I don't really understand this criticism. Humans can be forced to do bad things through circumstance or necessity and still feel bad about it even if it was out of their control. I felt bad dumping my ex-gf, even though she "rail-roaded" me into it by being annoying, for example.kanyewhite said:Spec Ops never made me feel bad. I know I'm a good person IRL, but that game TRIED to make you feel like a horrible human being in the worst way possible. Think about it, the main turning point in the game is something you are forced into by the game. It might be cool if the player himself had this big battle and then reverted to using the mortar. But of course, then If I didn't use it, the the game would not be able to continue. So, I don't understand how it makes you feel bad.
ALSO....SOOO OVERRATED. BUTTT.....I already made a sizable thread about thread on that.
Just out of interest, why does something as inconsequential as choosing a sarcastic or polite comment increase your immersion but minor things like using a sniper over a pistol or something do nothing? Both largely inconsequential yet both provide a little bit of personalisation to the protagonist, how he talks or how he fights etc.Zhukov said:Uh... neither?bananafishtoday said:Daystar Clarion said:How people feel bad after playing this game is beyond me.Out of curiosity, did you see Walker as a character distinct from yourself who you observed act, or did you project yourself into him and see his acts as your own? I don't mean the "choices" (the game was strictly linear); I mean everything that happened in the game.Zhukov said:I still don't see how that game manages to make people feel bad.
I guess If I had to choose I'd say I mostly saw Walker as a distinct character.
Thing is, I can't really project myself onto whose actions I have no influence over. Even if it's just mostly inconsequential dialogue choices a la Mass Effect, Human Revolution or The Walking Dead. That's enough for me to start thinking of the character as "me" or as "my character". Spec Ops didn't have that. It kinda tried with those few choices, but that wasn't enough, at least not for me.
On the other hand, Walker didn't have any defined personality that I can recall. You don't know anything about his past, his likes and dislikes, his sense of humour, or... anything. SO I really didn't care about anything that happened to him except out of curiosity. I guess I kinda felt sorry for him toward the end, but that's about it.
So Walker kinda floats in the middle for me.
I don't really understand this new obsession with "choices" though. Books don't have to have choices but can still draw you in completely if written well, even though the reader has no choice whatsoever about what direction the narrative is going in. I've nothing against some games going for lot's of choice and consequence, but i don't see why it needs to be in everything. A book often follows a protagonist or narrator through a specific story arc, a game can do the same. Only a game allows the player to experience directly what happens through the narrative.
But just because you can control the motions Walker goes through throughout doesn't mean you should have complete freedom over everything that happens in the game or else it's a terrible game. YOU are playing Walker's story, no one elses. Personally i think the fact that it's YOU experiencing directly the horrors of Walkers actions is what made it so effective.