Why we will never hear a word come out of Gordon's mouth [spoilers]

mastapenguin

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I may be a tad behind the influx of newcomers with all sorts of theories involving G-Man and the Companion Cube, but I've been wanting to write this for a while. It's long, but I like to think my syntax is somewhat understandable.

And a shout out to Darkside for giving me the starting point of this little diatribe here

Every time a new Half-Life episode comes out, someone invariably complains about the fact that Gordon doesn't interact in the slightest, besides pushing buttons and shooting things. Honestly, I think it's a valid complaint. Why would Valve, a company so focused on creating powerful character interaction, give us a protagonist completely incapable of doing so? Something as benign as an animated hand gesture, or something involving the "use" key doesn't seem all that amiss. Hell, other games have told excellent stories using similar sequences, Bioshock coming first to mine.

And then, veterans of the Half-Life series respond with the argument by stating that mute main characters are a tradition. Which is a poor argument in any context. Thus we get a bunch of unconvinced, alienated newcomers and veterans who are very annoyed with the same question posted over and over again.

Well, here's what I can tell of Valve's bulletproof reason: Interaction.

Gordon Freeman is not a character imposed on the player by Valve. Instead, he is a name in which the player can put his own character. Valve probably wants to create an environment where, under no circumstances, control is ever taken away from the player without a good reason. The moment the player watches Gordon do something, is the moment Valve drops their whole notion of being Gordon Freeman.

For example, lets take the scene after the strider train wreck, with Alyx's nervous breakdown. If this were another company, we would almost certainly have been given a little view of helping Alyx up. Hell, we'd probably be given a cutscene where Gordon says something witty. But this destroys the emotional interaction Valve has been creating all along. Ever so slightly, the game would have told the player how Gordon would react, as opposed to letting the player react himself. Instead of "what would I do?" the emotional experience becomes "What would Gordon do?".

Why is this so important? Well, take the most emotionally powerful scene so far, the Helicopter hangar scene. Eli's death is a powerful, well orchestrated scene designed to pull at heartsrings in a shocking and effective way. But how it provokes those emotions is different from any other medium. In another game, we would have seen Gordon screaming expletives and firing off shots. Or, perhaps, he would have sat down in dumbfounded shock at what he just witnessed. Either way, the game would have led the player by the nose, trying to push him to a certain feeling. Valve, instead, presents an excellent scene, and then lets the player decides for himself how he feels. No leading, no suggestions, just what happens and the player's reaction. It is because of that decision that Eli's death is one of the most powerful scenes many players have ever experienced.

I'll admit the difference is subtle to many people, including me. The tradition of storytelling in general means that we are all experts at putting ourselves in other characters. Anyone who has even read a good novel knows that capable writers can evoke emotion without eliminating the personality of the main character. Even the worst offenders of imposing character on the player, JRPGs, are capable of powerful emotional scenes (the FFVI "suicide scene" comes to mind). But the difference is there, and I would rather Valve keep Gordon mute than have Half-Life join the ranks of cut-scene dependent FPS games out there already.
 
This man speaks the truth.... that or Gordon is a merman or swallowed the bleach...
 
YES. THIS IS WHAT I BELIEVE.

I endorse this viewpoint and/or storytelling method.
 
He does talk, it's just you who does the talking. I wonder how they'll amend that in a movie version?
 
Remember when Alyx says "Man of few words arn't you?"

That means he dosen't talk.
 
I hope someday Valve lets us use microphones to talk as Gordon. That would allow us to communicate with the main characters and they would respond in various ways, depending upon what the player originally says.

While it would be awesome and increase the immersion, it would also create several complications within the story and for those whom don't have microphones.
 
I hope someday Valve lets us use microphones to talk as Gordon. That would allow us to communicate with the main characters and they would respond in various ways, depending upon what the player originally says.

While it would be awesome and increase the immersion, it would also create several complications within the story and for those whom don't have microphones.

It we be mother-****ing IMPOSSIBLE to code, too.

Do you know the amount of stupid shit people can say? It would be an absolute and total immersion breaker.
 
Mastapenguin said:
The moment the player watches Gordon do something, is the moment Valve drops their whole notion of being Gordon Freeman.

This is the most important thing ever said on the subject. Commit this to memory, everyone. If I could I'd sticky this sentence, or have it playing on a ticker across the HL2.net forums, I would.

Kudos, Penguin. :cheers:
 
This is the most important thing ever said on the subject. Commit this to memory, everyone. If I could I'd sticky this sentence, or have it playing on a ticker across the HL2.net forums, I would.

Kudos, Penguin. :cheers:

Sig it in big letters and spam the forums?

But, yes the man speaks truth.
 
Gordon does "speak" to the NPCs we just can't hear his voice nor should we. The answer to the questions asked of Gordon are usually ones we could answer if asked anyway. No need to hear Gordon say it. "Where'd they go? OK show me where it is." Do we really need Gordon to say "Over there." No.
I will say that I wish the use key would incite more stimulating responses then the ones given so far but as for hearing Gordon talk... no thanks.
 
Yep, covered all points nicely, maybe we can stop getting the same gayass threads,
'0MG lyk G0rD0N wnt spke, N0oo IMMEZIONZSSSS!!!11'
 
Gordon Freeman is not a character imposed on the player by Valve. Instead, he is a name in which the player can put his own character. Valve probably wants to create an environment where, under no circumstances, control is ever taken away from the player without a good reason. The moment the player watches Gordon do something, is the moment Valve drops their whole notion of being Gordon Freeman.

Um... it's been said and discussed before.
 
But this was incredible comprehensive and a much better summary than the endless pages of crap we normally go through.
 
But this was incredible comprehensive and a much better summary than the endless pages of crap we normally go through.

I like going through pages of crap. It gives me something to complain about :(
 
The moment the player watches Gordon do something, is the moment Valve drops their whole notion of being Gordon Freeman.

So, the moment the player watches Gordon reacting in a cutscene or listens to a voice reply that Valve (not the player) considers to be appropriate for some scene would fortify the notion of being Gordon Freeman? Rather not...

In the game, I AM Freeman, and if I want to stare at Alyx crawling helpless on the floor in a lot of blood and simply do nothing, I will. If I want to help her, it's so simple to press the "use" button.
If I want "real interaction" with the NPCs, I can play some other game where my character has a cool voice, do a lot of gestures, even has reply options to put a question or to answer. So? Instead of simply watch, I will simply watch my character saying something the game developers want. Yeah, nice interraction!
 
Can I just point out that it was the stalker car, not a strider train where Alyx had a nervous break down.
 
I may be a tad behind the influx of newcomers with all sorts of theories involving G-Man and the Companion Cube, but I've been wanting to write this for a while. It's long, but I like to think my syntax is somewhat understandable.

And a shout out to Darkside for giving me the starting point of this little diatribe here

Every time a new Half-Life episode comes out, someone invariably complains about the fact that Gordon doesn't interact in the slightest, besides pushing buttons and shooting things. Honestly, I think it's a valid complaint. Why would Valve, a company so focused on creating powerful character interaction, give us a protagonist completely incapable of doing so? Something as benign as an animated hand gesture, or something involving the "use" key doesn't seem all that amiss. Hell, other games have told excellent stories using similar sequences, Bioshock coming first to mine.

And then, veterans of the Half-Life series respond with the argument by stating that mute main characters are a tradition. Which is a poor argument in any context. Thus we get a bunch of unconvinced, alienated newcomers and veterans who are very annoyed with the same question posted over and over again.

Well, here's what I can tell of Valve's bulletproof reason: Interaction.

Gordon Freeman is not a character imposed on the player by Valve. Instead, he is a name in which the player can put his own character. Valve probably wants to create an environment where, under no circumstances, control is ever taken away from the player without a good reason. The moment the player watches Gordon do something, is the moment Valve drops their whole notion of being Gordon Freeman.

For example, lets take the scene after the strider train wreck, with Alyx's nervous breakdown. If this were another company, we would almost certainly have been given a little view of helping Alyx up. Hell, we'd probably be given a cutscene where Gordon says something witty. But this destroys the emotional interaction Valve has been creating all along. Ever so slightly, the game would have told the player how Gordon would react, as opposed to letting the player react himself. Instead of "what would I do?" the emotional experience becomes "What would Gordon do?".

Why is this so important? Well, take the most emotionally powerful scene so far, the Helicopter hangar scene. Eli's death is a powerful, well orchestrated scene designed to pull at heartsrings in a shocking and effective way. But how it provokes those emotions is different from any other medium. In another game, we would have seen Gordon screaming expletives and firing off shots. Or, perhaps, he would have sat down in dumbfounded shock at what he just witnessed. Either way, the game would have led the player by the nose, trying to push him to a certain feeling. Valve, instead, presents an excellent scene, and then lets the player decides for himself how he feels. No leading, no suggestions, just what happens and the player's reaction. It is because of that decision that Eli's death is one of the most powerful scenes many players have ever experienced.

I'll admit the difference is subtle to many people, including me. The tradition of storytelling in general means that we are all experts at putting ourselves in other characters. Anyone who has even read a good novel knows that capable writers can evoke emotion without eliminating the personality of the main character. Even the worst offenders of imposing character on the player, JRPGs, are capable of powerful emotional scenes (the FFVI "suicide scene" comes to mind). But the difference is there, and I would rather Valve keep Gordon mute than have Half-Life join the ranks of cut-scene dependent FPS games out there already.



welcome to half life...
 
*shrugs

Since we discussed Episode 1 to death, there wasn't really a point for me to post here.

Now that the Orange Box is out, I'm back from lurking, with my ludicrous syntax and amazing use of punctuation.
Nice to know you've missed me, though.
 
The moment the player watches Gordon do something, is the moment Valve drops their whole notion of being Gordon Freeman.

A fair enough point and one I agree with for the most part. I think there are some contexts in which the player could see Gordon Freeman without having the "alienation" effect take place. If, for instance, he saw his own reflection, a la Duke Nukem, or saw live feed footage of himself on a security camera it would simply be a matter of the player seeing his/her own actions being played out visually and not wrested from their control by an artifical cut scene. It's allready been pointed out that photographs of Gordon are visible in-game, and in concept art. Wouldn't a more rigorous approach to player-character-as-cipher concept be to eliminate visual representations of Gordon fron the game entirely? Just a thought.

And as for hearing Gordon's voice. Naw, as you say, we're better off without it.
 
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