jamesp81 wrote...
Not really, no. My example may not fit a formal definition, but it certainly describes a similar problem that is unique to the video game medium.
The problem with the example is that it's off-base. "Showing, not telling" has a definition in writing. A squad-mate dying is "showing not telling", what you are referring to is that you dislike what is being shown, which is very different.
Showing vs. telling has to do with the ability of a writer/director to convey an actual image to the viewer of what is happening that doesn't resort to (in the most literal way possible) telling them what is happening. If a writer says, "the boy is scared". That is telling. If the writer says, "The boy began to shiver fiercely", that is showing, since it provides a much clearer image.
"Oh look, we mandated one of your people died, how serious is that?" is far less effective than what I've mentioned above. It's forced. It doesn't work because it's not really surprising that a soldier might get killed. It's a rather contrived way of telling the player things are bad. A better way is to show the player what's happening outside of his little clique of Certified Badasses.
What does surprise have to do with it? If the Reapers invade, people are going to die on multiple levels. There is nothing surprising about that. Killing a major character is no more contrived than directors using children as an attempt at emotional appeal. It's all in the implementation. There is nothing about the scenarios which you posed that are new to fiction/film and haven't been seen before.
Not a very effective one, either. It pisses off certain elements of the fanbase while not accomplishing the goal as well as other methods would have.
There is nothing about your method which has proven more effective. If Bioware is allowed to force the death of a child, a person, a city, why not a squad-mate?
Modifié par Il Divo, 16 octobre 2011 - 10:39 .