WhiskeyKnight
Member
- Aug 18, 2009
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Bioshock
The Walking Dead
Bioshock Infinite
The Last of Us
Beyond: Two Souls
I'm beginning to notice a pattern here, and I'm not sure it's positive.
These games are all great, no doubt. I'm just afraid developers have found an easy narrative gimmick, exploiting a gaming audience that isn't used to nuance or complexity. It's not that these titles all feature a little girl as a character, it's that the emotional center of gravity rotates around her, and pretty much her alone. Putting defenseless women and children in jeopardy is a cheap way of generating emotional stakes.
Game Dev 1: "Alright, our game needs an emotional anchor. We need a character that players can really invest in, and develop a human relationship with. Who can we put in danger that people instinctively want to protect?"
Game Dev 2: "Uhh...should we just go with a little girl?"
Game Dev 1: "You're a goddamned genius."
Maybe this bothers me because I'm so susceptible to it. I'll admit I got choked up at the end of the Walking Dead. You'd have to have the emotion of Spock combined with a bag of bricks to endure the last scene of that game totally unmoved. I'm just afraid developers are starting to use it as a narrative crutch. And maybe that's not such a bad thing. Maybe interactivity means we have to eschew some degree of subtly to convey thematic elements other mediums take for granted. But I would hope to eventually move beyond it.
So yeah, the title of the thread may be a little hyperbolic, but I wanted to get you in here. Must we keep putting in jeporady the literal personification of innocence and fragility for our frigid hearts to feel the slightest twinge of human emotion? Anybody can make me feel for little Maddie, the adorable seven year old. But the first developer that makes me cry when Big Lou (sweaty, balding and overweight as he may be) takes a bullet at the end of the game -- well, that developer is the true goddamned genius.
The Walking Dead
Bioshock Infinite
The Last of Us
Beyond: Two Souls
I'm beginning to notice a pattern here, and I'm not sure it's positive.
These games are all great, no doubt. I'm just afraid developers have found an easy narrative gimmick, exploiting a gaming audience that isn't used to nuance or complexity. It's not that these titles all feature a little girl as a character, it's that the emotional center of gravity rotates around her, and pretty much her alone. Putting defenseless women and children in jeopardy is a cheap way of generating emotional stakes.
Game Dev 1: "Alright, our game needs an emotional anchor. We need a character that players can really invest in, and develop a human relationship with. Who can we put in danger that people instinctively want to protect?"
Game Dev 2: "Uhh...should we just go with a little girl?"
Game Dev 1: "You're a goddamned genius."
Maybe this bothers me because I'm so susceptible to it. I'll admit I got choked up at the end of the Walking Dead. You'd have to have the emotion of Spock combined with a bag of bricks to endure the last scene of that game totally unmoved. I'm just afraid developers are starting to use it as a narrative crutch. And maybe that's not such a bad thing. Maybe interactivity means we have to eschew some degree of subtly to convey thematic elements other mediums take for granted. But I would hope to eventually move beyond it.
So yeah, the title of the thread may be a little hyperbolic, but I wanted to get you in here. Must we keep putting in jeporady the literal personification of innocence and fragility for our frigid hearts to feel the slightest twinge of human emotion? Anybody can make me feel for little Maddie, the adorable seven year old. But the first developer that makes me cry when Big Lou (sweaty, balding and overweight as he may be) takes a bullet at the end of the game -- well, that developer is the true goddamned genius.