AdmiralCheez wrote...
1. How powerless we talking?Biotic Sage wrote...
Just trying to keep it light. Obviously you have a great deal invested in this game, more than just your entertainment needs so I apologize for laughing. And I have felt powerless in real life. Any intelligent person feels powerless every day; the people who feel invincible are living in a grand delusion that will inevitably come crashing down sooner rather than later. I guess the difference is I don't view myself as Shepard; I view Shepard as an external character I am rolling, whereas I am more like the director pulling the strings and fashioning Shepard into a hero I admire, so I would not be feeling powerless regardless of what happens in the game.
2. And that's the problem. You're viewing it as a movie or TV series you're helping to create, WHICH IS FINE, but it is is, ultimately, a ROLE-PLAYING GAME, designed with the INTENTIONS of coaxing the player into being fully immersed "as" the protagonist. Think back to selecting your background. Was it "Shepard was born on Midnoir?" No. "YOU were born on Midnoir." Think of all the other yous and yours the game sprinkles in, the wording of commands ("move here" and not "move shepard here"). It's obvious you're supposed to take it personally and see Shepard as your avatar. Hence, it's wrong to analyze a game the same way you'd analyze a book or movie; books and movies are about showing and telling, but games are about doing.So you never even bother to imagine beyond what the story presents?And hey, you brought up Dumbledore. Also, "text" can mean any narrative work not just books so that's what I meant there. "Text only" as in I don't analyze or judge based on author/director or any other external subtexts. If the texts work in and of itself, then it's good with me.
I definitely take into account the interactivity, but interactivity doesn't necessarily mean superimposing yourself onto a character. The "you" diction, the way I see it, is directed at Shepard who is engaging with reconstructing his profile, but the beauty of it is you can take it the way you do as well. There is no "wrong" way to analyze something, except if you don't take into account all of the facets of its medium. In my OP, I clearly took into account the interactivity, so I am not ignoring it by any means. Even if we have no agency in terms of story (like in Zelda), we still are interfacing with and controlling the game via controller or mouse/keyboard, so that in itself is interactivity. It doesn't need "plot decisions" of interactivity to be a game; it is a game the second the player interfaces with the video in any way.
And as for imagining what happens beyond the story, I never said that I didn't. But something like Godfather Part 3 where Michael dies alone as an old man is poetic justice, it's too beautiful and perfect to not have that in the text. And it's the same in any story. In Breaking Bad, I didn't want Gus to die because he was a great character and fun to watch. But the death was perfect, and anything else would have been a disservice to his character.





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