It isn't in the name of story-telling. It is in the name of making a statement about the psychological behavior of achievement completionists or just video game psychology itself. I haven't even played the game and I can see that this game is playing off of making meta-statements. Why are you playing that way? Why not try harder to play the style where you don't feel bad, or why can't you just put the game down?Epyc Wyn said:Is it good to make the player feel on a personal, ethical level like they are a bad person and disgust them with this large amount of negativity they feel in the process, in the name of good video game story-telling?
The important thing to remember here is this is only 1 route through the game. The route where the player DECIDES not to use problem solving and instead takes the thick headed violence approach. Then the game does make negative statements about you doing this despite there being much more ethical yet harder options available.
This is not for storytelling, it is for commentary about player behavior in games. By the looks of it, it's design can show our need to 'dominate' the game world we play in. To top it off, there is no achievements in the game, thus nothing to encourage this behavior in the player beyond their own stubbornness. This is not about storytelling, the game is flat out saying that you are stubborn for insisting it let you kill people. So stubborn you are actually angry it talks down about using such tactics in the game yet you still continue to do it and insist the game is wrong for doing not agreeing with you.