Sunday, July 20, 2025


Putty Or Rock?

 
A game is often defined by its protagonist and how they act is a key indicator for how the player will engage with experience. The degree of space the player has to slot themselves into the protagonist and the distinctiveness of the protagonist’s own personality change the kind of narratives the developer can utilise. Focusing on a Self-Insert protagonist reduces the friction between them and the player in exchange for not being able to give them meaningful arcs or characterisation. On the flip-side are the Predefined protagonists where a memorable and distinctive character is exchanged for the risk of the player not empathising with them. Sitting between them is the Co-Authored protagonist with its mixture of defined and nebulous elements and its nature as an attempt to balance the two extremes. No matter which one a developer chooses it decides fundamental elements from the other character around the protagonist to how story and gameplay should flow. Let’s put ourselves into another’s shoes and find out how the style of protagonist influences the choices visual novels make in their design.
 

Stepping Into Their Shoes


The Self-Insert is an interesting type of character since they are not a completely empty vessel in the way a silent protagonist would be and instead have a personality independent of the player. Such protagonists generally follow a common outline with a few unique splashes of colour in order to communicate quickly what kind of character they are within the narrative. These characteristics are all broadly heroic in nature with some other ‘Nice Guy’ positive and desirable traits and little in the way of negative elements to their identity. Beyond this core they lack features which would put up a barrier between them and the player with the exception of the any required pre-established relationships. This lack of friction gives the player the room to project onto the protagonist and place themselves into their shoes without leaving their own. There is an inherent degree of wish fulfillment here, even if the rest of the title is not, since the Self-Insert is often unrealistically virtuous so by stepping into their role the player can pretend to have the same qualities and put aside their own weaknesses to partake in the fiction. What visual novels gain through this blurring of lines is a direct personal connection to the player. Rather than using the characters’ struggles as a medium to communicate emotions to the player, the game can make those struggles the player’s own through their Self-Insert role within the narrative. This helps solidify the player’s investment in the cast as they get to experience the conflicts from an emotionally close distance. How a game plays off this emotional connection can vary wildly from a straight presentation of the protagonist journey to a subversive one where the game uses its closeness to the player to break the fourth wall and bring them into the story. Regardless of what approach is taken they all share a common desire to pull the player into the visual novel with as few boundaries as possible. 
Not having eyes in CGs is a common convention for a Self-Insert

One genre which loves the Self-Insert protagonist is Romance. Take for example Princess Evangile, which has its protagonist enter a previously all-girls school in order to change its view on gender integration. He is a wall of good traits such hard working, kind and optimistic and even his negative traits like naive and oblivious to romantic advances are not particularly damning. What should immediately stand out here is how none of his traits results in a distinctive personality and what traits he does have are typical of a Self-Insert. As such the player will realise what is going on and quickly slip into the protagonist’s shoes. In this way the heroines are not only falling in love with the protagonist, they are indirectly engaging the player who gets to experience this romance vicariously. Obviosuly the player is aware of the fictional nature of this connection, but it speaks to its power that many continue to feel a deep emotional attachment to a specific heroine well after the game has ended. Of course this is not limited to male centred romances as Otome is more than happy to use the Self-Insert. Amnesia’s nameable protagonist has many of the same traits as the one from Princess Evangile, such as kind and honest with the same weakness of being a bit naive, but they are adopted through a distinctly feminine angle. Their overall purpose remains the same, it has just been adjusted for a different audience with suitors instead of heroines. It is possibly even more deliberate and stronger here since the player gets to choose the protagonist’s name so can input their own name in order to further the connection between the two and this makes it very clear what role the game expects the player to have within it.
 

Carving Their Own Journey

 
For many visual novels, the vague nature of a Self-Insert is not a feasible option and instead they rely on the Predefined protagonist to provide the necessary shape and identity for the work. These are main characters with strong and immediately recognisable personalities, motives and direction independent of the player. Each one is a mix of positive and negative traits which make up the strengths and weaknesses the game will play on in order to crate its narrative. Such a character is not guaranteed to be liked by the player and in many ways that is often the point, this style of protagonist is an exploration of another person’s mind and how they deal with the trails before them. It gives the visual novel the freedom to explore a variety of themes and ideas which might make the player uncomfortable if they were brought too close to home, but from the safe distance of another person’s life they can be explored without leaving a bad taste in the player’s mouth. However, it becomes harder to invest the player in the character since they have no direct connection with them so a lot more work is put into making the cast sympathetic before their darker traits come to the forefront. Of course the title could lean into this natural dissonance to make an unlikeable protagonist who is compelling due to their shocking actions being so alien to the player who stop watching on in horror. Overall, there is a good reason that this style of main character is so widespread throughout different mediums and times, if the creator wants to express something specific then they need the protagonist to match the job. 
Being allowed to make good and bad choices is the luxury of the Predefined protagonist

Since there are so many games and genres which utilise this style of protagonist and there are no specific ones which highlight its features, in contrast to the Self-Insert, let’s pick one out of a hat. Shikkoku no Sharnoth ~What a beautiful tomorrow~ puts an extremely heavy emphasis on its protagonist being their own entity to the point of having extensive internal monologues at regular intervals. Mary Clarissa Christie is never presented to be in any way a stand in for the player and pursues her own goals in ways the player may not approve of while making her own mistakes. There is an awareness of the possible gap between Mary and the player which manifests through the way the monologues paint her sympathetic qualities above all else and her relative vulnerability compared to the powerful forces she confronts. However, Sharnoth is careful to never thread to far into appealing to the player since it values the mistakes she is allowed to make as a Predefined character and the way they can be used to drive the story into interesting places where she can be pushed to her limits. Being likeable is not a requirement for an interesting protagonist in this style as can be seen with Nishijou Takumi in Chaos Head. In general he is not a good person as his paranoid and perpetually pessimistic personality lead him to be distrustful and unkind of people who are just being nice to him and trusting of those who are clearly suspicious. What keeps a player progressing is the curiosity about how exactly all his negative traits will come back to bite him and the possibility he can overcome them before they overcome him. Chaos Head is aware of this aspect of its appeal and plays into it by leaning on Takumi’s unreliable narrator status to give the player new shocking moments which play into his negative traits and keep them guessing.
 

Co-Authoring Destiny

 
Finding a middle ground between Self-Insert and Predefined protagonists is not something many visual novels attempt to do and it instead originates from western RPG’s with characters like Mass Effect’s Commander Shepard and The Witcher’s Geralt of Rivia. They offer these titles the means to honour the player authored characters from WPRG’s Dungeons And Dragons legacy while also gaining the narrative benefits of a Predefined protagonist. Their principally western origin means the few visual novels which try their hand at this style often come from outside of Japan. A Co-Authored protagonist is one primarily defined by the developer but the character has empty space in their personalities where the player uses the choices they are given to paint these areas however they desire. This gives the developer the means to create recognisable character arcs and consistent characterisation for their protagonist rather than having to constantly worry about the risk of separating player and protagonist. On the player’s side they get to immerse themselves in the role of the protagonist by taking ownership of protagonist’s action through their choices and so develop an attachment to them. At this point the question arises that if this is such a great middle ground why is it not used in every game? Put simply, it is because it inherits the problems of both extremes. There is a good chance the player does not resonate with the protagonist due to their stronger core identity even with the degree of participation they have in forming it. Even with the freedom the developer gets they are still constrained within the boundaries of conventional good, even if they can push into anti-hero territory, if they want the protagonist to be desirable to Co-Author in the first place. 
As a captain and as a person Shields is co-owned by player and developer

As this is such an uncommon style of protagonist for visual novels, there are not many examples of it in practice, but an interesting one can be found in the Sunrider series. Kayto Shields falls into the Commander Shepard mould, being a member of the miliary given the ability to act independently due to circumstances around them. In general Shields adheres to what is expected of a Co-Authored protagonist, a clear aim and personal connection to the broader plot in a way which makes its overall progression believably out of the player’s hands. At the same time offering the player a series of choices about how he should act both as a space captain and as an individual to those around him and makes them feel like they have weight even if in reality they are mostly set dressing. What is interesting about Shields is how he morphs from a Co-Authored character into a Predefined one in the later games. This begins towards the end of Liberation Day and by the start of Sunrider 4 he has completely shed any real player influence and his transformation shows how difficult it is to maintain the delicate balance needed for a Co-Authored protagonist. It is clear that at some point the developers wanted to tell a more directed and personal story where they have control over exact what the player will experience. Achieving this within a Co-Authoring relationship with the player is difficult and struggles to deal with this contradiction can be seen all over Liberation Day’s later parts as its forced romance flies in the face of player choice while being necessary for the narrative’s drama. In Sunrider 4 the developers just concede to the reality that they have failed to find a way to maintain the balance and commit to making Shields a Predefined character in order to maintain their vision for the series.
 

Conclusion

 
More than any other medium visual novels rely on their protagonists to carry their narratives and so the choice of what style to use has a major impact on them. The Self-Insert is used when the game wants to bring the player into the head space of the protagonist and invest them in the characters around them generally with the aim of providing emotional moments which directly effect the player. Trying to find balance in the middle of extremes, the Co-Authored protagonist offers a way of having a certain amount of preset characteristics while also giving the player some ability to shape them at the cost of having to constantly maintain this delicate balance. Not every game wants to be subject to the player’s whims since they have specific ideas and themes they want to present through their characters and as they choose the Predefined protagonist in order to maintain control over the narrative. Overall, there is a wide field of what a protagonist can be even within these groups and a developer should always select the option which best fits the game they are creating.
 
 

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