In short, I don't know how to feel about them. See, what makes moral arguments or conundrums in tv shows interesting is that assuming they're well thought out it illustrates the nature of morality of the world, how it conflicts with the protagonist and antagonist (or vice versa) and that you don't actually have a definitive sense of self-styled completion.
You're watching a piece of media that has an end, sure ... but you already come into it knowing that that end, and the lead up, will be the same regardless how often you watch it or how and where you watch it. It provides an actual moral argument that you can ponder about, debate with others, weigh up how you feel about it once you begin to scratch the surface.
Why I thought Starlight Glimmer was actually a good villain, and how and why her fight with Twilight was actually kind of a refreshing spin on the usual enemies they face. How dark it actually gets when you realize that Starlight is literally willing to erase herself as she is from reality just to prove a point and why it's akin to trying to talk down a suicide bomber after giving up all conventional means to stop them ... and it's actually kind of brutal and that she actually, in her twisted way, truly wanted to build a better world.
Stuff like this is comparable only in immediate likeness to old style 3D adventure games like the Tex Murphy series (pre-Overseer) trying to tell a narrative-focussed game ... but the relationship is different in games.
See in the old style adventure games, the endings were based exclusively on the choices you had made. Split up at pivotal points with illusive dialogue and actions that you may miss. This is further occulted by the fact that dialogue options only gave you a rough gyst of what you would actually say, though the blurb writing was pretty good enough to get a passing understanding of Tex's mannerisms and the likely response to your choice and how your choice would be represented.
So if you were willing, in The Pandora Directive (my favourite) ... you would have certain playstyles to reflect the ending you wanted to see ... and then the game just instructs you what happens post-case in a cinematic.
The problem is that unlike a tv show or movie where you break it down and analyze what the writers and animators/direction and producers were actually trying to convey, instead you get a strange democracy of input, but the voting is rigged and control of one's candidate of choice divorced from similar exploration of choice. Which is to be expected in movies or even real life, but in a game it feels jarring
Why exactly does Tex's choices to be a largely self-interested twat lead him to simply die? Why does Tex being somewhat a middling ground P.I. in terms of his private affairs lead to him being sullen, not breaking true ground with Chelsea, or running off to join the circus? Hope I'm not spoiling anything, but it's a 22 year old game ... and it's necessary to the point I'm making. So~ ... too bad, I guess?
By trying to be an interactive movie ... it kind of fails at both beyond it's an interesting story ... but a story does not a movie make.
A couple of misteps here and there should translate into the difference between running off to be a circus clown ... or hooking up for a holodate service because you blew your chance with Chelsea... And while you have to be aconcerted arsehole and twat, and insufferably self-interested to get the death scene, it's still a kind of polarizing set of endings. Of which there are like 6 of them... some make more sense than others... some are seemingly divorced from 'the canon' finishing.
Given the fact of its format, you are literally handed every meaningful moment of exchangeable dialogue you can make, its actions, its effects, and then delivered a rigged candidate outcome of merely the sum of those things that cannot have the same number of individual nuances as all those individual choices...
So this leads into an argument of 'karmic currency' that a game allows you to spend, and its inflation rate at purchasing its ending being much greater than the sum of total acquisitions over time. Is it possible to ever truly have a decent 3/4-level ending divergence over something like the trilogy of Mass Effect games?
Something that is actually show deep, or movie deep, given its only capacity to be moral choice driven is if it inevitably offers less individually nuanced endings than the number of its individual choices made over the game?
Can any game actually do it well while providing a lot of moral decisions that actually matter, while offering limited ending expressions of those choices ... all without seeming incredibly shallow and reinforcing bad writing upon even more limited input conclusions that might challenge even the best possible means to write and deliver them effectively?
How do you feel about your 'karmic currency' as I call it by the end of moral-choice ending narratives in games? Which games do you think does it well?
You're watching a piece of media that has an end, sure ... but you already come into it knowing that that end, and the lead up, will be the same regardless how often you watch it or how and where you watch it. It provides an actual moral argument that you can ponder about, debate with others, weigh up how you feel about it once you begin to scratch the surface.
Why I thought Starlight Glimmer was actually a good villain, and how and why her fight with Twilight was actually kind of a refreshing spin on the usual enemies they face. How dark it actually gets when you realize that Starlight is literally willing to erase herself as she is from reality just to prove a point and why it's akin to trying to talk down a suicide bomber after giving up all conventional means to stop them ... and it's actually kind of brutal and that she actually, in her twisted way, truly wanted to build a better world.
Stuff like this is comparable only in immediate likeness to old style 3D adventure games like the Tex Murphy series (pre-Overseer) trying to tell a narrative-focussed game ... but the relationship is different in games.
See in the old style adventure games, the endings were based exclusively on the choices you had made. Split up at pivotal points with illusive dialogue and actions that you may miss. This is further occulted by the fact that dialogue options only gave you a rough gyst of what you would actually say, though the blurb writing was pretty good enough to get a passing understanding of Tex's mannerisms and the likely response to your choice and how your choice would be represented.
So if you were willing, in The Pandora Directive (my favourite) ... you would have certain playstyles to reflect the ending you wanted to see ... and then the game just instructs you what happens post-case in a cinematic.
The problem is that unlike a tv show or movie where you break it down and analyze what the writers and animators/direction and producers were actually trying to convey, instead you get a strange democracy of input, but the voting is rigged and control of one's candidate of choice divorced from similar exploration of choice. Which is to be expected in movies or even real life, but in a game it feels jarring
Why exactly does Tex's choices to be a largely self-interested twat lead him to simply die? Why does Tex being somewhat a middling ground P.I. in terms of his private affairs lead to him being sullen, not breaking true ground with Chelsea, or running off to join the circus? Hope I'm not spoiling anything, but it's a 22 year old game ... and it's necessary to the point I'm making. So~ ... too bad, I guess?
By trying to be an interactive movie ... it kind of fails at both beyond it's an interesting story ... but a story does not a movie make.
A couple of misteps here and there should translate into the difference between running off to be a circus clown ... or hooking up for a holodate service because you blew your chance with Chelsea... And while you have to be aconcerted arsehole and twat, and insufferably self-interested to get the death scene, it's still a kind of polarizing set of endings. Of which there are like 6 of them... some make more sense than others... some are seemingly divorced from 'the canon' finishing.
Given the fact of its format, you are literally handed every meaningful moment of exchangeable dialogue you can make, its actions, its effects, and then delivered a rigged candidate outcome of merely the sum of those things that cannot have the same number of individual nuances as all those individual choices...
So this leads into an argument of 'karmic currency' that a game allows you to spend, and its inflation rate at purchasing its ending being much greater than the sum of total acquisitions over time. Is it possible to ever truly have a decent 3/4-level ending divergence over something like the trilogy of Mass Effect games?
Something that is actually show deep, or movie deep, given its only capacity to be moral choice driven is if it inevitably offers less individually nuanced endings than the number of its individual choices made over the game?
Can any game actually do it well while providing a lot of moral decisions that actually matter, while offering limited ending expressions of those choices ... all without seeming incredibly shallow and reinforcing bad writing upon even more limited input conclusions that might challenge even the best possible means to write and deliver them effectively?
How do you feel about your 'karmic currency' as I call it by the end of moral-choice ending narratives in games? Which games do you think does it well?