Hogar Noticias Dragon Quest y Metaphor: los creadores de ReFantazio hablan sobre los protagonistas silenciosos en los juegos de rol modernos

Dragon Quest y Metaphor: los creadores de ReFantazio hablan sobre los protagonistas silenciosos en los juegos de rol modernos

Jan 07,2025 Autor: Lucy

Dragon Quest and Metaphor: ReFantazio Creators Discuss Silent Protagonists in Modern RPGs

El desafío de los protagonistas silenciosos en los juegos de rol modernos: una colisión de puntos de vista entre dos desarrolladores senior

Yuji Horii, director de la serie "Dragon Quest" de Square Enix, y Katsura Hashino, director del próximo juego de rol de Atlus "Metaphor: ReFantazio", discuten el papel de los protagonistas silenciosos en los juegos en el contexto de los avances tecnológicos de los juegos modernos. y se discutieron los cambios en el entorno de desarrollo del juego. Esta conversación es un extracto del folleto "Metaphor: ReFantazio Atlas Brand 35th Anniversary Edition" publicado recientemente. Dos productores de juegos de rol discuten los enfoques narrativos del género, incluidos los desafíos que enfrentan series como Dragon Quest a medida que sus gráficos se vuelven cada vez más realistas.

Dragon Quest and Metaphor: ReFantazio Creators Discuss Silent Protagonists in Modern RPGs

El protagonista silencioso de "Dragon Quest": desafíos en tiempos de cambio

Uno de los elementos centrales de la serie Dragon Quest es el protagonista silencioso, o como lo describe Yuji Horii, el "protagonista simbólico". Silent Protagonists permite a los jugadores proyectar sus propias emociones y reacciones en los personajes, mejorando la inmersión. Estos personajes silenciosos a menudo sirven como sustitutos del jugador, interactuando con el mundo del juego principalmente a través de opciones de diálogo en lugar de líneas habladas.

Dragon Quest and Metaphor: ReFantazio Creators Discuss Silent Protagonists in Modern RPGs

Horii Yuji explicó que debido a que los gráficos de los primeros juegos eran relativamente simples y no podían mostrar expresiones o animaciones detalladas de los personajes, era más simple y razonable usar un protagonista silencioso. "A medida que los juegos se vuelven cada vez más realistas, si el protagonista se queda ahí parado, parecerá un tonto", bromeó Horii.

Mencionó que su ambición original era convertirse en caricaturista, y su interés en la creación de historias y las computadoras lo impulsaron a ingresar a la industria de los juegos. "Dragon Quest" nació de su pasión y la configuración del juego de avanzar la historia a través de la interacción con el jefe del juego. "Dragon Quest consiste principalmente en conversaciones con la gente del pueblo, con muy pocos elementos narrativos. La historia se crea a través del diálogo, y eso es lo divertido", explica.

Dragon Quest and Metaphor: ReFantazio Creators Discuss Silent Protagonists in Modern RPGs

Yuji Horii también admitió que existen desafíos para mantener este enfoque en los juegos modernos, donde los gráficos realistas pueden parecer fuera de lugar para un protagonista que no responde. En los primeros días de Dragon Quest, los gráficos minimalistas de la era NES significaban que los jugadores podían imaginar fácilmente sus propias emociones y reacciones para llenar los vacíos dejados por el protagonista silencioso. Sin embargo, a medida que mejoran detalles como los gráficos del juego y los efectos de sonido, admite que cada vez es más difícil expresar a un protagonista silencioso.

"Por eso, a medida que los juegos se vuelven cada vez más realistas, se vuelve cada vez más difícil representar el tipo de protagonista en Dragon Quest. Esto también será un desafío en el futuro", concluyó el creador.

Dragon Quest and Metaphor: ReFantazio Creators Discuss Silent Protagonists in Modern RPGs

Director de “Metaphor: ReFantazio”: Centrarse en la experiencia emocional de los jugadores

Dragon Quest es una de las pocas series de juegos de rol importantes que todavía utiliza un protagonista silencioso, que permanece en silencio durante todo el juego excepto para emitir algunos sonidos reactivos. Por otro lado, las series de juegos de rol como Persona han incluido doblaje para sus protagonistas en batallas y escenas desde Persona 3. El próximo juego de Hashino Kei, Metaphor: ReFantazio, tendrá un protagonista con voz completa.

Mientras Yuji Horii reflexiona sobre la limitada expresión emocional de los protagonistas silenciosos en los juegos modernos, Katsura Hashino elogia la experiencia única y emocionalmente rica que ofrece Dragon Quest. "Creo que Dragon Quest se esforzó mucho en pensar en cómo se sentirían los jugadores en determinadas situaciones", le dijo Hashino a Horii, "incluso en las interacciones con los residentes comunes de la ciudad. El juego siempre se trata del jugador, de pensar en las emociones que experimentará". surgen cuando alguien dice algo.”

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