The biggest flaw in the era of voiceovers is the lack of a name. This thought occurred to me last night and again this morning as I was thinking about the upcoming re-release of our generally beloved FINAL FANTASY X. While certainly not the biggest offender, it is perhaps the one that is most relevant at the moment, and easily the one that stays harshest in my memories.
FINAL FANTASY X introduced players to Tidus - or Cesar, or Link, or whatever other custom name you chose to give him - and took us on a glorious tale of loss, love, and discovering oneself. The story was far better than I originally gave it credit for; thanks to the nameless hero, I could not find myself emotionally invested in the game whatsoever. The first time I attempted to play the game, I barely got through Macalania Woods before I just didn't care any more. It wasn't until my sister had approached the end of the game and needed some direction navigating through the Seymour Flux fight on Mount Gagazet that I wished I had continued playing. To be fair, it was her PlayStation 2 and her game, and we had made a pact that I would not beat it before she had the opportunity to do so, and perhaps this had some mild bearing on why I had given up so early.
But before I lose you, allow me to get back to my point.
I had a hard time believing that Yuna could fall in love with this goofy lost child, not because of his personality, or the fact that he whined a lot (I mean, if I got ripped out of my reality, I'd whine too), but simply because she never addressed him by name. Or title. Or anything even remotely sentimental. You can blame the writers if you wish, but this isn't entirely their fault. In an effort to stay "traditional" and allow players the courtesy of naming at least the hero of the story, sacrifices had to be made - sacrifices that cost the genuine emotional feeling that comes from spoken dialogue. Referring to her loved one as "him" or "he" or "hey you" just felt so terribly forced and inappropriate that it was a major turnoff to the game, even to a relatively naive fifteen year old in 2001.
Every other aspect of the game was fantastic. The plot itself, the twists, the gameplay... especially the gameplay... but I just could not force myself past the disconnect between the characters and the audience. This is greatly exaggerated during the events of FINAL FANTASY X-2, where Rikku finds a movie sphere with "him." It's just so awkward... it's not like they forgot his name!
I am glad, in retrospect, that I revisited FFX (twice!) before finishing high school, and that I paid X-2 enough respect to power through it once. There were many things I enjoyed about both games, but the entire experience lacked genuine emotion. And don't mistake me - FFX is in my top five!
Square Enix got back on track with FINAL FANTASY XII, giving all of the characters names so that they could be addressed more naturally in dialogue.
Some games have approached the "name your character" in the age of voiceover in a much safer manner. BioWare, for example, tends to be on the right track. Commander Shepard can be anything you wish for him or her to be, but it will always be Commander, or Shepard. Dragon Age Origins was a bit rough as the Warden, but was better off with Hawke having an actual name. Surnames are a safe route, and allowing the dialogue to compensate for potential fluctuations elsewhere make for a more immersive experience.
I'm all for customization. It's a huge ordeal for me! But if granting the audience the ability to personalize the game reduces the immersion or otherwise cheapens the experience... I'd rather you didn't.
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