Compared to most modern shooters, Spec-Ops The Line was somewhat successful in merging narrative and gameplay because of its unique story approach that commented on those gameplay tropes.Are there any games that include some combat that DON'T have this problem?
No, that's an attidude that fuels progress in the industry.Thing is, why does it bother people so much a game tries to be a game while still having a plot? it's as if people truly want all games to be realistic. That's the attitude that's killing the industry.
I'm not so sure about that. Most of the time you basically just assume they're bad and deserve to die because the crosshair turns red.It's not as if I'm killing innocent people, in Uncharted, RDR, and even TR the people you kill are bad men.
But he does. The whole game is basically about Marston wanting to leave behind his past as a killer.Haven't played Red Dead, but as long as the main character doesn't go on and on about how terrible everything is (Max Payne 3) or how much he wants to change (GTA IV), then I could live with it.
Compared to most modern shooters, Spec-Ops The Line was somewhat successful in merging narrative and gameplay because of its unique story approach that commented on those gameplay tropes.
Sounds like only the number of kills is really bothering you as opposed to the act itself. Just imagine the gameplay is exaggerating the details of the story.
But he does. The whole game is basically about Marston wanting to leave behind his past as a killer.
Can't really agree with that since The Line even comments onAs far as cover shooters go, Kane and Lynch 2 does it a lot better I think.(edit: read all about it in my dead thread!)
True. But that doesn't explain certain scenes. Example:Except to do that and be reunited with his family he needs to hunt down his old gang, then.he himself is hunted, then Jack takes revenge
So really everything he needs to do, that he is motivated and driven to do, ultimately involve violence and killing.
It's not like he's just hanging out and wants to get a real job right away - he's been separated from his family, he can't sit idly or start a new life.
No, that's an attidude that fuels progress in the industry.
The problem is the experience becomes incoherent and unpleasant when the parts don't fit together.
Can't really agree with that since The Line even comments onhow it is possible for 3 men to kill several hundreds of soldiers. Towards the end of the game even the enemies are in disbelief and downright terrified of you.
True. But that doesn't explain certain scenes. Example:
http://www.neogaf.com/forum/showpost.php?p=56888962&postcount=90
People do complain about auto-health-regeneration etc. but not to the same extent because:Then why doesn't it bother people when your character gets shot multiple times in a space of a minute and all he has to do is hide to regenerate health? If we're going for non-clashing of experience and having all parts fit together, then you should get shot once or twice and be incapacitated until you get medical help.
Shutting off the brain becomes more difficult as games are advancing as far as their narrative quality goes. Why do you think do these discussions arise only now and not already in the 80s and 90s? Hell, I'm under the impression that every single gaming podcast suddenly discusses this issue and it's become really prominent in gaming forums as well (Bioshock Infinite, Uncharted, Tomb Raider etc).It's all because of gameplay. You're supposed to shut off the part of your brain when it comes to the shooting portion. They're bad guys, they're trying to kill you. You kill them first before they do. That's it. No moralizing on how despicable of a human being you are killing all these bad men. I mean, if people started thinking too much about the body count when Schwarnezegger went amok in Commando, then you're probably looking at the entertainment media the wrong way.
I can't agree with this either.Yeah I know I just think Spec Ops kinda stinks and Dog Days has maybe the best story this gen.
Shutting off the brain becomes more difficult as games are advancing as far as their narrative quality goes. Why do you think do these discussions arise only now and not already in the 80s and 90s? Hell, I'm under the impression that every single gaming podcast suddenly discusses this issue and it's become really prominent in gaming forums as well (Bioshock Infinite, Uncharted, Tomb Raider etc).
Then why doesn't it bother people when your character gets shot multiple times in a space of a minute and all he has to do is hide to regenerate health? If we're going for non-clashing of experience and having all parts fit together, then you should get shot once or twice and be incapacitated until you get medical help.
It's all because of gameplay. You're supposed to shut off the part of your brain when it comes to the shooting portion. They're bad guys, they're trying to kill you. You kill them first before they do. That's it. No moralizing on how despicable of a human being you are killing all these bad men. I mean, if people started thinking too much about the body count when Schwarnezegger went amok in Commando, then you're probably looking at the entertainment media the wrong way.
Nope, it's because of better narratives and more life-like visuals. People didn't question their own actions when playing Tank on Atari 2600 or Cabal on Amiga. Now apparently many people do.Not really, violence has always been an issue in videogames ever since I remember myself. Unless you forget, let's say, Carmageddon.
The only reason discussions are more heated and frequent now, is because of social media.
I agree somewhat. Playing through Red Dead, Uncharted, and Max Payne 3 every once in awhile the thought would enter my head. Wow, I sure am killing a fuck load of people.
But then isn't the impact of the story undermined by the incongruity that arises?
I can't agree with this either.
But I do prefer K&L2 to any COD etc.
In The Wild Bunch, everything built up to *that* scene... and once that scene was over, that was the end.We got stuff like "The Wild Bunch" ... Instead of stuff like this scene from Unforgiven:...
But they were going for spaghetti western and Peckinpah, and if you watch that scene I think you have to agree they nailed it.
Jonathan Blow brought this up on why the ending was "totally absurd".
https://www.youtube.com/watch?v=lRIEj-QN81o#t=46m08s
"Imagine a movie that's trying to be a serious drama. A serious drama where the main character shoots 860 guys. And then goes to his family at the end and you try to have this touching moment where he's caring for his family. It simply doesn't work because you've changed the value of human life.
Like, part of that shooting 860 guys was burning down a village of poor peasants so that you could get in with the Mexican army. Throwing molotov cocktails into their house. Those are families just like your family that they're trying to have their poignant moment with. That poignant moment just does not work in that kind of game."
Nope, it's because of better narratives and more life-like visuals. People didn't question their own actions when playing Tank on Atari 2600 or Cabal on Amiga. Now apparently many people do.
That thought crossed my mind as well earlier. What if the guy I just shot was a vendor who is now gone forever? Dark Souls did it in rudimentary fashion and on a small scale with its NPCs who could turn on you and be killed. Doing the same in a game like RDR - and for every possible enemy - is surely pretty much impossible for budget reasons. Maybe it can be accomplished at some point in the future with standardized dynamic AI routines for such purposes.I would fully agree with the OP if the population of the game world was set, and deaths of NPCs were final. At least that way there would be tangible visual feedback from the game creating the dissonance (the player could actually create a ghost town). For better or worse, as it stands, NPCs are spawned when needed and killing thousands has little or no consequence to the player.
Definitely not to this degree. Back then it was always about the bloody depictions of violence, not about the implications of killing or narrative vs gameplay. Again, people didn't question their actions in those games (well, maybe some started to with games like GTA3 etc).Again, the same thing happened back in the 90s with the gradual transition in 3D - Carmageddon is a fine example, GTA3 in the 00s is also a fine example and both games generated a sort of uproar for their realism and the vile actions you had to perform. The games you mention are either 2D or pseudo-3D, and quite repetitive, hence not very relevant in a 3D world.
It's very disappointing to read comments encouraging to shut off your brain rather than dare to express criticism.
Point missed.Video games usually have a core gameplay loop. Good games have fun gameplay loops. A game that focuses on shooting will have lots of said shooting.
These kind of arguments show ZERO knowledge of gameplay design. Jesus Christ.
If it bothers them and hurts their experience with the game, the criticism is valid. Period.There are a lot of things to criticize in a video game: quality of writing, god-awful VA, broken gameplay mechanics, fun factor, etc. The number of bad guys you kill and the morality of the situation is not among them.
Do people need to keep bringing up Uncharted? Yes we know the dissonance is more striking in that, but it doesn't make the OP's point any less valid.
There are a lot of things to criticize in a video game: quality of writing, god-awful VA, broken gameplay mechanics, fun factor, etc. The number of bad guys you kill and the morality of the situation is not among them.
Why?
Because it's a game. Outside of any game's established narrative, the concept is simple: bad guys are out to get you. You get them first or otherwise, it's game over. The only dissonance you should feel is if the actions of the character you're controlling conflicts entirely with how he or she is presented in a narrative, and if such presentation causes the whole narrative/story/plot to not make a goddamn sense.
There was a time when games were games. RDR is an action game similar to the Dollars trilogy or any Clint Eastwood movie. In those movies he kills lots of people, yet those movies are viewed as classics.
Empathy has absolutely nothing to do with it.
So if you don't shoot people what would you do in 80% of the missions?
LOL, no.
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The Good, The Bad, and The Ugly
Blondie (Eastwood): 11
Tuco (Wallach): 6
Angel Eyes (Van Cleef): 3
A Fistful of Dollars
Joe (Eastwood): 18 (2 animated)
Ramon (Volonte): 50
For a Few Dollars More
Monco (Eastwood): 12
El Indio (Volonte): 7
Colonel Mortimer (Van Cleef): 6
Source: www.moviebodycounts.com
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In RDR, your killing is completely disproportionate.
But yeah. At Mexico. Am I suddenly going to start hating the game like most of the internet seems to imply I'm about to >.>?
Jesus Christ, these kinds of arguments make it seem like killing hundreds of people in a video game is a new concept.
Gamers have been slaughtering thousands of soldiers as far back as CONTRA in '87 for crying out loud. This is a game, people. You're supposed to do things you can't do in real life.
Jesus.