This sounds like a job for:
The next Halo game should pull a MGS2; you start playing as Master Chief but you get injured after the first mission. For the rest of the game, you play as a genetically modified little girl that has to protect Master Chief while saving Earth from whatever the hell they're fighting against now.
ART!

god mass effect 3 really is the worst game ever
Drama *is* manipulation.
Being sufficiently engaging as to get the audience to suspend disbelief and invest in these fictions is where the skill lies.
Drama *is* manipulation.
Being sufficiently engaging as to get the audience to suspend disbelief and invest in these fictions is where the skill lies.
This. That is what all fictional drama is about. The times where it actually comes off as emotionally manipulative to me, is when these things happen in the story cheaply and lazily. When skillfully done, it can be brilliant.
Drama *is* manipulation.
Being sufficiently engaging as to get the audience to suspend disbelief and invest in these fictions is where the skill lies.
taking a little girl and sticking her in a position of danger; I think that's cheap and lazy.
honestly, it's lazy.
High and low drama can't be sincerely separated by 'uses a little girl' and 'doesn't use...' but the OP's nearing a point that deserves to be addressed.
Gaming desperately needs to diversify its style of narrative delivery/devices.
The use of little girls in video games is *cheap* emotional manipulation. It is a cheap shortcut to 'being sufficiently engaging,' taking no skill at all.
Edit: Any story with narrative has some degree of emotional manipulation. I'm not sure putting little girls into a game is any more egregious than other tactics.
Jake Tower said:The use of little girls in video games is *cheap* emotional manipulation. It is a cheap shortcut to 'being sufficiently engaging,' taking no skill at all.
But they aren't "little girls" are they, they are animated, AI-driven, entities. They are polygons and pixels!
Videogames are closer to puppet-theatre than movies, they are overtly artificial creations. Given the context and medium, using broad strokes to make the drama impactful seems eminently reasonable.
I have to say I'm actually offended by your "taking no skill at all" comment. It shows utter contempt for the audience, who presumably in your mind react like pavlov's dogs to a prescribed stimulus...
You think you can sustain empathy by just invoking a convenient "icon"?
It's definitely lazy, but it works. It's incredibly obnoxious and backfires incredibly hard when written badly though. Elizabeth doesn't belong on that list, despite her having a somewhat childlike mental state at the beginning.
It'll still have an effect on the player, but not nearly to the same degree. How well either situation would work obviously depends on the quality of its writing, but cultural perception of gender differences and roles would influence people, regardless of whether you think these are bullshit or not. There is a reason why it's always the girls/women who need saving in games.
wat
Jake Tower said:While not a little girl per se, there is a reason it was thought "you'll want to protect her" would be an expected response.
Feel the need to repost that Silent Hill: Shattered Memories does a great job at turning this cliché on its head and should be played by all.
This is actually the ending of The Last Guardian.Putting dogs into games that will inevitably die is emotionally manipulative.
The primary draw of a lot of the games that we play is the possibility of having an emotional reaction.I don't see your point.I kind of see your point.
Edit: Any story with narrative has some degree of emotional manipulation. I'm not sure putting little girls into a game is any more egregious than other tactics.
Do you see an emotional scene in a film and think that's just how things happened to play out and not that it was specifically designed to elicit that emotion? When any other medium designs something to elicit a reaction from the reader/viewer, we're fine. When games do it, they're the anti-christ.
Doing things that elicit emotions doesn't make them emotionally manipulative. It's emotional to see a mother lose her son, but that doesn't mean every fictional work that features that is emotionally manipulative. It's emotional to see someone work so hard only to be undone by a tragic character flaw, but all tragedies work that way--they're not all emotionally manipulative.
It's manipulative when it is unearned, artificial, inconsistent, or out of left field--when it ramps the tension from 0 to 100 with no warning or buildup, when it's overscored, etc.
wat
if the games mentioned in the OP were movies they would be trashed and laughed at by every movie reviewer in existence.
also horses
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why is this supposed to be sad againalso horses
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That would actually be much more interesting as a dramatic element than the typical doe eyed little girl. "Will the player do the right thing and protect this unlikeable douche, or let personal dislike govern his actions?" Of course, any kind of 'escort mission' mechanic has its own problems, regardless of who the character being escorted is; I don't know of anyone who would think Escort Mission: The Game would be a fun idea based on the current state of the art.If their function in both story and gameplay terms is to be protected, it wouldn't make sense for them to be an unappealing, unlikeable, douche would it? What would be the appeal of that once the novelty of such an ironic choice has worn off? Especially over many hours of gameplay.
Then perhaps you misinterpreted what I said as a universal blanket statement. Emotional investment can of course be earned in a video game, including with a 'little girl.' The issue is that most games don't earn it at all. The 'little girl' is a cheap drop in en lieu of taking the effort to create an actual character dynamic.Can't you see that its about more than just the setup? Its how you develop the character (or not) over the course of the story that matters. That's the hallmark of quality.
I'm not defending the way harvesting/saving the little sisters worked in Bioshock - that was cheap because it essentially using them as interchangeable props to get a reaction from the player.
That said, there's nothing inherently cheap or tokenistic with using a little girl as a figure in need of your protection, it simply makes sense to have a character and scenario that is quickly and easily relatable.