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Spoilers for Bioshock below]
ShinyCharizard said:
I understand what they were going for with that scene among others. However personally I found it just didn't have any impact. Had the mortar been presented as an option that you could use to make the fight easier rather than being forced to use it would have made the events that occur after its use more personal and impactful.
There's one obvious flaw with your suggestion; if Spec Ops gave you a choice whether or not to use the white phosphorus and kill a bunch of civilians, no-one would use it. And without that scene, the rest of the plot doesn't make sense - Walker has no reason to go insane and start hallucinating Konrad's voice, the team has no reason to question his decisions, and the civilians have no reason to hate him.
Your "choice" isn't really a choice, because it's reduced to "Do you want to be a hero or a mass murderer?" It's so ludicrously black-and-white that I can't imagine anyone sincerely choosing to use the WP once they know what the consequence is. They'd just not use it, or use it to see what happens then reload and choose the other option.
In my opinion, that completely destroys the impact of the scene. It gives you the option to just dodge the punch. Not only does the plot fall apart, it wouldn't say anything important about responsibility for your choices because the good choice
has no consequences. There's no downside. A harder gunfight? That's really intimidating for people who can't reload a save and try again infinity times over.
Every other "moral" choice in Spec Ops has no clear good option. Some of them are revealed to not even be choices - the hanging men, for example. The option to not use the WP is a very clear good option, and it would be completely out of place with the tone of the series. That's why the game doesn't give you a choice.
I mean, when I hear people say "But the game didn't give me a choice!" about the WP scene, I just think that it's like complaining about having to beat Andrew Ryan to death in Bioshock. "But I didn't have a choice!" No, you didn't. That's the point. The game's not making a commentary on bearing responsibility for your choices. It's saying that in war, there sometimes
isn't a choice; mistakes are inevitable, atrocities are necessary, no-one has a clear idea what's going on and there's no golden ending. Walker's trapped in a double bind, and the only solution - to drop his gun and leave Dubai - doesn't even occur to him, the same way it doesn't occur to the player that they can choose to turn the game off and
not play it.