Doomsdaylee said:
Exactly. I mean, I actually remember when this forum had intelligent discussions and intelligent people. Not just little kids trolling. -Shakes walking stick-
So you're mad that punk kids are on your cybergrass? XD
Anyway, I just think this sort of thing reflects the community as a whole. And it's kinda troubling there's such a knee-jerk response.
chadachada123 said:
But he's right. The OP was partially upset that her player character (who she made female, no biggie, I've done similar things to faceless characters) suddenly kissed a girl. Who...cares?
Well, he's not right. The problem wasn't with lesbians in games but specifically player choice. She didn't want to have her character kiss a(nother) girl. Not because "lesbians are bad" but because the game decided for her. Now, granted, this is a weird issue to bring up with any straightforward game, but it comes up a lot and people complain. It usually doesn't get this kind of hostile response, either.
So...a lot of people care. People will flip their internet tables if a story doesn't turn out the way they like. Even a linear action story.
It only seems to be a "who cares?" issue here because it's a GIRL bringing up GIRL issues in gaming brought up by a GIRL.
the December King said:
For me, there was a similar jolt, at least in principle, in Saint's Row 2. I was having so much fun doing silly things like insurance fraud and rag dolling around the city, racing taxis full of clients to destinations and spraying poop, that when I eventually did come back to the plot as a gang boss murderer, it was a sobering and jarring experience. I had it in my head that I was a goofy weird clown that could wander the city jigging in front of the elderly and jumping from rooftops as I pleased.
Well, I mean, the Boss is already played up as a cold-hearted murderer by the time you have the freedom to roam around the city. And, I mean, you only have to play about two more missions in to get a good idea of how far the Boss will go. At least with Castle Crashers, there's not much of an established narrative (Save the Princess doesn't require a protagonist who wants to bone the princess). With SR2, there's not only the fact that the last game happened, but also the establishment in the intro scenes. I get why you might be upset, but you created a character despite the narrative.
And while I'm sorry you feel that way, I freaking loved SR2 and especially those darker moments. Far as I'm concerned, it was a "what the hell, player?" narrative.
But, whether I agree with you or not, you are not alone.
And that's kind of my major point in quoting you. The question of "who cares?" This is a game where a lot of people cared. They complained about the story having you as the aggressor, about a story where you do drugs, about a story where the boss always goes to a strip bar for a titty show, about a story where the Boss arguably crosses the moral event horizon (I would argue s/he's already crossed the border before this game, let alone the big spoiler points). People contrasted it to GTA, where they felt you could better determine what kind of guy Niko Bellend or Tommy because they weren't taking on the cops, civilians, whatever. I admittedly never played enough of either VC or IV to know how true this is, but that was the complaint. Mostly, they were pissed off that their character did things they didn't agree with.
And you know, maybe I would have felt the same way if I hadn't already imagined my character as a card-carrying psychopath. The bastard daughter of the Joker and Eric Draven. Diamanda Hagan's long-lost, evil twin. Hitler with juggalo facepaint. But I guess I'll never know. The point isn't so much whether or not I agree, but whether or not people care. And they do. You do, Persephone does, and a lot of other people have.