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<blockquote data-quote="RangerWickett" data-source="post: 8023107" data-attributes="member: 63"><p>I did not play it. I watched someone do a complete playthrough on YouTube.</p><p></p><p>I love this as a story. I can understand why it might be a less than ideal design for a game.</p><p></p><p>In BioShock, the fact that you had to do all the things and did not have a choice really, that fit, because the whole essence of that story was on whether people have a choice. </p><p></p><p>But, when I played the first Last of Us, I just sat as Joel in the end and did not go and kill people. I tried that. I did not want to play through his effort to kill a bunch of people. Ultimately, I did it, and it left a strange feeling. I realized that the whole game was really just a long TV show, where you occasionally get to shoot random people and monsters. It was not, like, an RPG.</p><p></p><p>The game has a message you want to deliver, and that message is only really conveyed if actions play out a particular way. So if as a game, you allegedly have control over the main character, but lose that control in any social interaction, it creates dissonance.</p><p></p><p>Now, I love how the sequel ends. It's a great story! It was bleak and beautiful. It probably evoked a stronger emotional reaction than any other video game I've watched.</p><p></p><p> But I'm not sure it's a 'game.'</p><p></p><p>Then again, if you just watch these events as an outside observer, and did not have the same level of action investment that you have as a player in a game, maybe it would hit less strongly.</p><p></p><p>It's certainly a cool game. The gameplay parts look cool. And the idea of screwing with the players emotions really delights me. I mean, I'm a big fan of the question, are we the bad guys? I've always wanted villains in stories to have reasonable motivations and be the kind of person you can potentially empathize with.</p></blockquote><p></p>
[QUOTE="RangerWickett, post: 8023107, member: 63"] I did not play it. I watched someone do a complete playthrough on YouTube. I love this as a story. I can understand why it might be a less than ideal design for a game. In BioShock, the fact that you had to do all the things and did not have a choice really, that fit, because the whole essence of that story was on whether people have a choice. But, when I played the first Last of Us, I just sat as Joel in the end and did not go and kill people. I tried that. I did not want to play through his effort to kill a bunch of people. Ultimately, I did it, and it left a strange feeling. I realized that the whole game was really just a long TV show, where you occasionally get to shoot random people and monsters. It was not, like, an RPG. The game has a message you want to deliver, and that message is only really conveyed if actions play out a particular way. So if as a game, you allegedly have control over the main character, but lose that control in any social interaction, it creates dissonance. Now, I love how the sequel ends. It's a great story! It was bleak and beautiful. It probably evoked a stronger emotional reaction than any other video game I've watched. But I'm not sure it's a 'game.' Then again, if you just watch these events as an outside observer, and did not have the same level of action investment that you have as a player in a game, maybe it would hit less strongly. It's certainly a cool game. The gameplay parts look cool. And the idea of screwing with the players emotions really delights me. I mean, I'm a big fan of the question, are we the bad guys? I've always wanted villains in stories to have reasonable motivations and be the kind of person you can potentially empathize with. [/QUOTE]
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