After reading the thread about which line you never wish to hear again in Diablo3, I noticed that it's not just me who is dissapointed in the voice-acting in diablo3.
But what this thread is about is the heroes and the way they have been designed to be - in my view - narcissists.
The heroes from diablo3 are acting as if they have no empathy or sense of occassion when they encounter quest-givers or mercenaries.
For example in act1 when the guy asks if you can help him out because his wife has turned into a zombie of some kind, and once you kill her he is very sad and the hero responds something like "That's what she would have wanted you to do" - totally dismissive and uninterested in him. He might aswell have said "yeah whatever, move on dude, shes dead".
Or when the enchantress (yes she's weird) says that she feels an emptiness, and asks if he feels the same, his answer goes something like: "no i dont have such feelings" - okay mr. self-satisfied...
These are just two examples, but it is like this the entire game through, and something i really wondered about. What did the game developers think when they designed the heroes personalities to be like this? To me the heroes act like unempathic know-it-alls, or in another word: an asshole. But that can't be the intention? Did the developers want to create heroes that were cool and heroic, and this was the result? Really?
You could say that it is the voice-actors fault for lack of emotion, but if you look at the text itself, I think you can atleast partially agree that the problem is a result of the writing. The dialogue is designed to canonize the hero as some kind of superhuman who is totally selfconfident to a point where he has forgotten what it was like to have weaknesses or feelings. He is more like the embodiment of a 9-year old's idea of what a hero is, 100% cool. 100% invincible.
The decision of designing "heroes you don't wanna mess with" is to me not the problem. That is not something new at all and it has worked very well in the past. But the problem comes when you design heroes that "cant be bothered with normal people" because the hero ends up acting like he doesn't share the same world as the people hes trying to save. He lives in his own world, where he is the hero, and everyone else are either 1) lesser beings in need of his help, 2) idiots, 3) both.
So what is the motivation for fighting the evil? Is it just the excitement or seeing what happens next? Is it just "what heroes do?"
When these questions aren't answered, it leaves you with a character that you don't actually care about, no matter how cool and powerful he seems to be.
I'm 23 years old, not 45. - I don't consider myself to be an older generation who is bashing the new generation for lack of values, even though i can hear abit of that in the back of my head while writing this.
But I think that the question: What is a hero? or perhaps: What drives the hero? Is important for us to feel like we are involved in the world we are supposedly saving.
No matter how great and complex the storyline is in itself, if the character-design fails, then people don't care.
Even before leaving act1 i didn't care about the story whatsoever, because this asshole im in control of is a pure douche. He is designed to act as if he is only in it for the glory and because he don't know what else to be doing. It is certainly not to help anyone, because he treats almost everyone he meets like a waste of time. So what the hell is the point of saving them? Is that just the side-effect of getting the glory? Well are they really heroes then, or something else?
When i think of heroes from my childhood, i think of human qualities. Someone who stands up for the the weak. Robin Hood (the disney-version lol) for example was a hero, of some sort atleast. He was both cool, and empathic. He was a kind of douche to his enemies, sure, but to his friends he was humble. Technically Robin Hood was a criminal, but he gave the gold back to those who were starving because it was simply the right thing to do for him. But i think the most important thing about Robin Hood was that he really liked the people he was helping and was saddened by their misfortune. They were his friends, and once order was restored (when the king returned in the end) he didn't continue robbing because "thats what he had always known how to do" - he stopped.
Luckily the game ends when diablo is defeated, because if it had continued we would realize that the hero simply would be standing in the city going "...now what?" and that is perhaps the diablo games' weakness - That it is hard to imagine where the heroes really belong when they don't fight? What sense of "home" are the heroes defending? Do they have any? And is that really the point of why they act so strange? There is no logic behind their saving the world.
And thus theres no logic for us to understand. Theres nothing we can try to identify with. Thats why we don't care.