It's that fundamental difference in what kind of world this is that makes it "gritty and realistic" and a rejection of the fantasy of comic books The superficial shit about sex and violence has very little to do with it, which is why he was pissed that that's what people copied
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Anyway when it comes to games it's the same way Toby Fox talking about how the biggest difference Deltarune has over Undertale is no "branching paths" There's one story, with a beginning, middle and end, and you're just along for the ride
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And, like, that's not really that big a deal even though it sounds like it's a statement about Fate or whatever if you come to it from a game like Undertale "That's the normal way that stories work"
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In TLoU Joel and Ellie are human beings with their own personalities who have already made most of the decisions that define who they are before the story even starts That's normal for how a story works
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In one sense the point of the story is letting us watch the biggest day of their lives, the moment they make the one big choice there's no coming back from But in another sense, that choice was already made long ago, it's just a reflection of their nature That's how this works
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This is kind of what annoys me, because it shouldn't be that big a damn deal It's ancient knowledge Stories are interesting because they look like anything could happen at first and then at the end you look back and go "Yeah that's how it had to be"
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Replying to @arthur_affect
i find the stories-are-about-inevitability line an interesting one, since a) it does make for compelling fiction yet b) my own life has always seemed to be drowning in chance in our world there is no fate, only fortune
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Replying to @perdricof @arthur_affect
we see this in rpgs pretty strongly, where the problem of "keeping the party on track" often requires serious divine intervention or a game world with some powerful structure to it absent from our reality
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Replying to @perdricof @arthur_affect
yet it's stories where such inevitability is real that we somehow find illuminating of the human condition the ones where chance rules are "unsatisfying" and "scattered" and often quite boring
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Replying to @perdricof @arthur_affect
so i might suggest that these stories often don't illuminate the human condition so much as provide us with a reassuring fantasy of the human condition one where our character really does determine the course of our life, not dumb and meaningless stuff
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Sure, and in the classical sense "Everything was going fine until I was randomly hit by a car" isn't a "tragedy" and isn't much of a story The issue is playing around with trying to make stories reflect real-life messiness while still being palatable as stories
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Replying to @arthur_affect @perdricof
Why MMOs, for instance, still run on the demand for narrative "themepark" content mostly and people don't find being ganked by random 13-year-olds all that interesting or satisfying unless that's their particular kink (like the playerbase of EVE Online)
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