"Still staying silent? I won't lie, these mind games you play do bother me. But I will not reveal any information on my plan, no matter how much you taunt me with your silence! ...No witty comeback? No insults?"
"You know what my days used to be like? I just tested. Nobody murdered me, or put me in a potato, or fed me to birds. I had a pretty good life. And then you showed up. You dangerous, mute, lunatic."
"Mario, what's with the silent treatment?! You're not telling me something."
—Toad, Super Mario RPGnote
Chalis: Hello, everyone. Lovely to see you all again.
" I mean, by having the voice actor speaking out the main character’s opinions and messages, I’m afraid that they are going to narrow down the actual characteristics that people can imagine or apply to each character they are controlling, for example."
Matt: "[I/Kenpachi] will probably have to say "ellipses" to this strange-
"You know what I'm getting sick of? Silent protagonists. I can see the point in a game like Call of Duty where at all times there's at least two people shouting at you to stop lazing about and commit more war crimes, so another voice would have confused matters. But otherwise it just makes you look like an arsehole who climbs on other people's furniture, pockets the silverware and blankly stares at you when they ask him to stop. It's even weirder when the silent protagonist has a name and an existing reputation with other characters in the world, 'cause he must have spoken at some point to introduce himself. Unless he constantly wears his name emblazoned on his chest. But if that's the case, how do we even know the main character of Half-Life is Gordon Freeman, and not just someone borrowing Gordon Freeman's t-shirt? And how does this work when dialogue choices come up? Are we somehow transmitting the lines telepathically, or putting on different t-shirts accordingly? Yes, I know it's supposed to help us project ourselves onto the protagonist, but I don't find myself terribly engaging as a character; I'm quite the bellend."