Like, this is what I was saying about the disconnect between you and me on the violence in 2 specifically
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Replying to @BootlegGirl @loudpenitent and
Like, there's a couple of levels of abstraction, the first being that the narrative NEVER scales up to strategy or even broad tactics, you don't see even Maria's POV much less someone like Jerry's. It's rooted in the POV of these people who are endangered.
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Replying to @BootlegGirl @loudpenitent and
And even though it poses the possibility that several or all of our protagonists deserve death, none of them accept it. The second thing is, we see (if we play on high difficulty) that these characters are incredibly vulnerable, so their hair triggers make sense
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Replying to @BootlegGirl @loudpenitent and
So as someone who's intensely afraid of how the changing-for-the-worse real world will shake out for me personally, the games' narratives are empowering because they never conclusively allow a character to give up, to be namelessly sacrificed
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Replying to @BootlegGirl @loudpenitent and
It's even *reassuring* that the enemies let you know their names, in a way, because it means they aren't faceless casualties either. Ellie's whole THING is that she literally feels she's already killed the world, against her will, and every single death is on her
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Replying to @BootlegGirl @loudpenitent and
if you're someone who faintly worries not entirely without merit that in the next couple years people will actually come to your house w weapons and kill you(I'm not saying it's likely, but it's not something I can 100% dismiss so I worry)it's as bleakly reassuring as you can get
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Replying to @BootlegGirl @loudpenitent and
because I do think the idea in TLOU is that every single death matters. Which is NOT something that's true in allegedly "hopeful" stories where the majority of protagonists as well as villains are expendable in the service of the greater good/evil
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Replying to @BootlegGirl @loudpenitent and
This relates to why I much prefer tactical games to strategy ones, in that realm; I feel like a villainous dictator ordering a million-person army or fleet to its death, whereas it's much more humanizing if you are controlling a squad with names like in XCOM
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Yeah it's hard to play "grand strategy" games and not feel like a monster
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Replying to @arthur_affect @BootlegGirl and
Isn't this one of the points of Papers Please! ?
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You don't have grand strategy powers in Papers, Please, in fact the point of that game is you have extremely little power and are yourself highly vulnerable
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Replying to @arthur_affect @BootlegGirl and
Right, but what power you do have can be used in a monstrous way.
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