It's a bold goal, to try and get players to forgive that. The crux of the game is to empathize with both sides, and that dehumanizing one side into the "enemy" is wrong. This requires stepping beyond loyalties, but I can see why many players just point blank refuse to do so
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I agree completely with this take, I couldn't word it until I read this reply. Other media don't have to align the "user" values with the protagonist ones - it was interesting to see something like this done in videogames! Although I'm sure indies went there before...
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Completely agree that it's deliberate and very subjective, it's fascinating to me that the amount of friction is arguably dependent on how much the player refused to accept Joel's actions as wrong at the end of TLOU, so arguably: the more TLOU resonated, the more TLOU2 hurts
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I read an article ages back about empathetic play, and how players sometimes feel they're watching the protagonist, sometimes feel they're helping/allied with them, sometimes they ARE them. It depends both on the type of player and amount of agency in the moment (1/2)
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MCV 30 Under 30 2021