emotions will arise when someone speaks."
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