The only decision of yours the game really cares is about is your decision to play a game, and continue playing a game involving the constant slaughter of civilians and allied soldiers, despite your conscious kicking in and going "hey, that wasn't a very nice thing to do". It doesn't matter if you blame yourself for doing it, which you shouldn't and which the game tells you not too, just as long as you thought for a second that what you were actually doing in the game was pretty damn horrific.Catfood220 said:Because the game is trying to get a emotional response from you based on your decisions and for the most part it works. For example, just after the water tankers have crashed and you come upon the guy who had been running the operation trapped under one of the trucks. You have the option to kill him or walk away and let him burn to death. The time that I walked away and you can hear him begging for death and screaming as he burns made me feel like shit. Yeah the guy was a deluded fool, but he deserved mercy. The same goes for after the hanging of Lugo and you have the choice to shoot the crowd or scare them off. When I shot at the crowd and was walking through the little settlement and there were a few people huddled in their homes scared. I felt bad about that too.Eppy (Bored) said:Why is it important that the player have a choice?Catfood220 said:But here's the thing, you shouldn't feel bad because the game doesn't offer you a choice. Yeah, you thought it was the best way forward, but what if you hadn't? Tough, you have to use the mortar to advance in the game no matter what. You have no choice if you want to see what the rest of the game has to offer. It goes "here use this to continue" and then it goes "look, look what you've done you monster".
If the game had of given you the choice to take the easy option and use the mortar and kill every living thing or take ther harder option and you take out the enemy one at a time as you had been for pretty much the entire game, it would have held a lot more emotional weight when you you took easy option and it turned out to be the worst option but for the game to go "use this to continue...awww look what you've done now, I can't take you anywhere" is cheap and manipulative. Don't get me wrong, I liked the game enough to platinum it, I just don't see the point of feeling bad about something I had no control of.
Both these moments made me feel bad because I had made those choices and could see and hear the consequences of my actions. Well done game for making me feel bad.
However, the white phosphorus was a fixed moment, something that you could not change or alter in any way shape or form, I tried. Because there is no choice, because it is simply something that you have to do to advance the game, there is little emotional weight because it is something I had no control over. I think that if the game developers wanted that scene to have real impact, they should have given me the choice as to which action I took. Imagine how bad it would have been if you had of gone, well just bombing these troops is an easy option over going down there and shooting my way through...oh no there are civilians. That would have made me feel bad because I would have made that decision rather than have it made for me.
As for the white phosphorus stuff, sometimes there is no choice in life, sometimes things just have to happen that way, even if it's less than ideal. The game allowing you to take the completely unrealistic but genre standard route of you and your 2 buddies shooting your way through a crowd of several hundred soldiers at once just to be the heroes not taking the easy way out like 99.99% of the people in this world would would defeat the point. Obviously it's all a bit unrealistic but it is fiction, give it a break. The Walking Dead would hardly have been the same game if there was one option to just not ...(what happens to you near the end)... would it. Many things in fiction are quite contrived, once you can get over that you're on to a winner.