• 2 Posts
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Joined 10 months ago
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Cake day: September 16th, 2023

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  • There are many kinds of evil, and also the morally gray. Evil doesn’t have to be evil just for the sake of it.

    At the end of the day, these kinds of videogames tell stories, and a story full with nonsensical evil will only appeal to those freaks you talked about. In the other hand, if it is handled correctly, the story will appeal to a much broader audience. As an example, at the end of The Last Of Us (the show, idk about the game), the main character refuses to save the world because it would mean the death of the only family he had left, and massacres a lot of people in a mix of survival instinct and paternalistic rage. It is horrible from a moral perspective yet it is a good, engaging story.

    I feel like, in the same sense, a character with impenetrable morality and no conflict would not be very entertaining to read/watch/play.

    As for the workload, I’d rather they didn’t give me the option to be evil if the story is going to be bad. The devs themselves choose to make different paths, so at least have them be equally fun. (I’m not getting into pressures from above for “branching narratives” or any other marketable terms. Replace devs with “studios” if you wish.)




  • There have been some theories on this phenomenon, with the most prevalent being the tendency for Wikipedia pages to move up a “classification chain”. According to this theory, the Wikipedia Manual of Style guidelines on how to write the lead section of an article recommend that articles begin by defining the topic of the article. A consequence of this style is that the first sentence of an article is almost always a definitional statement, a direct answer to the question “what is [the subject]?”