Dragon Quest Creator Discusses Modern Challenges of Using Silent ProtagonistsSilent Protagonists Seem Increasingly Out of Place in Modern Games
Yuji Horii, the creator of the iconic Dragon Quest RPG series, delved into the topic of RPGs with Katsura Hashino, director of Atlus’ upcoming RPG, Metaphor: ReFantazio. This discussion was featured in a recently published excerpt of an interview found in the "Metaphor: ReFantazio Atlas Brand 35th Anniversary Edition" booklet. The RPG directors covered various aspects of storytelling in this particular video game genre, including the challenges faced by franchises like Dragon Quest as video game graphics become more realistic.
One of the foundations of the Dragon Quest series is its use of a silent protagonist, or as Horii described it, “the symbolic protagonist.” Using silent protagonists allows players to project their own emotions and reactions onto the main character, which could help elevate one's immersion in the game's world. These silent characters typically serve as stand-ins for the player, interacting with the game world primarily through dialogue options rather than spoken lines.
Horii intimated his initial aspirations to be a manga artist, professing that his proclivity for storytelling and enthrallment with computers impelled him to embark on a career in video games. Dragon Quest ultimately emerged from Horii's predilections, coupled with the game's premise of narrative progression through confrontations with formidable foes. "Dragon Quest essentially comprises discourse with townsfolk, with scant narration. The narrative unfolds through dialogue. That's its allure," he elucidated.
"That’s why, the type of protagonist featured in Dragon Quest becomes increasingly difficult to depict as games become more realistic. This will be a challenge in the future too," the creator concluded.
Metaphor ReFantazio Director Thinks Dragon Quest Puts Players' Feelings First
While the Dragon Quest creator pondered on the constrained affective power of silent protagonists in modern games, Hashino commended Horii for the unique and emotionally-attuned 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 a regular townsperson. I feel like the games are consistently created with the player in mind, thinking about what emotions will arise when someone says something."