WARNING: OMNIBUS POST AHEAD. COGNITOHAZARD PRECAUTIONS TO BE TAKEN.
[quote]frypan wrote...
[ANOTHER RELUCTANT SNIP]
Even Tuchanka (to a lesser extent), and of course Virmire in ME1, have this issue, even if they were executed better. DAO, and ME2 are the only one I can think of that allowed you to steer a course through such events, and they were both the better games for it. In particular DAO allowed such negotiation in most of its sub plots including the Werewolves and Redcliffe storylines, although less so in the Deep Roads. [/quote]
I will admit to never having played DA:O. My engagement with Bioware is born of Mass Effect, and Mass Effect only. My best friend's father voiced an Elcor in ME1, and I'm from Edmonton, so it seemed like something I should play.
The Virmire "sacrifice" seemed to me just as artificial, so count me in agreement on that score. For a lot of players it boiled down to which character you found more annoying. The scene with Wrex was far more resonant, generally speaking, because it had more variables and was more dependent on your skill and completion within the game itself. Perhaps it should've been harder, as with Tali's trial in ME2, but the basic structure was far more conducive to emotional investment precisely because, as you mention, you have some measure of control over it. More on this below.
[quote]EDIT: And here I am, top of the page again. Considering how infrequently I post, this is clearly an example of a perverse universe.[/quote]
Oh, please. That same universe grants me protection from the head of the table (or top post, they're equivalent). I'm not complaining about others taking the hot seat from me.
[quote]osbornep wrote...
As far as the emotional manipulation in that sequence, I think the developers were trying to drive home the themes of loss and sacrifice (those words again). People have to make hellish decisions in war, and it's natural to feel guilty about them. Perhaps the developers thought that inducing such feelings in the player would increase immersion. It was never paid off in the end; maybe if we were allowed a more conventional victory, we'd be able to reflect back on those decisions and decide that they'd somehow been 'worth it.' Would that justify the narrative technique? I don't really know what to say about this.[/quote]
I think it's the wrong kind of emotional manipulation for a game to take. As frypan mentions, and many of us would agree, the most affecting outcomes are the ones we have control over in some fashion. We have the same reaction, ultimately, to the kid in the intro as we do to the Virmire Survivor. It's out of our hands and in the developer's, and thus we fundamentally cannot have the same attachment. (The main exception I can recall would be Aeris from FFVII, and frankly I'm not sympathetic to those poor souls.)
This is where scripted and emergent videogame narratives diverge, given present limitations. That which is under player control, either directly or indirectly, is internalized as personal failure or victory, whereas that which is outiside player control resides entirely in the effectiveness of other methods of emotional attachment (through prose, cinematics, music, etc). Games like, say, X-Com create attachment entirely by player-driven means -
I put that squaddie out of cover that turn, therefore
I am responsible for his death. In Mass Effect that causal relationship is made more distant, and those times where there is some direct (if time-delayed) link are much more effective, emotionally, than those times where death in some fashion is inevitable.
In the case of Rannoch, there's a decision path which allows the player to make peace, and if that path isn't followed, one side or the other is condemned. This evokes a reaction in the player, certainly, but the artifice of both the decision tree and the specific choice node is the developer's construction, and thus is exposed to the player on some level (if it isn't inferred directly, then it's found in paratextual sources, such as the strategy guide (where I must admit I looked when faced with the decision, to see if I could get through (I couldn't))). This reaction demands a level of verisimilitude and grace of execution in whatever narrative technique is employed to overcome the inherent analysis of the game structure itself, since we are playing a game and we want to win it.
To answer your question, then, I think the narrative technique they employed had a very high hurdle of success, and I don't think they quite cleared it on Rannoch.
[quote]The last thing I want to say as far as thought experimentation: A major way I conceive of the major value of thought experiments in ethics or philosophy generally is as a way of testing highly abstract philosophical theses. In that context, scenarios can be as artificial and restrictive as one likes--the only constraint is logical possibility. Sometimes, the restrictiveness is necessary; if you construct a scenario with too many 'outs,' your experiment won't function as a genuine test of whatever thesis is in question. If there were a way to save all six people in those trolley cases, they wouldn't get us anywhere as far as learning about theories like utilitarianism.[/quote]
The ones I personally find interesting are those which compare fundamentally competing imperatives, either moral or ethical, in a situation wherein the answer is not intended to be clear and serves no ulterior agenda. Simple utilitarian number-crunching, such as those trolley cases, aren't useful except in psychological studies wherein the niggling details of exact emotional responses can be tallied in statistically relevant ways, and thereby contribute to our understanding of how our brains
actually work (as opposed to how we
believe they do).
[quote]This is rarely the purpose of literature or other media, however (the only example I can think of is LeGuin's "Ones who walked away from Omelas"). Contrivance and artificiality can affect the quality of a narrative, whereas narrative quality isn't a goal of thought experimentation in theorizing. We both agree that the rhetorical use of "ticking time bomb" scenarios in shows like 24 to justify torture is reprehensible, but I could imagine someone using such a scenario to test some abstract theory, and in that context, these cases are fair game IMO.[/quote]
And if they're testing something other than strictly utilitarian concerns, I'd agree. So often, though, they're used in service of a rhetorical purpose, which taints the whole category in my eyes.
And to apportioning blame in no-win scenarios:
[quote] osbornep wrote...
As far as the connection between blameworthiness and rightness/wrongness, I treat these as separate issues, such it's possible to act wrongly but not be blameworthy (i.e. due to ignorance and/or coercion). So if you're in a situation where someone else sets the parameters, that can absolve you of blame on grounds of coercion, but it doesn't settle the question of which decision is best. If you find yourself in such a situation, it may be comforting to know that you can't be blamed, but you still want to know what the morally best choice is. Applying this to destroy, we might say that those who choose this option can't be blamed even if it turns out this is a wrong choice, but settling the question of blamelessness doesn't settle the question of rightness/wrongness.
[/quote]
[quote]KitaSaturnyne wrote...
I have to disagree somewhat that blamelessness can arise from coercion. On one hand, you're still making a conscious choice, no matter the circumstances surrounding it. One the other, you can still choose not to participate in the coercion itself.
[/quote]
I'm honestly not going to take sides, because I don't think this particular problem is solvable given current reasoning. It's fascinating to study, but I asked it as a question precisely because I'm not convinced of either answer. Carry on.
[quote]Taboo-XX wrote...
No I didn't hear it incorrectly.... I quoted it incorrectly. IMDB is a bit fishy in that regard... I digress though, because the inference is what was needed, not small information.[/quote]
No, you heard it correctly. I just rewatched the scene to make sure. Kurtz is quite definitely talking about the VC, not the villagers (thus the part about "if I had ten divisions of such men..."). And I don't think that difference is irrelevant, either. (Not that I disagree about Synthesis in general.) The intention of the VC's terror tactic was to impose their will and their vision of the future of Vietnam, ultimately, regardless of the short-term horror they inflicted. That speech sounds like something TIM should have been allowed to say (meta-irony of Martin Sheen's role included), because of its applicability to both TIM's goals and the implications of Control and Synthesis.
[quote]I believe the people who want Synthesis the most (transhumanists in our case) merely choose the option because it removes an existential fear, that of annihilation by a greater being. I see it as a solution to a problem inherent in all beings.[/quote]
Hey now, let's not lump all transhumanists in with the singularity-rapture-people. I for one am both an eager transhumanist and a staunch opponent of both the singularity's inevitability and its desirability.
[quote]I harken back to the quote about polio. That strenght to resist is what makes us human. That's what so impressed Colonel Kurtz. Our will to hurt ourselves in our humanity. I belive that an AI would not understand this notion and would not accept it and this is why he believes that the only plausible solution is to merge us (however that happens) or destroy us. It's a cold calculated move in the latter, something only a machine (or sociopath) would enact.[/quote]
I'm going to repeat my recommendation of the works of Peter Watts on this subject. He gives a thorough accounting of the implications of cognition divorced from our current, necessarily-restrained notions of machine perspective and sociopaths.
[quote]Hawk227 wrote...
I think it's interesting that based on that number, I can tell what decisions you made. You re-wrote the heretics in ME2, you saved Zaal Koris in ME3, and you sided with Admiral Raan over Admiral Gerrell in the debate over defending the Heavy Fleet with the Patrol fleet. I think it's a little sad that our choices are so readily broken down into simple math.[/quote]
I don't think it's the math so much as how lossy the conversion from choice to consequence is. To make this kind of narrative work, I think, you have to present enough information to the player beforehand so that they don't feel like they're choosing blindly, and then present the consequences in a clear enough manner that they can understand the path from point A to point B.
[quote]Back on topic, I agree there are a lot of contrivances in ME3, but I don't mind most of them. I'm willing to be pretty lenient if there is a payoff.
[Snip without prejudice]
So even though the reasons for being there were a bit contrived, I didn't really mind. But there
has to be payoff.
[/quote]
The payoff's the thing, and we didn't get it. lt is, I believe, partly a larger version of our general reaction to the relative meaninglessness of the council decision in ME1. I remember people saying at the time that they felt it didn't have enough impact on ME2, but were hoping it would pay off in ME3 somehow. Much of our investment (and suspension of both disbelief and immediate criticism) was predicated on the promise of delayed gratification. The dissatisfaction many of us feel can, I think, be traced to a failure of the game to deliver on said promise.
[quote]frypan wrote...
Another example that is relevant to the argument is the "No Russian" level in Call of Duty. I will admit that even among other reasons, this level alone was enough for me not to play the game, so I havent actually seen or played the sequence. However I do know that the scene has been criticised for being manipulative in a very clumsy way, although some have lauded as an attempt to push game narrative. It seems there is a great deal of similarity between this scene and those in the ME series, along the lines Delta_Vee has mentioned.[/quote]
Gods above and below, that fscking level. The worst part was the very next level was a romping vehicle section. Mood whiplash, anyone? (Bear in mind, I haven't played it myself either, but am quite familiar with it. Several versions are on Youtube if anyone feels the need to catch up without giving Activision money for it.)
At least you have the option to not participate in the slaughter, though. You can't kill the ones responsible, thus preventing the slaughter, but you don't have to fire on civilians yourself. Cold comfort.
[quote]Not quite sure about the narrative principles I'm trying to duscuss here, it feels like there is a dissociation between traditional narrative techniques for engagement, and those required for a game though. Hopefully those with a better understanding of the differences can elaborate on the methods for evoking emotion and the divide that exists here.[/quote]
It's not dissociation so much as reliance, I think. ME is, after all, a thorougly cinematic thing in the ways that count. Choice and the Savegame Problem both complicate things, though, and we don't have the tech to bridge the gap. This leaves us with some form of conventional narrative, be it prose or dialogue or cinematics or what have you, to provide at least the seeds of emotional engagement. How well those things succeed, of course, depends on how well they're integrated (which is such a uselessly general statement, I know).
[quote]osbornep wrote...
Interestingly, I think my experience of the various character deaths in the game was largely the opposite of yours. I was more bothered by the deaths that couldn't be avoided, because I knew I couldn't reload from an earlier point and do things better. I couldn't dissociate the avoidable deaths from the meta-level experience of feeling like the game was telling me I wasn't very good at it, or did something wrong, and so it was hard for me to experience them simply as dramatic events. I always think of the bad ending in Rise of the Triad, where we see a primitive animation of the Earth being destroyed while a silly voice intones "You suck!" Perhaps this could be remedied with something like the checkpoint system that delta_vee suggested upthread.
[/quote]
Ah, ROTT. So many memories, so horribly overlooked. Drunk missiles for the win.
This is actually a really valuable question. How much should the narrative be shaped by player skill or lack thereof? On the one hand, one's own failure is far more potent than any developer-contrived scenario (and this goes back to Fapmaster5000's campaign and the potential thereof, however unrealized). On the other hand, games are about mastery of systems, and not everyone will be deft enough in their traversal to fully entrust the narrative itself to their skill. There's a balance somewhere, I'm sure, but damned if I know where it is.
What I can say, however, is that ME tends towards either ignoring choices almost entirely (I'm looking at you, Destiny Ascension) or distancing the relevant decisions far enough back to dissuade the quickload solution (I'm looking at you, Rannoch). This strategy worked best on Tuchanka, and didn't seem to work out nearly as well anywhere else, though that might be just a matter of execution.
[quote]Hawk227 wrote...
The Six Days in Fallujah game on the other hand I was a little dissapointed never got published. It wasn't necessarily designed to make war as realistic as possible. I think it was supposed to be this sort of historical documentation of what was a rather remarkable period in the Iraq War, but invisioned through the medium of gaming. The problem was that people don't have a lot of confidence in Video Games as a medium, so when people that were there (or lost loved ones there) heard the concept they imagined mechanics like winning and points and a general trivialization of events. People couldn't see it as a documentary, but rather imagined something like COD or Borderlands. From what I saw, the development team was genuinely aware of these risks and were working with soldiers that had participated in the battle to make it as realistic and respectful as they could. I was really curious to see if it could be successful, but part of me is skeptical that video games can actually tell
that kind of story. [/quote]
Oh, I dearly, dearly wish SDiF would have been released. I really respected what they were trying to accomplish. I don't know how it would have played out given the Savegame Problem, but it was such an applaudable approach to both wargames and interactive historical documentation. I think it's a pity that it got shelved, as much because of wartime sentiment (for, against, or confused) as its nature as a game.
Apropos of nothing, the best war movie I ever saw was
84 Charlie Mopic. I have no idea how to find it nowadays, but it used the cinema verite approach long before it was cool, and was thoroughly ambiguous in its treatment of its subject matter.
Also, for Kita and drayfish: 'SPLOSIONS!
Modifié par delta_vee, 21 mai 2012 - 06:49 .