So much this.MarsAtlas said:I haven't played Undertale yet so I can't vote but I do want to point out that Spec Ops: The Line actually gives you agency most of the time, its just that people use it for violence. The very first violent encounter in the game you're prompted with text to open fire before your foe does, who I should mention opens fire because they think you're going to. Did you do that? A lot of people did. When it comes to that one scene did you even try to use an alternative method to get through? Most people didn't. At the very end of the game there is a choice to be violent, a choice where both choices, to be violent or peaceful both advance the narrative. As can actually be demonstrated by steam achievement statistic most people chose the violent course of action. They didn't even try to resolve it without resorting to violence. This is hours after the "you made a terrible decision' gut punch by the way. There's many more examples in the game than these few I've mentioned, by the way. The game does give you agency most of the time, and even when there isn't an alternative solution that allows you to advance in the game you're still welcome to try anyways. Most people simply never used that agency and chose the violent, or more violent than its alternative, solution. Honestly the WP scene was probably the weakest example of it in the entire game, which is a shame because its also the most obvious. There are a lot more examples in the game, some being downright insidious.
As I outlined in mine, the executions are a completely optional thing, that the game still shifts to drive home what the player is forcing Walker to do. One of the ending battles is similar as well, with the option to give up or go out in a blaze of PTSD glory. While the moment to moment gameplay in Ops is blatant shooting, the player has a surprising amount of agency.
Now, I'd argue that the WP scene is dedicated to showing the player that they did cause the horrible event. There's a choice in that scene - stop playing and Walker dies there, or fire and continue. I understand people might not like that an option in a game is to stop playing, but, IMO, it's pretty clear from the scene that exiting out is the alternative.
If you do keep playing, the game shows you the consequence. It doesn't try to guilt trip you. It shows the consequence of your choice. It is not a happy world where deaths get glossed over. Walker made a decision, and it turned out very differently than expected. The game was telling a story. The player chose to keep reading. No one complains that the Red Wedding was stupid. It was brought about due to certain characters making poor decisions, and any other consequence would have been dissension.
Also of note in Spec Ops - it's not the player's story. It's Walker's story, the player just decides how long it is. People bring up "I didn't want to fire the phosphorus." Of course you didn't. Walker, the character you control, made a choice as characters so inconveniently do. IT's just a little more drastic than attacking the nest in Aliens, going in the woods in a horror movie, or any other stupid events through narrative form media. For all the agency Spec Ops gives you under the hood, they know when to take it away for narrative development.