Fantastapotamus
Wrong about commas, wrong about everything
Feel like the answer to this question will make me sick.
I doubt you'll ever get an answer to this.
Feel like the answer to this question will make me sick.
I think only left-wing lunacy would conclude that any organization other than the military would have the funding and know how to preserve civil obedience amidst such chaos. People in the US riot over the death of career criminals. They riot when their guy is losing the election in a country that practices democracy.
I wonder if a number of the issues stem from this game being made outside of the US. It's possible that they weren't fully aware of the baggage terms like rioters and looters have here.
I"m sorry, i didn't sneer at anyone but the article. If that offended you to the point of being that way to me... Well, i really don't have anything to say.Pot-kettle-black. You don't get to sneer down your nose at the article then complain about people sneering at you.
We just can't have a simple shoot and loot game can we?
i think youre missing my point. but no one seems open to actually talking about it rather than just sarcastic drive by comments.
im not saying the article is in ANY WAY wrong. im saying i think its trying too hard.
im asking, is the division the type of game that should be analyzed this way? is its story trying to say anything at all? what are the themes at play here? what kind of points is it trying to make? what ARE the writers going for? or, is the division saying something by not saying anything at all?
like im not looking for the deep themes concerning a chicken crossing the road in crossy road. but thats a game played by millions of people too. so does just "X number of eyes on this" lend itself to needing to be analyzed in this way?
While its easy to think of The Division as based on the 9/11 terror attacks, Id argue its more consistent with Hurricane Katrina. The parallels could fill an entire article -- the joint relief agency/military response, homemade help banners, stranded civilians, shelters, and struggle to restore utilities -- but the most pertinent are the reports of rioting. I say reports because its now taken for granted that initial rumors of looting and violence during the hurricane were overblown. While some people did steal TVs, most of the thefts amounted to desperate people scrounging for supplies.
This is asinine. Nobody is arguing that it'll change your political ideology. Literary analysis has existed forever, and it's an important way to create context for the society that the literary work was created within. Very few things are going to brainwash you, but the general level of accepting certain things can be used as a starting point for addressing actual systemic problems.
Never once have the rioters come across as mostly black (or black at all really).
Sanitation workers ARE middle class. Five years on the job in NYC and you're making 80k. The leader or one of the main guys owns a construction company. Their rationale for burning everything is to protect their homes and way of life - it's a middle-class argument. They're kind of the analogue to militias in the US.
Regarding the elites, when you do side missions and find echoes, look at the individual people - when you find an upper class individual, it usually says they were evacuated. The power of money. There is one missing persons mission that drives that point home.
Every game should be analyzed like this if there's enough to discuss. It doesn't matter what "you're looking for" thematically - the creators developed a world that says something, and its completely worth discussing.
I don't normally buy anything Tom Clancy (Not since the original Splinter Cells), but I got this to play with a friend...
... and THIS is suppose to feel good? The enemies scream at each other like they're normal everyday people the ENTIRE TIME (y'know, punctuated by extra bits of useless profanity), and yet, you can't even show variety in how you bring them down. The way they freak out over things like my "Robot" portable auto-gun is especially telling.
If they're as desperate as they sound, why can't I stop them with an overt show of force? Why can't I at least sneak up, kill their leader, and cause the unfortunate followers to stand down? Of sound them enough as to where they stop resisting?
Past the fact that everyone is generic wintery human person #572 in build, they offer no variance in personality. Everyone's a bit desperate, and everyone attacks first, and ask questions later. a red recticle is the only thing that seperates the targets and the needy.
They could at LEAST paint everyone as monochromatically evil as the enemies in something like "Fist of the North Star." They go out of the way to make even the regular villans seem like absolute bastards. By the time violent death meets the characters, you feel like they absolutely deserve it.
But in Division last night, I ran into a black woman speaking with a fairly original-for-games accent, and even though she was shooting at me... I didn't want to kill her, as she was one of the most unique sounding people I'd run into.
It's just an annoying thing that I'd expect such a massively successful game to show more variety in. I can't really enjoy my kills or victories when I feel like I'm just bullying desperate survivors.
i think youre missing my point. but no one seems open to actually talking about it rather than just sarcastic drive by comments.
im not saying the article is in ANY WAY wrong. im saying i think its trying too hard.
im asking, is the division the type of game that should be analyzed this way? is its story trying to say anything at all? what are the themes at play here? what kind of points is it trying to make? what ARE the writers going for? or, is the division saying something by not saying anything at all?
like im not looking for the deep themes concerning a chicken crossing the road in crossy road. but thats a game played by millions of people too. so does just "X number of eyes on this" lend itself to needing to be analyzed in this way?
like im not looking for the deep themes concerning a chicken crossing the road in crossy road
I'm of the opinion that most things are worth analysing--especially something that's being consumed by millions of people. When your story is based around generalised anxieties that are very real in US politics (The lower class RISIN' UP to take matters into their own hands, Prisoners breakin' outta jail to get REVENGE ON SOCIETY, the military enacting MARTIAL LAW to take back control of a city...), it becomes even more worthwhile and simplistic to go, "Hey, this makes me a little uncomfortable. Why?"i think youre missing my point. but no one seems open to actually talking about it rather than just sarcastic drive by comments.
im not saying the article is in ANY WAY wrong. im saying i think its trying too hard.
im asking, is the division the type of game that should be analyzed this way? is its story trying to say anything at all? what are the themes at play here? what kind of points is it trying to make? what ARE the writers going for? or, is the division saying something by not saying anything at all?
like im not looking for the deep themes concerning a chicken crossing the road in crossy road. but thats a game played by millions of people too. thats what i mean by the happy meal comment. so does just "X number of eyes on this" lend itself to needing to be analyzed in this way? i wasnt trying to belittle the article or the points its making, im saying doesnt the game and its story have to try to say something in order for what its saying to be criticized this way? from what ive played of the game, the story is paper thin and isnt really making any profound arguments at all
it just reminds me of that joke about professors of literature or whatever.
"the curtains were blue"
professor: the curtains were blue to indicate sadness, loneliness, and cold reality of living"
what the author actually meant: "the curtains were fucking blue"
How much you earn is not what class you are, esp. in NY. Sanitation workers are working class. Construction workers are working class. Construction company owners are also typically working class.
The whole "Oh rich people were ALL evacuated!" thing doesn't match the story either - I'm sure some were but... it's just a cheap excuse in the end (not from you, from them).
its a loot and shoot game, its not trying to make a statement, its trying to present a cool idea as a setup to create an interesting environment to....shoot and loot things.
if it was claiming to be a story heavy game or even leaning in that direction i guess this stuff is warranted but as it is i feel like its equivelent to looking for heavy political themes inside 'blues clues'
"Hes blue, like democrats. behold the face of socialism"
its not that the article is wrong, it just feels like if youre looking for heavy political commentary inside this game youd look for it inside the types of happy meal toys mcdonalds gives out too. youre not wrong for doing that and finding some themes....but....why are you doing it in the first place?
I give up.
I give up.
im literally trying to have a conversation with you about the value of criticism of something that probably wasnt mean to be criticized and youre just being an ass bro.
You start touching on the argument of what's more important: Authorial intent or what the audience gets from a piece of work?
im literally trying to have a conversation with you about the value of criticism of something that probably wasnt mean to be criticized and youre just being an ass bro.
im literally trying to have a conversation with you about the value of criticism of something that probably wasnt mean to be criticized and youre just being an ass bro.
So a fantasy scenario where pre-emptive strikes become routine and justified is stupid and trying? You don't think that in itself has a certain message (intentional or not) built in?
Enemies include anyone who might take their own survival into their own hands. Within the first five minutes of the game youll gun down some guys rooting around in the bins, presumably for looting or carrying a firearm.
It might not be actively pushing a right-ist agenda, but mocking their own authoritarianism doesn't invalidate the article's points, which are rather more nuanced than that, not least that you pretty much just slaughter poor people.
Whereas they could easily have had middle-class and rich people enemies - for example rich people deciding this would be a good time to "hunt the most dangerous game" - it's an action movie classic - they'd make good elite enemies.
I'm of the opinion that most things are worth analysing--especially something that's being consumed by millions of people. When your story is based around generalised anxieties that are very real in US politics (The lower-middle class RISIN' UP to take matters into their own hands, Prisoners breakin' outta jail to get REVENGE ON SOCIETY, the military enacting MARTIAL LAW to take back control of a city...), it becomes even more worthwhile and simplistic to go, "Hey, this makes me a little uncomfortable. Why?"
Whether or not you care is totally subjective, and nobody is forcing you to care. If you want to just see it as a simple loot'n'shoot, hey man. You do you! But I definitely think it's worth looking at why a Swedish company tried to make something apolitical but based every aspect of the story around US anxieties.
You start touching on the argument of what's more important: Authorial intent or what the audience gets from a piece of work?
I was thinking about something yesterday
Why is the JTF the only force helping the city? Why aren't there outlier gangs attempting to maintain or even help the Division......nope anyone not JTF with a gun is shoot on site. While all other citizens are please give me a soda, candy bar, medkit and other stuff.
You're telling me in the entire city that there isn't a "good" faction outside the JTF that they could have had you come across or something that's trying to just get back to their normal lives?
Slaughtering poor people is a pretty reductive way of describing the game. In fact, I'd argue that not only is the player one of the, as you say, poor people, but the only other factions that would fall into that category would be the Rioters and Rikers. The Cleaners and the LMB all had good jobs with nice salaries which would put them, at the very least, in the middle class.
On top of that, some of the main enemies in the game are doctors and wall street traders. Pretty wealthy careers, if you ask you.
Maybe im doing a terrible job trying to explain myself in this thread, but this is what im getting at.
Theres something interesting about how a company, not even close to NYC, is portraying NYC after a disaster.
what im getting at is what about the game is making people think its trying to push the themes this article is claiming it has, and if the developers are actually "going for that" or its the unintended consequences of what they made and how they portrayed it. im not saying "its a game, dont criticize it."
im saying what are they going for in the first place with what they are saying, if they are trying to say ANYTHING AT ALL, and what value that has in terms of criticizing what they ended up saying, regardless of intent.
Maybe im doing a terrible job trying to explain myself in this thread, but this is what im getting at.
Theres something interesting about how a company, not even close to NYC, is portraying NYC after a disaster.
what im getting at is what about the game is making people think its trying to push the themes this article is claiming it has, and if the developers are actually "going for that" or its the unintended consequences of what they made and how they portrayed it. im not saying "its a game, dont criticize it."
im saying what are they going for in the first place with what they are saying, if they are trying to say ANYTHING AT ALL, and what value that has in terms of criticizing what they ended up saying, regardless of intent.
There is an obsession with garbage that tells the story of the breakdown of the systems of society so effectively. Bags of it lie in great drifts across roads, it fills stairways and alleys, piling up in cavernous sewers. It is an image that speaks so strongly to the supposed knife-edge the game wishes to depict society as resting on. It defines a society of endless consumption brought to its knees. When combined with the Christmas imagery that comes with the games Black Friday timescalewrapped trees lined up on the streets, fairy lights twinkling above burnt out carsit starts to feel like a visual interrogation of late Capitalism. And when the precisely simulated snow drifts in, and you are stalking down an empty city street surrounded by refuse, The Division seems to make sense, it seems to say something.
Lets try a simple thought experiment. Imagine we modded the game to switch the character models of the idle and sick civilians with those of the hooded Rioters. All across The Divisions ailing New York, men in hoods and bandanas would be stumbling along the street, asking you for food or aid, while gunfights erupted between pea-coated men and women with carefully wrapped scarves. The strangeness of this image only serves to evidence that we constitute society through visual cues, class hierarchies, and pre-formed assumptions. These assumptions are used within The Division in order to criminalise a whole segment of society.
Please explain how this isn't stupid. Can you walk up to said innocent looter (innocent comes from the "" around enemies) and ignore their behavior? Did I miss the part of the game where I could put my gun down and have a good ol' chat with the hooded looters in the game?
If I wanted to analyse everything to death to make myself feel superior, I guess I could. I guess I could start taking the theory that Mario is propaganda for communism serious too.
Never once have the rioters come across as mostly black (or black at all really).
The whole article feels of forcefully shaping the game to fit their perceived outrage.
JTF has a lot of volunteers that I would assume are every day people.
Late game spoiler:
There's a guy in your base at one point who shows up and asks to join the JTF saying he was a security guard and they say they would love to have him. There are also several recordings of people who tried to be their own "division agents" along the way.
im literally trying to have a conversation with you about the value of criticism of something that probably wasnt mean to be criticized and youre just being an ass bro.
I agree that it's reductive--but every enemy in the game is based on a trope that's centered on some kind of anxiety. The wall street traders are evil, so they're enemies. Doctors are out to cull and control the population with their access to drugs, so they're enemies. Poor people want things they can't afford, so they'll do anything to get them. The middle-class (though I'd argue the Cleaners are on the low-end of that spectrum since it's NYC) want to take matters into their own hands. People with guns want the strength to run things as they see fit.
It's strange.
I think that's an interesting thing to examine. If they wanted to create something apolitical, why did they seemingly fail to do so?
I think that's an interesting thing to examine. If they wanted to create something apolitical, why did they seemingly fail to do so?
The game doesn't have to be trying to push any sort of theme - but it doesn't stop us, nor should it, from unpacking themes that appear prevalent throughout the world. Its how the industry moves forward, it helps us understand humanity more and it can be revealing to think on what a basic loot/shoot game might be saying about our current universe.
so i guess my next question would be, does the authors intent on a piece of work to say nothing at all political, have any barring on what they ended up saying when given to the public to consume and analyze? does that change how it should be looked at?
Those are interesting.I've put 40+ hours into the game and am really enjoying it.
I also agree with this article; which is very well written.
I liked this part:
And this:
I don't think it is really valid to compare video games to literature. Depending on development, the story/scenario/circumstances are often changed to serve the gameplay. What may have been intended by the developers when they first came up with the idea may have changed dramatically over development to better serve the gameplay. They may have wanted certain aspects to be featured differently, but perhaps it just didn't work from a gameplay perspective.
So when analyzing a game, more needs to be taken into account when considering author intention.
Very interesting.The game being a Tom Clancy-branded IP doesn't make it immune to thoughtful criticisms like this.
I think a big(ger) issue with The Division is that its light story-telling elements focus on building up The Division as the only way to possibly take back the city since it's government-sanctioned -- the KS article goes into this. The fact that you (and others, even the brash Cleaner faction, for example) are fighting to try to contain the virus isn't really stated as much as the fantasy about being a sleeper agent, itself, is focused on. It feels awkward to label a small, centralized effort to contain the virus as something as grand and far-reaching as "maintaining the continuity of government" since doesn't really seem like a big deal -- yet. NYC is on fire, yeah, but since you'll never leave NYC in the game, I really never feel like COGov't should be the main stake for the game.
The one thing I wish the review covered was the characterization and motivations of the Last Man Battallion. I'm not far enough into the game to have met them yet, but I want to know if their characterization is as shameful as the Rioter or Riker factions.
In the end, I really liked the KS review. I like the video game parts of The Division (the meat of the gunplay, the coop, the level design, etc.) but then there are parts I wish that were stronger -- mainly motivations for certain factions, how they're characterized, and the realization of moment-to-moment things like why giving a needy civilian food/aid results in them giving you a jacket.
I'll echo others' thoughts that we need more critique like this. It can sit nicely alongside the "buyer's guide"style reviews that focus heavily on the video game but not the narrative, setting, characterizations, and actual merit of the game as a piece of media outside of the video game vacuum.
I don't think it is really valid to compare video games to literature. Depending on development, the story/scenario/circumstances are often changed to serve the gameplay. What may have been intended by the developers when they first came up with the idea may have changed dramatically over development to better serve the gameplay. They may have wanted certain aspects to be featured differently, but perhaps it just didn't work from a gameplay perspective.
So when analyzing a game, more needs to be taken into account when considering author intention.