Ghost of Caelid
Banned
A short summary: You are a character dealing with the realities of war, violence and oppression, you look in the eye of someone who wronged you with a gun to their head. Taking their life will be retribution for all the perceived wrong they did you but you know that if you take this persons life you will lose that last of your humanity. You decide to let them live to salvage the last of your humanity...the problem, to get to the person you killed 200 foot soldiers on the low-side but ignore that...201 is a bridge too far.
The problem with some games is that developers have to include fun segments regardless of its impact on the story. Using TLOU2 as an example naughty dog wanted to make a story about the downsides of violence and revenge while making the violence and revenge as fun and entertaining as possible. Another game, plagues tale goes into how Amelia is traumatized by murder before she proceeds to cartoonishly kill dozens of enemies at a time. All for the sake of fun for the player. I think games yearn to pursue fun can be a negative to experiences that would be far more impactful if that gameplay supported the message being conveyed. Maybe in a game where instead of killing dozens of enemies you had one or two murders for the game that were massively impactful to convey the point. Games can be fun, the vast majority of them should be fun, but games often sacrifice their deeper meaning/purpose at times to make sure it is fun for the player. As gaming continue to improve as a medium its fine for games to pursue other avenues of being impactful. All films don't try to be rollercoaster rides to be impactful but a game like the last of us 2 lets you use exploding arrows to kill dozens of people at a time while having a strict anti violence message.
courtesy of DJ peach cobbler
The problem with some games is that developers have to include fun segments regardless of its impact on the story. Using TLOU2 as an example naughty dog wanted to make a story about the downsides of violence and revenge while making the violence and revenge as fun and entertaining as possible. Another game, plagues tale goes into how Amelia is traumatized by murder before she proceeds to cartoonishly kill dozens of enemies at a time. All for the sake of fun for the player. I think games yearn to pursue fun can be a negative to experiences that would be far more impactful if that gameplay supported the message being conveyed. Maybe in a game where instead of killing dozens of enemies you had one or two murders for the game that were massively impactful to convey the point. Games can be fun, the vast majority of them should be fun, but games often sacrifice their deeper meaning/purpose at times to make sure it is fun for the player. As gaming continue to improve as a medium its fine for games to pursue other avenues of being impactful. All films don't try to be rollercoaster rides to be impactful but a game like the last of us 2 lets you use exploding arrows to kill dozens of people at a time while having a strict anti violence message.
courtesy of DJ peach cobbler