The reason I don't look up these plot details is to allow the dramatic structure to do what it was meant to do and surprise me how it was meant to surprise me.
If the game told you right in the beginning that Atlas controlled you with "kindly" do you think that it would be as meaningfull as it was? The suprise made the game awesome, it would be cooler for you if you played the game without knowing what was coming, then getting mind-blowned with the twist. Your reaction would be "OMG, WHAT THE HELL!? AH, AWESOME!!!"Dorkmaster Flek said:I agree with you 100% on Bioshock. I just recently got around to playing it myself and I knew what was coming, but I appreciated it even more because I got to look at everything in that light. I took note every time Atlas asked me to "kindly" go to the next section, etc.
While I'm on the subject, did anyone else think that the execution of Ryan's death ran completely and utterly contrary to the point they were trying to make about the nature of the player's role in the game experience? I loved the point they were trying to make and how much they set it up, but I hated hated hated the execution of it.
This is my argument as well, couldn't have written it better myself.Plinglebob said:Its really useful when someone not only gives my argument for me, but does it far better then I could as well.Azuaron said:I completely disagree with your premise. You say that you gain hours of enriched experience by being spoiled by sacrificing the split second of surprise, but your experience wasn't so much "enriched" as "different." Knowing Vader is Luke's/Leia's father brings a whole new light into all of their interactions, yes. Watching Star Wars again after that discovery is practically a whole new experience. But NOT knowing isn't just about the surprise, it's about the subtle details leading up to the surprise. It's about the limited 3rd-person perspective given to the viewer so they can experience the journey with the protagonists.
I remember reading Into Thin Air (a good book) and being incredibly frustrated when it started with the equivalent of, "But most of us would die before we got off the mountain." Without giving me that information, it would have been a great book. I would have been able to share in the trials getting up Everest, the triumph at finally reaching the summit, and, finally, the despair, horror, and confusion as people died coming down. Instead, the trials seemed irrelevant; reaching the top only meant people would start dying soon; and the despair, horror, and confusion was nonexistent, I'd prepared myself over the past 200 pages. The spoiler had inoculated me against feeling any strong emotion while reading the book.
Further, spoilers ruin Fridge Brilliance [http://tvtropes.org/pmwiki/pmwiki.php/Main/FridgeBrilliance]. Knowing Luke and Leia are siblings will cause a squick when you watch Empire Strikes Back. NOT knowing will cause a squick after watching Return of the Jedi when you remember that they kissed earlier. Which is the better experience? I prefer Fridge Brilliance.
Finally, as theexhippy said, you can only experience the game/book/movie in one way: knowing the end. By not being spoiled you can have it all: the experience of not knowing, and the suspense/surprise associated with it AND the experience of knowing when you play through again to see all the subtleties that led up to the twist.
Back when Roger Ebert said games weren't art, there was a lot of argument about what, exactly, constituted art, with a strong faction saying art evoked emotion. In my mind, spoilers ruin the emotional experience. In my mind, spoilers are the equivalent of painting a mustache on the actual Mona Lisa, taking a sledgehammer to the Taj Mahal, or burning 80 frames, at random, out of the last copy of A New Hope. In my mind, spoilers destroy art.
You're not a good person. lolomegawyrm said:Hmmm, I disagree pretty strongly with most of you guys posting. Interesting...
I think I'm going to start spoiling things for my friends and then watch how they react to them.