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As for the artstyle comment... I vastly prefer this artstyle any day of the week over the bland realness of FF15. If anything, I'd consider the artstyle one of the biggest pluses for DQ11.
I haven't played any FF game except for FF VII (way back in the day), so I can't comment on that. My frame of reference is Legend of Heroes: Trails in the Sky/of Zero/Azure/of Cold Steel, and I prefer the art styles of any of those games to this. But as I said, this is so subjective, that I don't hold it against the game, unlike the silent protagonist thing, which I do hold against the game.
But is there an actual justification they have for it besides 'it's what we've always done'?
Why did they start doing it in the first place? It's not like adding dialogue to a game's protagonist wasn't possible in the '80's or anything like that.
I prefer written characters personally, but it's a subjective opinion as to what is better or not.
Dragon Quest is expected to have a silent protagonist, Dragon Quest is one of the few titles that still plays true to it's legacy as a game that came out on the ancient stone tablets known as a "Nintendo Entertainment System" and "video game cartridges". Unlike for example Final Fantasy which barely resembles it's roots at all anymore.
In other words, Dragon Quest knows it's audience and sticks to it's time proven formula. Final Fantasy was their experimental series.
But OK, I get it. It is what it is because people like it for what it is, and it doesn't want to change because repetition is comforting. I can respect that.
So instead of risking making a character the player wouldn't like, or that would have a hard limit on who the lead (thus the story) might appeal to, they genericized it to the ultimate - left it silent, and it won't turn off anyone with bad writing or personality.
That said, many games relied on the player inserting themselves into the main character and that is easier done when the character is silent, has room to feel/express things, but doesn't behave in a way that some audience members would be turned off by.
For example, in the US, if a protag cried and behaved emotionally, they might be viewed as weak or "a sissy" - most American audiences don't feel pity and instead laugh at the misfortune and following emotional behaviors. Having a hero remain silent and using 2-3 others for such emotional behaviors allows the hero to "save face". Anyone who would pity the hero already does - but it doesn't beg for pity from everyone else.
It also allows them to give each of the other characters a little bit more depth (not that they have any real depth anyway).
Almost all other JRPG's that I can think of, like FF, LoH, Yakuza, Atelier: [something], Tales of [whatever] etc. have protagonists with a voice and personality, so Dragon Quest is the outlier here, not the standard. The 'it's how it has always been, and DQ is all about keeping up the traditions it set up for itself' seems much more plausible.
All that said, I have bought the game, and am enjoying it a lot, despite the protagonist. :-)
The protagonists non-agency, i.e. that he initiates nothing, has no ideas, goals or plans of his own, and is just following his friends in their suggestions and directions, is mystifying too; why would I care about him when he shows no signs of caring about himself or anything else?
But again, I am enjoying the game despite all this, mainly on the strength of the other characters and the solid combination of 'lots of funny and silly moments' with 'moments of drama and tragedy', even is the latter are blunted by the non-reaction from the protagonist.
So it's good, I'm having fun with this game! :-)
And then the one game where your protagonist does speak is the one where people wish they'd shut up, mostly because Bugthesda's writing has gotten progressively worse with each game. Mr. War Hero with no military training or experience, but he's gotta find his son that Bugthesda can't make you care about.
Anyway, it's tradition, I know, I know, I have accepted the game for what it is and am having fun, so it's all good. :-)
Doom was never a Bethesda game, it was always id and still is id today. Bugthesda just bought id out as a Publisher around the same time the DOOM reboot came out. id used to be their own self-publisher.