Quit It, Gaming Edition

Recommended Videos

heamrh

New member
Aug 20, 2010
24
0
0
i dont think Cole is angry or young he's insane and the designers knew that, only your crazy inner self feels like they know Cole
 

Therumancer

Citation Needed
Nov 28, 2007
9,908
0
0
j-e-f-f-e-r-s said:
Therumancer said:
I don't have the time to post a detailed rebuttal to your points. You've obviously made up your mind, and this thread isn't the place to try and change it. I will make do with addressing a few points:

"America can be reasoned with"- Tell that to the delegates at the 2009 Copenhagen Climate Change Summit. The single most important meeting, to date, centred around how we should react to climate change. It was here that many small, impoverished countries got their only chance to explain how climate change is wreaking havoc on them. The future of their livelihood quite literally rested on the outcome of this meeting. Obama hijacked the entire thing, and thrashed out a resolution that served only America. Try telling Haiti or Tuvalu that America can be reasoned with.

"Iraq/Afghanistan are more police work than war"- No, they are acts of completely unjustified barbarianism, which completely overshadow any percieved antagonism you feel was directed your way. Three thousand people lost their lives in 9/11, from an attack perpetrated by a shadowy terrorist group of no concrete nationality out in the Middle East. Thanks to America's ill-aimed retribution, over 100,000 people have died in Iraq alone, and the country is now incapable of effectively running itself. When police do work, they don't murder the crime suspects, their families, and burn down their houses.

"Honoured treaties to back some rather unpleasant allies"- America sold weapons to Saddam hussain in the 1980s, the same weapons he then used to murder thousands of his own people. America overthrew the democratically elected Iranian governmet in order to install a puppet regime. In doing so, it destabilised the entire region of the Middle East. The only reason Iran is so anti-West now is because the religious extremists used your involvement as a tool to incite hatred of America and the West.

I'm not going to go any further with this. This isn't buried, conspiracy theory info we're talking about here. This is plain historical fact, available on a hundred and one history websites. Since the start of the Cold War, America has bullied and elbowed it's way to the top of the power hierarchy. Finally, speaking as a British citizen, I know very well how moral the US Government are: moral enough to turn a blind eye to entire American communities funding the IRA, and paying for weapons and bombs with which to kill British people.
Of course everything you mention is a matter of perspective. When it comes to things like summits on global climate, your of course assuming that everyone believes the information presented there is good. I and many other people disagree with a lot of things claimed by enviromentalists, I have almost no faith at all in what guys like Al Gore have said about global warming for example. If you happen to agree with them we're wrong, if you don't agree with them or are undecided it's a differant case entirely.

In cases like situations with Saddam Hussein, that was actually the right move at the time. Like it or not Saddam was leading one of the more progressive factions in the region. Given the situation with countries like Iran and Libya at the time we were looking at a situation where we could either invade and wipe out the entire region, or we could try and pump up an ally in the region and have them balance out the equasion for us, and hopefully have a progressive effect on the region. To be honest, it worked pretty well for a while, the problem of course being that Saddam and his people decided that he'd rather go a-conquering when he received an offer of patronage from the USSR. He took their deal, started Desert Storm, and got spanked. It was one of the factors leading to the demise of the USSR since it was basically USSR Vs. USA Jr. with their weapons and tactics against ours, the USSR had been lying about what it had, where we were if anything understating the case. The people in the USSR being tired of going with almost nothing for the promise of being the best and conquering the world took a hit there.

At any rate, while I won't go into my full attitude on The Middle East, it's a conflict that has been going on for a VERY long time, long before 9/11. We've tried numerous methods of dealing with the region, ranging from diplomacy, to covert operations, to developing allies like Iraq. The way the situation with Iraq exploded, along with the whole situation with The Taliban (who we also put into power) is one of the reasons why I have so little faith in peaceful resolutions in the region and am ready to just pretty much take a torch to the
whole region.

People who are against the war for their own reasons (oftentimes having to do with how it affects their own trade and access to oil) will insist it's barbarity and far more than a police action. However when you look at what we COULD be doing (and what some people like me think we should be doing) we're treating them with kid gloves. Sure, a lot of people die, but then again it's nothing compared to what we could do if we just decided to bomb the living crud out of every habitat through the entire region. We very much have the firepower to bring an end to the entire Muslim culture, not just in Iraq and Afghanistan, but throughout the entire Middle East, and we could do it without WMD. On the other hand we are opting not to do so, and instead engage in an ongoing police action in the depserate hope we can begin cultural reforms and "win the peace". Of course it's admittedly not working.

When it comes to ridiculous arguements about how many people died, understand we're looking at a conflict going on long before 9/11. Also 9/11 was a decapitation strike aimed at the US.The World Trade Center was simply the only successful strike. At the same time an attempt was made to take out The Pentagon, where we got lucky since the plane hit wrong, and impacted on a wing that was closed for repairs. We also had other planes heading for Washington DC that were stopped before they could arrive. You have to look at the incident overall, and what was attempted, not just what succeeded. If all of those planes had hit it could have destroyed the USA as we know it. The global shockwaves in losing the WTC were bad enough as it was, but now imagine that you had that financial crisis along with the loss of America's central military command center and a good portion of it's leadership, along with a huge number of our elected officials. America would be nothing like it is now. That's one of the reasons why I don't feel much guilt when I start talking about being "barbaric" and destroying the culture responsible for this and previous acts. It tried to destroy us, and came so close that it was scary, I'd personally rather not wait for them to try again. In general however people with my way of thinking are outnumbered by those in the US that disagree with us for moral reasons. We won't engage on that level because at least for the moment most Americans think it's wrong. That might burn for a lot of people when viewed that way, but honestly it's our morality that is preventing our actions, not a lack of abillity. When evaluating what we're doing you have to look at our full range of capabilities and what we could be doing, compared to what we are doing.

In the end we're going to have to agree to disagree, this is long enough, so I'm not going to address the rest of your points, even though I am more than capable of doing so. Perspectives of course vary greatly, as the dominant world power (for the moment) the USA of course gets a ton of flak, even if we're ridiculously nice compared to what other dominant powers have done from our position. There has never been a dominant global power that has been universally loved since everyone wants to have their own people in that position. In the end if we don't see a world unity soon (which will doom humanity as a whole for reasons having nothing to do with any paticular national idealogy... but that's another discussion entirely), time will lead to the collapse or erosion of the USA as the dominant global power where someone else will take our place, then everyone will turn around and hate on them the same way.
 

GeorgW

ALL GLORY TO ME!
Aug 27, 2010
4,804
0
0
A reference to Firefly and you love the Dragon Quest series! Good job!
I liked this a lot better than the original Quit it, probably cuz I game a lot more than I watch movies. You make some good points.
 

Dastardly

Imaginary Friend
Apr 19, 2010
2,420
0
0
MovieBob said:
MovieBob: Quit It, Gaming Edition

If games stopped doing the following things, MovieBob would be very, very happy.

Read Full Article
Billy Joel has had some excellent songs, and occasionally excellent music as well.

But I'm with you on the "prophecy" thing, for sure.
 

Saelune

Trump put kids in cages!
Legacy
Mar 8, 2011
8,410
16
23
I actually like putting myself into the main character...but I never felt like I was MC. Ofcourse, this is why I love The Elder Scrolls, and character creation in games.
 

Stressed Erik

New member
Apr 14, 2009
4
0
0
just watched the last episode of series 3 of "being human" and





the prophecy being thrown about all series about one of the main characters dying... turned out to be made up by some lassie with a grudge <:p
 

Tonimata

New member
Jul 21, 2008
1,890
0
0
As for the "One man self fulfilling prophecy machine"...

Yeah, Tales of Symphonia is all I have to say.
 

Aurgelmir

WAAAAGH!
Nov 11, 2009
1,564
0
0
MovieBob said:
MovieBob: Quit It, Gaming Edition

If games stopped doing the following things, MovieBob would be very, very happy.

Read Full Article
I agree a lot on what you say about protagonists being all to similar and "wrong".

I sort of call this the Wolverine/Punisher syndrome. These characters are popular because they have an honor code that lets them do what we normal people can't (Beat up the people we don't like and don't give a damn about it).
And a lot of games protagonists seems to be designed with the same concept in mind. Make a person "what people want to be"...

And its easy to make the hurt little loner that does whatever he wants character...
 

walsfeo

New member
Feb 17, 2010
314
0
0
Each one of these "cut that stuff out" would be great game overthinker episodes. We need graphics, we need motion, we need something we can show to the people doing it wrong.
 

LazyAza

New member
May 28, 2008
716
0
0
Yeah I've been bitching about all this sorta stuff in games for years too, will be nice when so many of these tired cliche horrible design and writing ideas are much less common.
 

GloatingSwine

New member
Nov 10, 2007
4,544
0
0
Why is Russia always the Big Bad?

Really, the first question you have to ask isn't "why is it the Russians again", but "why is it the Americans again?", because if you're making a modern day or near future military action piece (and these are the games which are most likely to feature the Big Bad Russians as villains), it's a sound guarantee that the Americans are going to be around the place.

And the simple reason for that isn't that Americans like the big ooh-rah shooting games and buy more of them (though that is a compelling argument in itself), the reason is that America is the biggest kid in school right now, and a story where the big guy gets a beating is going to have more shock and awe value, and feel like a bigger deal, than one where a 90lb weakling country like Guatemala gets invaded and conquered. It's the same principle as when the might of the Royal Navy (at the time by far the strongest fighting force on Earth) was shown to be worthless against the Martians in the original War of the Worlds. The audience understands that they just saw the biggest army they know take a kicking, so they know that shit is now officially real. So now we know why America, does that answer why Russia?

Well, yes, frankly. Russia is currently the only other kid in school who stands a credible chance of threatening America proper. Given 20 years China might step up there (and we're kinda seeing the start of that in Homefront, though that's got a bit of extra wackiness given that the plot appears to be "North Korea conquers world with mad Starcraft skillz") but right now they don't have the force projection capability, and even united nor does Europe as most of the EU militaries are for national defence. If you're going to have a Big Modern War, Russia and America are the only combatants you can fight it with, and even people who don't read anything about military forces know that this is basically the case. And that fact is so pervasive that even if you make up some pretend countries you're by and large going to end up with Russia and America with the serial numbers filed off and a new coat of paint.

Why the faceless protagonist

This is something much deeper, something that really goes to the core of what game narrative is and how it's different from any other form of narrative. The core of it is expressed in what Danny Bilson said here [http://www.escapistmagazine.com/forums/read/7.269677-Cutscenes-Are-Gamings-Failure-State-Says-THQ-Exec]. When you pick up a controller not a TV remote or book, it's because you wanted to interact with something. The old maxim of "show, don't tell" starts giving way in games to "do, don't show". But this presents a new challenge to a storyteller, and it's a challenge that comes in two parts, The first is probably best expressed by what Dara O'Briain is saying here:


Games are presenting another challenge beyond simply allowing the story to progress, the audience now has to earn the ability to progress, they are actually facing the challenges the protagonist faces. The second is that the audience has, to varying degrees, a power of agency. The less prescriptive the game is the more agency the player has to alter the way the story is experienced (even a very linear narrative can be nonprescriptive, if there are even as much as multiple gameplay solutions to the same problem then two players can create different "characters" for their protagonist via their limited choices of how to use the tools on offer. If two people play Deus Ex then their versions of Denton could be very different characters even if they make all the same choices at branchpoints because they interacted differently with the tools of the game).

What these two points mean, taken together, is that the motivation to proceed must be transferred from the protagonist onto the player. Going back to Dara O'Briain and the Berzerker in Gears of War, the game didn't really have a lot of narrative in the first chapter, consequently it hadn't made Dara care about proceeding enough that he actually wanted to beat the Berzerker. If it had, then he would be in the position we've all been in having faced a difficult boss, we got through it by dogged perseverance and eventual improvement at the game because we wanted to win.

This key difference in where the narrative motivation lies is the source of the difference between an effective videogame protagonist, and an effective protagonist of another medium. Because the player is an active participant in the story, taking on the role of the protagonist in driving the narrative even if they don't take on the personality of the character in that narrative, the author of the story needs to convince them to share the motivation of that character. And the best way to do that is to keep that motivation very simple. In Red Dead Redemption, for instance (a recent game to be lauded for it's story), John Marston's initial motivation is incredibly slight, get his family back. That's an easy buy-in for the audience (though it would have been enhanced by having some of the family ranch stuff at the start of the game, so the player "knew" the family), but any subsequent motivations that drive the narrative (the desire to save Bonnie, for instance), are impressed on the player more strongly than the character. The player wants to proceed with the story in large part, despite there being a good deal of extraneous fucking about available to do. If you create a character with complex or conflicting motivations, it's harder to convince an audience to share in those motivations, and whilst it might be interesting to see what happens to a character like that (see: Hamlet), it's not enough to motivate an audience to overcome gameplay challenges, because they have to want to do more than know what happens next.

And so we come at last to the Tabula Rasa. Since we've already established that we're having to spend more of our effort as a storyteller impressing the desired motivations onto the audience rather than crafting intricate motivations for the character, why not cut out the middleman? Don't even give the player character the one line brief that comprises most videogame character motivations, just make the player themself want to do something. Save all that character development time for the characters that need it, the NPCs and especially the villain, because if you make a really great villain you've got an instant player buy in in the desire to defeat that villain. In terms of the character impact of a videogame, one Irenicus is worth a hundred complex and nuanced protagonists.

A visit from the exposition fairy.

The reason the exposition fairy has become so common recently is again down to the desire to remain interactive. A voice in your head like Cortana can witter on without breaking the flow of gameplay, you don't have to break into a cutscene to let the exposition fairy do her work, so you don't have to take control away from the player. Even when you're doing the Gears of War thing and making the player walk around slowly with their finger in their ear because you're secretly streaming the next area off the disc and want them to slow down so you've got time to do it.

Also, when you've got the whoosh bang explosions going on for the rest of the game, having mission control be calm and controlled makes a very useful break in pace. It's relatively easy to do that with a female voice and still retain some level of verisimilitude because it's easy to have that kind of character in your story, but there aren't many male characters you can put in that role, the only one you can really use is the Roy Campbell type, an experienced warhorse who isn't quite so excitable any more and so remains calm no matter how much pressure is on the player at the time. (though MGS has the break in gameplay for the codecs, initially due to the limitations on streaming from disc on the Playstation, even if it didn't Col. Campbell would have fulfilled that as mission control, and it would probably be more affecting when he goes batshit at the end of MGS2).
 

wyldefire

New member
Feb 27, 2008
49
0
0
I respectfully, but stringently, disagree with the Nathan Drake hate.

He's definitely not the most original protagonist, but everything in Uncharted
is meant to be a touch formulaic anyways.

And I don't get the Dane Cook comparison at all. Drake's humor is pretty John
McClanesque. Cook is more of a d-bag fratboy joking about his first blowjob.

Really the worst you can level at the character is that the mountains of dead bodies
left in his wake during gameplay are dissonant with his light-hearted, carefree personality.

But when you think about it that same problem exists for any video game character. Gordan
Freeman, Jack from BioShock, Nico Bellic, John Marston, and just about any other 3ish dimensional
protagonist you could name has the exact same problem. All the soldiers and henchmen they kill
probably have children and families too.

Same would hold true for any war game as well. I doubt any real life soldier has personally
killed as many people as your typical Call of Duty protagonist. Understanding that there is
a disconnect between what you do as a player and who the character is is a part of the
suspension of disbelief.
 

Ashcrexl

New member
May 27, 2009
1,413
0
0
what is the deal with everyone hating drake? first yahtzee, now you. he's a fairly typical adventurous, sarcastic, cocky, good-looking, one-liner spewing protagonist type guy. what's the deal?
 

ZippyDSMlee

New member
Sep 1, 2007
3,958
0
0
Meh I do not mind any of it as long as the game mechanics are good if not every cliche and thematic crutch becomes that much more annoying.
 

Innocent Bystander

New member
Jan 29, 2012
59
0
0
Darkstrike_11 said:
hmmm...some interesting stuff there bob.
I definitely agree with the whole "divine prophecy" bit. It's overused in game stories, and just serves to justify whatever ridiculous quests the player has to do.

However one of the best games which has subverted (sort of) this issue is in Morrowind. The entire game is based upon a prophecy, but instead of being called the chosen one, and having everybody recognise you as such, and then map out the rest of your needed actions, being the prophesied Nerevarine is something which has to be attempted, tried, and overcome. Half the important NPCs only say "you MIGHT be the chosen one" i.e. you can be the one if you WANT to. In addition, you meet various people who failed to attain the prophesied one status, but it is made clear that they could have become the Nerevarine if they had worked harder, not that they weren't the chosen.

I just think that it was a really novel approach to the whole prophesy idea, and one which works really well with both the "you can do whatever you want" design philosophy of the TES games as well as the very postmodern world which you inhabit in the game (you rarely find out the absolute truth about what goes on, and NPCs often say incorrect things as truth because they believe them!)

either way, this approach would only really work in an open world RPG, and in a more linear story the standard "you are the chosen one" crap is more prevalent, and it really shouldn't be.
Totally agree with you on that one. Another game that handles the divine prophecy storyline really well was "The Bard's Tale". In the beginning it's revealed that you're 'The Chosen One', destined to free the angelic queen of the land. Throughout the game however, you run into numerous other 'Chosen One's', mostly adolescent boys, who spend most of their time getting killed by goblins, falling into traps and generally dying in droves.