David7204 wrote...
Heretic_Hanar wrote...
David7204 wrote...
The fact that Joel made the decision quickly is irrelevant. What's important is that the narrative never does.
So basically you're saying that the fact that the narrative requires us to THINK and make up our own mind instead of hamfisting the writer's own moral compass down our throats is a bad thing?
I'm suggestion the storytellers presents an ideal, and you decide whether you agree with it or not.
But the story in The Last of US does exactly that. Joel decides to save Ellie and we as the player have to roll with that.
But what does this mean? It means that THE WRITER decided to save Ellie, and we as the player have to roll with that. After all, the writer decides what Joel does in this case.
The writer could just as easily have decided that Joel would sacrifice Ellie for the greater good. But he didn't. For two reasons.
1) Sacrificing Ellie would go against Joel's character.
2) The writer is trying to make us think. Sacrificing Ellie seems like the obvious thing to do. After all, what is one human life in contrast to saving thousands? Yet Joel doesn't do this. He does the opposite. Why?
Yet I woul still say that the story is morally ambiguous enough that is makes us THINK and question ourselves whether Joel did or didn't do the right thing.
You're suggesting the story presents ambiguitiy...because what? Because you can't handle being exposed to an ideal to may disagree with?
I'm not interested in stories that force ideals down my throats, unless the story also shows me the opposite side, the opposite ideal, so I can make up my own mind (The Last of Us does this with Marlene as the "antagonist" who represents the opposite view).
Unlike you, I like it when stories are THOUGHT-PROVOKING and requires me to THINK.
Forcing an ideal down my throat is not something I would consider thought-provoking... not at all...
Modifié par Heretic_Hanar, 24 juillet 2013 - 02:51 .