I haven't read all the posts here so if someone else already said this, sorry.
I can agree with some of the points the OP brings up, most of all that the argument that "you could always stop playing" is a pretty crappy argument. If I buy a game or a book, I will probably see it to the end as long as the story is not agressively bad. Otherwise what is the point of buying it in the first place?
Now to the other stuff. My opinion is that people are getting too hung up on the idea that the game is trying to guilt the player by forcing them to perform actions that they have no choice over. To me the game is not about a guilt trip, but about presenting a very mature story. I was not guilted when I played the game, I was always seeing walkers actions as his own, as if it was a movie. I play the game through walker, and sometimes shape the story, but I am not him.
What DID impress me about the game and the reason why it is one of my favourite games, is because it dared to go where few other games dare go these says it seems. The WP scene did not shock me because walker bombed civilians, but because the game forced me to walk through the burning ruins afterwards, seeing the result of my actions close up. It didn't back away from showing the closeup of the burned woman and her child. "No russian" has nothing to that scene, because even though you can gun down everyone in the airport, you never actually see the result.
After that scene i found myself trying to find a way around killing the enemies, thinking that there had been enough deaths already. Ofcourse the game didn't allow that, but perhaps that would have been too much to ask.
Also the game has you killing almost only americans. Something I thought was almost unthinkable in a shooter these days.
As I see it, the game is all about Walkers guilt, him trying to redeem himself and failing miserably. To me it is a great example of a good, thought through story in a game, in a market where stories are usually worse than the worst B-movies. Playing the game, I was repeatedly awed by the guts the game had, and I still can't believe someone actually dared put it into production.
Now about the big "choice", the WP scene. I think this is the only way they could do it, given the limited resources they had. This was the big set piece, and they just could not afford to let it be an actual choice. That's the problem with freedom of choice, the more you have as a player, the less you as a storyteller can shape and control it. Sometimes you just have to say "sorry, this is a story and to make the story work, we will do it like this". Can you think of any other games that try to do what spec ops does and still allow for freedom of choice?
And one last thing about the other choices in the game. I know many people hate the fact that the choices you make in the game doesn't really have any effect on the actual game, but I actually prefer this approach. What the game did was allowing you to shape the experience in your head. Did you kill this guy och the other? Did you shoot at the civilians? Many other games put a number on your choices, making them "good" or "bad", but the world seldom works like that, only games do. In spec ops, your only motivation is not some arbitrary reward, but because this is how you want the story to be.
I can agree with some of the points the OP brings up, most of all that the argument that "you could always stop playing" is a pretty crappy argument. If I buy a game or a book, I will probably see it to the end as long as the story is not agressively bad. Otherwise what is the point of buying it in the first place?
Now to the other stuff. My opinion is that people are getting too hung up on the idea that the game is trying to guilt the player by forcing them to perform actions that they have no choice over. To me the game is not about a guilt trip, but about presenting a very mature story. I was not guilted when I played the game, I was always seeing walkers actions as his own, as if it was a movie. I play the game through walker, and sometimes shape the story, but I am not him.
What DID impress me about the game and the reason why it is one of my favourite games, is because it dared to go where few other games dare go these says it seems. The WP scene did not shock me because walker bombed civilians, but because the game forced me to walk through the burning ruins afterwards, seeing the result of my actions close up. It didn't back away from showing the closeup of the burned woman and her child. "No russian" has nothing to that scene, because even though you can gun down everyone in the airport, you never actually see the result.
After that scene i found myself trying to find a way around killing the enemies, thinking that there had been enough deaths already. Ofcourse the game didn't allow that, but perhaps that would have been too much to ask.
Also the game has you killing almost only americans. Something I thought was almost unthinkable in a shooter these days.
As I see it, the game is all about Walkers guilt, him trying to redeem himself and failing miserably. To me it is a great example of a good, thought through story in a game, in a market where stories are usually worse than the worst B-movies. Playing the game, I was repeatedly awed by the guts the game had, and I still can't believe someone actually dared put it into production.
Now about the big "choice", the WP scene. I think this is the only way they could do it, given the limited resources they had. This was the big set piece, and they just could not afford to let it be an actual choice. That's the problem with freedom of choice, the more you have as a player, the less you as a storyteller can shape and control it. Sometimes you just have to say "sorry, this is a story and to make the story work, we will do it like this". Can you think of any other games that try to do what spec ops does and still allow for freedom of choice?
And one last thing about the other choices in the game. I know many people hate the fact that the choices you make in the game doesn't really have any effect on the actual game, but I actually prefer this approach. What the game did was allowing you to shape the experience in your head. Did you kill this guy och the other? Did you shoot at the civilians? Many other games put a number on your choices, making them "good" or "bad", but the world seldom works like that, only games do. In spec ops, your only motivation is not some arbitrary reward, but because this is how you want the story to be.