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** It still doesn't seem fair for the game to call the player a bad person for continueing to play the game they payed money for.

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** *** The opening question is, frankly, rather disingenuous. The lede is being pretty heavily buried; not only was the project not one that Walt Williams had full creative control over (as it was based on an existing property, meaning there were likely limits to what he could and couldn't do compared to a project that was by and large his own baby), the "[[VideoGame/StarWarsBattlefrontII fascist stormtrooper]]" game alluded to above is explicitly about said stormtrooper experiencing a HeelFaceTurn, realising that the cause she'd been fighting for was evil, and ''rejecting it'' in order to defect and fight for a better cause. It's not like Walt Williams went on to write ''Yay, Fascism! The Video Game'', as is clearly being implied; the player is clearly expected to ''also'' find the cruelty of the Empire unacceptable and reject it (not least because that's been the central message of ''Star Wars'' for almost fifty years). Though for what it's worth, the plot of ''Battlefront II'' is in some ways a bit of a mirror of ''Spec Ops''; both revolve around soldiers who start off believing that they're fighting for a worthy cause only to end up discovering that they're on the wrong side, but while Iden Versio is able to realise the error of her ways and turn away before it's too late, Captain Walker is sadly deprived that opportunity. The two aren't as contradictory or hypocritical as the above is trying to imply.
*** And also, no one is saying that the consequences of killing polygons in a video game is "earth-shattering"; that's fatuous. That doesn't mean, however, that there aren't ''any'' consequences. Every decision you will ever make has consequences. In this case, the consequences are simply that the producers of a video game are able to suggest some things about the player and/or the games they enjoy to play that they might not like hearing. And no one is saying that to choose to stop playing the game "wipes the game's plot from reality" -- they are simply saying that it is a valid choice to make, and that deciding either way carries with it consequences. They might not be especially important consequences in the scheme of things, but that doesn't mean you're free from them.
*
It still doesn't seem fair for the game to call the player a bad person for continueing to play the game they payed money for.

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*** The answer to any and all of those questions is "not necessarily" -- but that's not what the OP was asking. The OP was asking, quote, "what is the game trying to say?", and the things listed in response are simply things that that the game is trying to say. You're not obliged to like or agree with all or even any of them, but that doesn't mean the game isn't trying to at least make you think about them.

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*** The answer to any and all of those questions is "not necessarily" -- but that's not what the OP was asking. The OP was asking, quote, "what is the game trying to say?", and the things listed in response are simply things that that the game is trying to say. You're not obliged to like or agree with all or even any of them, these things, but that doesn't mean the game isn't trying to at least make you think about them.



** The answer is that it isn't; Williams and Yager Games are simply using a particular genre to ask these kinds of questions one time. That said, there is a hint of disingenuousness here; passively watching a TV show is a different viewing experience to actively playing a video game. Williams and Yager Games aren't commenting on the act of watching TV, they're commenting on the act of playing a video game. There may indeed be moral questions that can be (and FWIW [[Film/FunnyGames have been]]) asked of the experience of passively watching fictional characters suffer for entertainment pleasure -- but Williams and Yager Games don't ask them of TV shows because that's not the medium they're working in.

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** The answer is that it isn't; Williams and Yager Games are simply using a particular genre to ask these kinds of questions one time.time of one particular audience of one particular genre. They're not saying that first person shooter players are the only bad people ever, they're just using first person shooters as a way of raising some questions about player choice and freedom. They're not obliged to comment on every single work of art and genre ever and always in every single project they do, they simply thought it would be interesting to do so for this particular project. That said, there is a hint of disingenuousness here; passively watching a TV show is a different viewing experience to actively playing a video game. Williams and Yager Games aren't commenting on the act of watching TV, they're commenting on the act of playing a video game. There may indeed be moral questions that can be (and FWIW [[Film/FunnyGames have been]]) asked of the experience of passively watching fictional characters suffer for entertainment pleasure -- but Williams and Yager Games don't ask them of TV shows because that's not the medium they're working in.in or analysing.
** Also, the producers might not necessarily have the luxury of choosing to work on projects that 100% meet their preferences every time they work; they might not necessarily enjoy working on violent shooters, but may have to because they're the only projects being commissioned at the time and they have to think of MoneyDearBoy like the rest of us. They simply used a project they were working on to ask these kind of questions that they felt were worth asking when they had the freedom and ability to do so.

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* As raised above, ''Spec Ops'' solely saves its judgement for those seeking to play psuedorealistic, "modern" first-person shooters. Walt Williams has expressed his distaste for anything resembling these games, even ''Counter-Strike'', and the game accuses players of being active participants of violence. But with the rise of grimdark, violent fiction like ''The Walking Dead'' or ''Game of Thrones'' and series inspired by its bleak outlook on humanity, and with Walt Williams and Yager Games' work on other violent series, why is the consequence of viewing a fictional story pinned on the viewer when it is one genre, but not another?

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\n*** The answer to any and all of those questions is "not necessarily" -- but that's not what the OP was asking. The OP was asking, quote, "what is the game trying to say?", and the things listed in response are simply things that that the game is trying to say. You're not obliged to like or agree with all or even any of them, but that doesn't mean the game isn't trying to at least make you think about them.

* As raised above, ''Spec Ops'' solely saves its judgement for those seeking to play psuedorealistic, "modern" first-person shooters. Walt Williams has expressed his distaste for anything resembling these games, even ''Counter-Strike'', and the game accuses players of being active participants of violence. But with the rise of grimdark, violent fiction like ''The Walking Dead'' or ''Game of Thrones'' and series inspired by its bleak outlook on humanity, and with Walt Williams and Yager Games' work on other violent series, why is the consequence of viewing a fictional story pinned on the viewer when it is one genre, but not another?another?
** The answer is that it isn't; Williams and Yager Games are simply using a particular genre to ask these kinds of questions one time. That said, there is a hint of disingenuousness here; passively watching a TV show is a different viewing experience to actively playing a video game. Williams and Yager Games aren't commenting on the act of watching TV, they're commenting on the act of playing a video game. There may indeed be moral questions that can be (and FWIW [[Film/FunnyGames have been]]) asked of the experience of passively watching fictional characters suffer for entertainment pleasure -- but Williams and Yager Games don't ask them of TV shows because that's not the medium they're working in.
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*** To be clear, the "moral absolutism" in ''Advanced Warfare'' is the result of ''an American villain trying to force the world under a neocolonialistic Western rule'' and ''Infinite Warfare'' is more in the vein of a SpaceOpera than the psuedorealistic warfare ''Spec Ops'' purports to criticize; it is worth pointing out that ''Spec Ops''' criticism of a player for indulging in what it believes to be racist, escapist fantasy does not take into account the overarching villains of ''Call of Duty'''s modern series being Western villains.



*** Is a reader or watcher suddenly responsible for the sole action of a character, whose guiding actions are set by the creators to be as horrific as possible, simply because they read or watch a story? What of the pro-Spec Ops players defending the game - are they then horrible people for "committing" such a deed? Why are "non-violent" games inherently better than "violent" ones that cause "pain and suffering"?

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*** Is a reader or watcher suddenly responsible for the sole action of a character, whose guiding actions are set by the creators to be as horrific as possible, simply because they read or watch a story? What of the pro-Spec Ops players defending the game - are they then horrible people for "committing" such a deed? Why are "non-violent" games inherently better than "violent" ones that cause "pain and suffering"?suffering"?

* As raised above, ''Spec Ops'' solely saves its judgement for those seeking to play psuedorealistic, "modern" first-person shooters. Walt Williams has expressed his distaste for anything resembling these games, even ''Counter-Strike'', and the game accuses players of being active participants of violence. But with the rise of grimdark, violent fiction like ''The Walking Dead'' or ''Game of Thrones'' and series inspired by its bleak outlook on humanity, and with Walt Williams and Yager Games' work on other violent series, why is the consequence of viewing a fictional story pinned on the viewer when it is one genre, but not another?
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*** Is a reader or watcher suddenly responsible for the sole action of a character, whose guiding actions are set by the creators to be as horrific as possible, simply because they read or watch a story? What of the pro-Spec Ops players defending the game - are they then horrible people for "committing" such a deed?

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*** Is a reader or watcher suddenly responsible for the sole action of a character, whose guiding actions are set by the creators to be as horrific as possible, simply because they read or watch a story? What of the pro-Spec Ops players defending the game - are they then horrible people for "committing" such a deed?deed? Why are "non-violent" games inherently better than "violent" ones that cause "pain and suffering"?
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*** It's interesting to note Yager games went on to make several violent games in military or horror settings, and Walt Williams himself wrote a story about a fascist stormtrooper actively doing horrible things for TheEmpire. Why, then, is this kind of "cruelty" acceptable when it's not a genre or game series favored by the author? In addition, Walt Williams stated he even hates "violent" shooters like Counter-Strike - but Counter-Strike revolves around plotless PVP dressed up in a 90s view of WesternTerrorism, not racist anti-Arabic terror. So what kind of point is the game trying to make, as below? And if a game tries to speak for the player, assumes things of the player, and uses these assumptions, however wrong, to attack the player, it's a bad argument. Again, "shut the game off" does not wipe the rest of the game's plot from reality.

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*** It's interesting to note Yager games went on to make several violent games in military or horror settings, and Walt Williams himself wrote a story about a fascist stormtrooper actively doing horrible things for TheEmpire. Why, then, is this kind of "cruelty" acceptable when it's not a genre or game series favored by the author? In addition, Walt Williams stated he even hates "violent" shooters like Counter-Strike - but Counter-Strike revolves around plotless PVP dressed up in a 90s view of WesternTerrorism, not racist anti-Arabic terror. So what kind of point is the game trying to make, as below? And if a game tries to speak for the player, assumes things of the player, and uses these assumptions, however wrong, to attack the player, it's a bad argument. the strawman fallacy. Again, "shut the game off" does not wipe the rest of the game's plot from reality.reality, and cannot be used against people dissecting the game's message, nor does it damage arguments that the game railroads - bluntly, the player vs. character actions that are artificially set by creators, in artificial settings, used to attack players and claim there are Earth-shattering consequences for killing polygons is much like saying VideoGame/Doom caused Columbine.
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**** It's interesting to note Yager games went on to make several violent games in military or horror settings, and Walt Williams himself wrote a story about a fascist stormtrooper actively doing horrible things for TheEmpire. Why, then, is this kind of "cruelty" acceptable when it's not a genre or game series favored by the author? In addition, Walt Williams stated he even hates "violent" shooters like Counter-Strike - but Counter-Strike revolves around plotless PVP dressed up in a 90s view of WesternTerrorism, not racist anti-Arabic terror. So what kind of point is the game trying to make, as below? And if a game tries to speak for the player, assumes things of the player, and uses these assumptions, however wrong, to attack the player, it's a bad argument. Again, "shut the game off" does not wipe the rest of the game's plot from reality.



*** And finally, another is this: you own the consequences of your decisions and actions, even if they're only within the virtual realm of a video game. In the game, the characters stubbornly press on with increasingly poor decisions despite the evidence mounting that doing so will only cause more pain and suffering, and are eventually forced to reckon with the consequences of doing so. Similarly, for whatever reason you knowingly chose to purchase a video game based around violence and shooting despite there being plenty of other non-violent options for entertainment (both video games or otherwise) available to you, and you knowingly continued to play it despite the fact that the characters would end up suffering horribly if you did so. In consequence, the game tried to make you feel bad and question yourself for doing so. You don't have to like it, but it's nevertheless a result of decisions you made and one way or another you're going to have to come to terms with that. This doesn't necessarily mean that you should never play a violent video game ever again -- but ultimately, whether you do or not you're ultimately the only one responsible for that decision and any consequences it has.

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*** And finally, another is this: you own the consequences of your decisions and actions, even if they're only within the virtual realm of a video game. In the game, the characters stubbornly press on with increasingly poor decisions despite the evidence mounting that doing so will only cause more pain and suffering, and are eventually forced to reckon with the consequences of doing so. Similarly, for whatever reason you knowingly chose to purchase a video game based around violence and shooting despite there being plenty of other non-violent options for entertainment (both video games or otherwise) available to you, and you knowingly continued to play it despite the fact that the characters would end up suffering horribly if you did so. In consequence, the game tried to make you feel bad and question yourself for doing so. You don't have to like it, but it's nevertheless a result of decisions you made and one way or another you're going to have to come to terms with that. This doesn't necessarily mean that you should never play a violent video game ever again -- but ultimately, whether you do or not you're ultimately the only one responsible for that decision and any consequences it has.has.
**** Is a reader or watcher suddenly responsible for the sole action of a character, whose guiding actions are set by the creators to be as horrific as possible, simply because they read or watch a story? What of the pro-Spec Ops players defending the game - are they then horrible people for "committing" such a deed?
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** Look at it this way: a central theme of the game is "decisions and their consequences". Throughout the game, the characters make decisions and are then forced to reckon with the consequences of doing so. By asking the player to do so as well, the game developer is simply extending the theme to the player. The player makes a decision to buy a game and start playing it. The developer, in this case, is simply reminding the player that to ''continue'' with the game is a decision they make as well. No one else. The game hasn't come to life to force them, the developer isn't pointing a gun at their head. The player can stop playing as soon as the first insulting cut-scene message comes up if they don't like it, as soon as Walker is confronted with the decision to use white phosphorus, or at any point they want. They can uninstall the game, take it back to the store and demand a refund, sell it second hand, throw it in the garbage, torch it, whatever they want. So if they ''do'' decide to keep playing despite all this, while they might not like the end result and can criticise it all they want, one thing they ''don't'' get to do is complain that the game made them do it. Because the only person responsible for the decision to continue is the player, and therefore they own the consequences of doing so as well, even if it's just a gameplay experience they find unsatisfying.

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** Look at it this way: a central theme of the game is "decisions and their consequences". Throughout the game, the characters make decisions and are then forced to reckon with the consequences of doing so. By asking the player to do so as well, the game developer is simply extending the theme to the player. The player makes a decision to buy a game and start playing it. The developer, in this case, is simply reminding the player that to ''continue'' with the game is a decision they make as well. No one else. While the developer obviously develops a narrative track for the player to follow and presumably hopes that they find it intriguing and involving enough to purchase and continue with, that's the extent of their control over the situation. The game hasn't doesn't come to life to force them, the developer isn't pointing a gun at their head. The player can stop playing as soon as the first insulting cut-scene message comes up if they don't like it, as soon as Walker is confronted with the decision to use white phosphorus, or at any point they want. They can uninstall the game, take it back to the store and demand a refund, sell it second hand, second-hand, write nasty one-star reviews on the internet urging people not to buy it, throw it in the garbage, torch it, whatever they want. So But if they ''do'' decide to keep playing despite all this, playing, while they might not like the end result and can criticise it all they want, one thing they ''don't'' get to do is complain that the game or the developers made them do it. Because the only person responsible for the decision to continue is the player, and therefore they own the consequences of doing so as well, even if it's just a gameplay experience they find unsatisfying.
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** Look at it this way: a central theme of the game is "decisions and their consequences". Throughout the game, the characters make decisions and are then forced to reckon with the consequences of doing so. By asking the player to do so as well, the game developer is simply extending the theme to the player. The player makes a decision to buy a game and start playing it. The developer, in this case, is simply reminding the player that to ''continue'' with the game is a decision they make as well. No one else. The game hasn't come to life to force them, the developer isn't pointing a gun at their head. The player can stop playing as soon as the first insulting cut-scene message comes up if they don't like it, as soon as Walker is confronted with the decision to use white phosphorus, or at any point they want. They can uninstall the game, take it back to the store and demand a refund, throw it in the garbage, torch it, whatever they want. So if they ''do'' decide to keep playing despite all this, while they might not like the end result and can criticise it all they want, one thing they ''don't'' get to do is complain that the game made them do it. Because the only person responsible for the decision to continue is the player, and therefore they own the consequences of doing so as well.

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** Look at it this way: a central theme of the game is "decisions and their consequences". Throughout the game, the characters make decisions and are then forced to reckon with the consequences of doing so. By asking the player to do so as well, the game developer is simply extending the theme to the player. The player makes a decision to buy a game and start playing it. The developer, in this case, is simply reminding the player that to ''continue'' with the game is a decision they make as well. No one else. The game hasn't come to life to force them, the developer isn't pointing a gun at their head. The player can stop playing as soon as the first insulting cut-scene message comes up if they don't like it, as soon as Walker is confronted with the decision to use white phosphorus, or at any point they want. They can uninstall the game, take it back to the store and demand a refund, sell it second hand, throw it in the garbage, torch it, whatever they want. So if they ''do'' decide to keep playing despite all this, while they might not like the end result and can criticise it all they want, one thing they ''don't'' get to do is complain that the game made them do it. Because the only person responsible for the decision to continue is the player, and therefore they own the consequences of doing so as well.well, even if it's just a gameplay experience they find unsatisfying.
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** Look at it this way: a central theme of the game is "decisions and their consequences". Throughout the game, the characters make decisions and are then forced to reckon with the consequences of doing so. By asking the player to do so as well, the game developer is simply extending the theme to the player. The player makes a decision to buy a game and start playing it. The developer, in this case, is simply reminding the player that to ''continue'' with the game is a decision they make as well. No one else. The game hasn't come to life to force them, the developer isn't pointing a gun at their head. The player can stop playing as soon as the first insulting cut-scene message comes up if they don't like it, as soon as Walker is confronted with the decision to use white phosphorus, or at any point they want. They can uninstall the game, take it back to the store and demand a refund, throw it in the garbage, torch it, whatever they want. So if they ''do'' decide to keep playing despite all this, they don't get to whine and complain that the game made them do it, because the only person responsible for that decision to continue is the player, and therefore they own the consequences of doing so as well. Whether that's the game continuing to insult you or the characters being led to a bleak ending. You might not like the game as a result, and you can criticise it all you want, but ultimately only you were responsible for making the decision to finish it.

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*** Also, (d), accusing the game developers of 'bilking' you by selling you a game that contained a message you didn't like is absurd and, frankly, seems a little petulant. While the content and themes and end result of the game can be criticised all anyone wants, the producers aren't defrauding you or selling you anything under false pretences; as said above, there's nothing in the terms and conditions about the game not containing a message you won't like. If the game was, say, broken beyond playability, you'd have a valid complaint about being bilked.
** Look at it this way: a central theme of the game is "decisions and their consequences". Throughout the game, the characters make decisions and are then forced to reckon with the consequences of doing so. By asking the player to do so as well, the game developer is simply extending the theme to the player. The player makes a decision to buy a game and start playing it. The developer, in this case, is simply reminding the player that to ''continue'' with the game is a decision they make as well. No one else. The game hasn't come to life to force them, the developer isn't pointing a gun at their head. The player can stop playing as soon as the first insulting cut-scene message comes up if they don't like it, as soon as Walker is confronted with the decision to use white phosphorus, or at any point they want. They can uninstall the game, take it back to the store and demand a refund, throw it in the garbage, torch it, whatever they want. So if they ''do'' decide to keep playing despite all this, while they don't might not like the end result and can criticise it all they want, one thing they ''don't'' get to whine and do is complain that the game made them do it, because it. Because the only person responsible for that the decision to continue is the player, and therefore they own the consequences of doing so as well. Whether that's the game continuing to insult you or the characters being led to a bleak ending. You might not like the game as a result, and you can criticise it all you want, but ultimately only you were responsible for making the decision to finish it.
well.
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*** No one is saying "You're not allowed to criticise the game because you should have shut the game off". They are simply pointing out that (a) shutting the game off is as valid an option as continuing to play it, meaning "the game made me continue it" isn't necessarily a foolproof defence (the game itself, and the game maker for that matter, cannot force the player to do anything; the player themselves makes the decision whether to continue playing or not) and (b) it is perfectly valid for a game maker to confront the player with the ethical decisions that they might otherwise take for granted while playing video games. It's simply an artistic choice -- a confrontational one, perhaps, but an artistic choice nonetheless. You don't have to like that it does this, and you're perfectly entitled to criticise the game for doing so, but it's not in and of itself a failing of the game. And bluntly, the fact that some players react so defensively to this game challenging the actions they take and decisions they make while playing it may suggest that a nerve has been touched and the game maker may have a point. VideoGameCrueltyPotential is still a form of cruelty, after all, even if it's only happening to pixels on a screen.

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*** No one is saying "You're not allowed to criticise the game because you should have shut the game off". They are simply pointing out that (a) shutting the game off is as valid an option as continuing to play it, meaning "the game made me continue it" isn't necessarily a foolproof defence (the game itself, and the game maker for that matter, cannot force the player to do anything; while they set up the narrative track, the player themselves makes the decision whether to continue playing or not) and (b) it is perfectly valid for a game maker to confront the player with the ethical decisions that they might otherwise take for granted while playing video games. It's simply an artistic choice -- a confrontational one, perhaps, but an artistic choice nonetheless. You don't have to like that it does this, and you're perfectly entitled to criticise the game for doing so, but it's not in and of itself a failing of the game. And bluntly, the fact that some players react so defensively to this game challenging the actions they take and decisions they make while playing it may suggest that a nerve has been touched and the game maker may have a point. VideoGameCrueltyPotential is still a form of cruelty, after all, even if it's only happening to pixels on a screen.




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** Look at it this way: a central theme of the game is "decisions and their consequences". Throughout the game, the characters make decisions and are then forced to reckon with the consequences of doing so. By asking the player to do so as well, the game developer is simply extending the theme to the player. The player makes a decision to buy a game and start playing it. The developer, in this case, is simply reminding the player that to ''continue'' with the game is a decision they make as well. No one else. The game hasn't come to life to force them, the developer isn't pointing a gun at their head. The player can stop playing as soon as the first insulting cut-scene message comes up if they don't like it, as soon as Walker is confronted with the decision to use white phosphorus, or at any point they want. They can uninstall the game, take it back to the store and demand a refund, throw it in the garbage, torch it, whatever they want. So if they ''do'' decide to keep playing despite all this, they don't get to whine and complain that the game made them do it, because the only person responsible for that decision to continue is the player, and therefore they own the consequences of doing so as well. Whether that's the game continuing to insult you or the characters being led to a bleak ending. You might not like the game as a result, and you can criticise it all you want, but ultimately only you were responsible for making the decision to finish it.



*** Another is that, while the game might not necessarily be anti-US military, the US military aren't automatically "the good guys" and/or hyper-competent badasses in every situation either; the US military is made of people, and people have ulterior motives, have potentially unreliable perspectives, and screw up and make potentially disastrous mistakes. And this is a point worth making, because the US military makes choices that have literally life-or-death consequences, and they're given a lot of respect, power and authority in modern society. The game is suggesting that it's worth regarding them critically; they're still people.

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*** Another is that, while the game might not necessarily be entirely anti-US military, the US military aren't automatically "the good guys" and/or hyper-competent badasses in every situation either; the US military is made of people, and people have ulterior motives, have potentially unreliable perspectives, and screw up and make potentially disastrous mistakes. And this is a point worth making, because the US military makes choices that have literally life-or-death consequences, and they're given a lot of respect, power and authority in modern society. The game is suggesting that while you might not necessarily have to (or be able to) reject them outright, it's still worth regarding them critically; they're not unstoppable flawless superhumans, they're still people.



*** Another is that such a power fantasy is one that might have devastating real world consequences. I suspect that more than a few recruits to the US military are people who have enjoyed video games involving US soldiers being heroic, super-competent badasses and join up on some level hoping to fulfill that power fantasy in real life. The game is showing that, outside of a video game, chasing such a fantasy might have horrible effects.

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*** Another is that such a power fantasy is one that might have devastating real world consequences. I suspect that more than a few recruits to the US military are people who have enjoyed video games involving US soldiers being heroic, super-competent badasses and join up on some level hoping to fulfill that power fantasy in real life. The game is showing suggesting that, outside of a video game, chasing such a fantasy might have horrible effects.



*** And finally, another is this: you own the consequences of your decisions and actions, even if they're only within the virtual realm of a video game. In the game, the characters stubbornly press on with increasingly poor decisions despite the evidence mounting that doing so will only cause more pain and suffering, and are eventually forced to own the consequences of doing so. Similarly, for whatever reason you knowingly chose to purchase a video game based around violence and shooting despite there being plenty of other non-violent options for entertainment (both video games or otherwise) available to you, and you knowingly continued to play it despite the fact that the characters would end up suffering horribly if you did so. In consequence, the game tried to make you feel bad and question yourself for doing so. You don't necessarily have to like it, but it's nevertheless a result of decisions you made and one way or another you're going to have to come to terms with that. This doesn't necessarily mean that you should never play a violent video game ever again -- but ultimately, whether you do or not you're ultimately the only one responsible for that decision and any consequences it has.

to:

*** And finally, another is this: you own the consequences of your decisions and actions, even if they're only within the virtual realm of a video game. In the game, the characters stubbornly press on with increasingly poor decisions despite the evidence mounting that doing so will only cause more pain and suffering, and are eventually forced to own reckon with the consequences of doing so. Similarly, for whatever reason you knowingly chose to purchase a video game based around violence and shooting despite there being plenty of other non-violent options for entertainment (both video games or otherwise) available to you, and you knowingly continued to play it despite the fact that the characters would end up suffering horribly if you did so. In consequence, the game tried to make you feel bad and question yourself for doing so. You don't necessarily have to like it, but it's nevertheless a result of decisions you made and one way or another you're going to have to come to terms with that. This doesn't necessarily mean that you should never play a violent video game ever again -- but ultimately, whether you do or not you're ultimately the only one responsible for that decision and any consequences it has.
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*** Another is that such a power fantasy is one that might have devastating real world consequences. I suspect that more than a few recruits to the US military are people who have enjoyed video games involving US soldiers being badasses and join up on some level hoping to fulfill that power fantasy in real life. The game is showing that, outside of a video game, chasing such a fantasy might have horrible effects.

to:

*** Another is that such a power fantasy is one that might have devastating real world consequences. I suspect that more than a few recruits to the US military are people who have enjoyed video games involving US soldiers being heroic, super-competent badasses and join up on some level hoping to fulfill that power fantasy in real life. The game is showing that, outside of a video game, chasing such a fantasy might have horrible effects.
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*** Another is that war is messy; you might go in with good intentions, but, well, we all know where those can lead.

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*** Another is that that, contrary to how it's often depicted in video games, war is messy; you might go in with good intentions, but, well, we all know where those can lead.lead. The people you're fighting aren't necessarily diabolical villains, unambiguous monsters or pure evil; they're often people just as desperate to survive and "win" as you are.
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*** Another is that, while the game might not necessarily be anti-US military, the US military aren't automatically "the good guys" and/or hyper-competent badasses in every situation either; the US military is made of people, and people have ulterior motives, have potentially unreliable perspectives, and screw up and make potentially disastrous mistakes. And this is a point worth making, because the US military literally makes choices that have life-or-death consequences, and they're given a lot of respect, power and authority in modern society. The game is suggesting that it's worth regarding them critically; they're still people.

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*** Another is that, while the game might not necessarily be anti-US military, the US military aren't automatically "the good guys" and/or hyper-competent badasses in every situation either; the US military is made of people, and people have ulterior motives, have potentially unreliable perspectives, and screw up and make potentially disastrous mistakes. And this is a point worth making, because the US military literally makes choices that have literally life-or-death consequences, and they're given a lot of respect, power and authority in modern society. The game is suggesting that it's worth regarding them critically; they're still people.
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*** Another is that, while the game might not necessarily be anti-US military, the US military aren't automatically "the good guys" in every situation either; the US military is made of people, and people have ulterior motives, have potentially unreliable perspectives, and screw up and make potentially disastrous mistakes. And this is a point worth making, because the US military literally makes choices that have life-or-death consequences, and they're given a lot of respect, power and authority in modern society. The game is suggesting that it's worth regarding them critically; they're still people.

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*** Another is that, while the game might not necessarily be anti-US military, the US military aren't automatically "the good guys" and/or hyper-competent badasses in every situation either; the US military is made of people, and people have ulterior motives, have potentially unreliable perspectives, and screw up and make potentially disastrous mistakes. And this is a point worth making, because the US military literally makes choices that have life-or-death consequences, and they're given a lot of respect, power and authority in modern society. The game is suggesting that it's worth regarding them critically; they're still people.
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*** And finally, another is this: you own the consequences of your decisions and actions, even if they're only within the virtual realm of a video game. In the game, the characters stubbornly press on with increasingly poor decisions despite the evidence mounting that doing so will only cause more pain and suffering, and are eventually forced to own the consequences of doing so. Similarly, for whatever reason you knowingly chose to purchase a video game based around violence and shooting despite there being plenty of other options for entertainment (both video games or otherwise) available to you, and you knowingly continued to play it despite the fact that the characters would end up suffering horribly if you did so. In consequence, the game tried to make you feel bad and question yourself for doing so. You don't necessarily have to like it, but it's nevertheless a result of decisions you made and one way or another you're going to have to come to terms with that. This doesn't necessarily mean that you should never play a violent video game ever again -- but ultimately, whether you do or not you're ultimately the only one responsible for that decision and any consequences it has.

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*** And finally, another is this: you own the consequences of your decisions and actions, even if they're only within the virtual realm of a video game. In the game, the characters stubbornly press on with increasingly poor decisions despite the evidence mounting that doing so will only cause more pain and suffering, and are eventually forced to own the consequences of doing so. Similarly, for whatever reason you knowingly chose to purchase a video game based around violence and shooting despite there being plenty of other non-violent options for entertainment (both video games or otherwise) available to you, and you knowingly continued to play it despite the fact that the characters would end up suffering horribly if you did so. In consequence, the game tried to make you feel bad and question yourself for doing so. You don't necessarily have to like it, but it's nevertheless a result of decisions you made and one way or another you're going to have to come to terms with that. This doesn't necessarily mean that you should never play a violent video game ever again -- but ultimately, whether you do or not you're ultimately the only one responsible for that decision and any consequences it has.
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* It's worth finally asking explicitly: what is the game trying to say? It's not anti-war or anti-US military (even without WordOfGod denying this, it isn't set during an official conflict, and Walker's American backup does end up saving the day), and it's definitely criticizing the player (the loadings screens, the character's looking at the camera when they lecture Walker, etc. See above) But for what? People say WordOfGod is that it's meant to make the player reflect on why they play shooter games (to feel like a hero), and that if you're not comfortable with what it makes you do, you should shut the game off. But what if the player bought this shooter game for another reason (which isn't an unfair assumption. How well did [[Videogame/Hatred]] sell)? Or enjoys the power fantasy, but wouldn't act as recklessly as Walker would? And if it's terrible when you kill virtual people (as the loading screens imply) and you bear the full responsibility of it for playing the game, should the player never play a violent game again? WordOfGod denies this to be the moral.

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* It's worth finally asking explicitly: what is the game trying to say? It's not anti-war or anti-US military (even without WordOfGod denying this, it isn't set during an official conflict, and Walker's American backup does end up saving the day), and it's definitely criticizing the player (the loadings screens, the character's looking at the camera when they lecture Walker, etc. See above) But for what? People say WordOfGod is that it's meant to make the player reflect on why they play shooter games (to feel like a hero), and that if you're not comfortable with what it makes you do, you should shut the game off. But what if the player bought this shooter game for another reason (which isn't an unfair assumption. How well did [[Videogame/Hatred]] sell)? Or enjoys the power fantasy, but wouldn't act as recklessly as Walker would? And if it's terrible when you kill virtual people (as the loading screens imply) and you bear the full responsibility of it for playing the game, should the player never play a violent game again? WordOfGod denies this to be the moral.moral.
** There's a few things it's arguably trying to say:
*** One is simply that the player character's actions within the narrative aren't necessarily heroic or justified just because they're the character you get to play. Let's face it, there's plenty of first person shooter protagonists who are arguably only the good guys because they're the one in this conflict we happen to see the game through the eyes of.
*** Another is that, while the game might not necessarily be anti-US military, the US military aren't automatically "the good guys" in every situation either; the US military is made of people, and people have ulterior motives, have potentially unreliable perspectives, and screw up and make potentially disastrous mistakes. And this is a point worth making, because the US military literally makes choices that have life-or-death consequences, and they're given a lot of respect, power and authority in modern society. The game is suggesting that it's worth regarding them critically; they're still people.
*** Another is that war is messy; you might go in with good intentions, but, well, we all know where those can lead.
*** Another is, bluntly, that power fantasy you discuss is one that's maybe worth critiquing and thinking about a bit more closely -- it is, after all, a fantasy about going into another country and shooting a whole load of people. While not everyone who plays a first person shooter is a maniac in hiding, it's nevertheless maybe worth questioning why that's a power fantasy that the player finds appealing.
*** Another is that such a power fantasy is one that might have devastating real world consequences. I suspect that more than a few recruits to the US military are people who have enjoyed video games involving US soldiers being badasses and join up on some level hoping to fulfill that power fantasy in real life. The game is showing that, outside of a video game, chasing such a fantasy might have horrible effects.
*** Another is to perhaps challenge that (perhaps slightly complacent) claim that "''I'' [meaning the player in general, not you personally] wouldn't be that reckless." Especially since that's an easy claim to make when the only time it's being tested is when you're sitting on the couch in a warm house in front of the TV with a controller in your hand. It's suggesting that maybe you wouldn't be quite such a competent badass if you were really in this situation.
*** And finally, another is this: you own the consequences of your decisions and actions, even if they're only within the virtual realm of a video game. In the game, the characters stubbornly press on with increasingly poor decisions despite the evidence mounting that doing so will only cause more pain and suffering, and are eventually forced to own the consequences of doing so. Similarly, for whatever reason you knowingly chose to purchase a video game based around violence and shooting despite there being plenty of other options for entertainment (both video games or otherwise) available to you, and you knowingly continued to play it despite the fact that the characters would end up suffering horribly if you did so. In consequence, the game tried to make you feel bad and question yourself for doing so. You don't necessarily have to like it, but it's nevertheless a result of decisions you made and one way or another you're going to have to come to terms with that. This doesn't necessarily mean that you should never play a violent video game ever again -- but ultimately, whether you do or not you're ultimately the only one responsible for that decision and any consequences it has.

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*** No one is saying "You're not allowed to criticise the game because you should have shut the game off". They are simply pointing out that (a) shutting the game off is as valid an option as continuing to play it, meaning "the game made me continue it" isn't necessarily a foolproof defence (the game itself, and the game maker for that matter, cannot force the player to do anything; the player themselves makes the decision whether to continue playing or not) and (b) it is perfectly valid for a game maker to confront the player with the ethical decisions that they might otherwise take for granted while playing video games. It's simply an artistic choice -- a confrontational one, perhaps, but an artistic choice nonetheless. You don't have to like that it does this, and you're perfectly entitled to criticise the game for doing so, but it's not in and of itself a failing of the game. And bluntly, the fact that some players react so defensively to this game challenging the actions they take and decisions they make while playing it may suggest that a nerve has been touched and the game maker may have a point. VideoGameCrueltyPotential is still a form of cruelty, after all, even if it's only happening to pixels on a screen.



*** Indeed. But (a) that's not the same as being 'unfair' and (b) that's also just a matter of personal opinion, since what is "pretentious and condescending" to one may be "interesting and thought-provoking" to another.

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*** Indeed. But (a) that's not the same as being 'unfair' and 'unfair', (b) that's also just a matter of personal opinion, since what is "pretentious and condescending" to one may be "interesting and thought-provoking" to another.another, and (c) even if it is pretentious and condescending, that doesn't mean the point it's making is wrong.
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*** Indeed. But (a) that's not the same as being 'unfair' and (b) that's also just a matter of personal opinion, since what is "pretentious and condescending" to one may be "interesting and thought-provoking" to another.
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** This psychological explanation makes no sense. Honestly, you people are starting to overthink it and other things in the game to absurd, and just get various things wrong. Obviously armored heavies were made in order to provide more challenging enemies, realistic or not. It would make no sense for Walker to hallucinate ALL of them or ALL of them to be a crapton of regular 33rds. Also, it is possible, that armored heavies are using some sort of bomb disposal suits.
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*** He wasn't refering to rogue 33rd troopers (The Exiles), by the time Delta arrived in Dubai, all of the Exiles were dead. He seems to refer to rebelous survivors. As for him taking command of the whole remains of the battalion, its doubtful, since there were obviously more majors and high-ranking members, given battalion's size. And it doesn't matter wether was Konrad Lt. Colonel or not, Konrad was still in command of the whole battalion.
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*** To answer the original question of who was commanding the 33rd after Konrad's death. the most likely answer is…no one. At least, no one person. The Radioman seems to be the closest thing the batallion has to a central authority, and he's not shown to be terribly effective. The various smaller units of the 33rd are probably working semi-independently of each other depending on how much they're separated geographically, though they clearly keep in communication.

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*** To answer the original question of who was commanding the 33rd after Konrad's death. death, the most likely answer is…no one. At least, no one person. The Radioman seems to be the closest thing the batallion has to a central authority, and he's not shown to be terribly effective. The various smaller units of the 33rd are probably working semi-independently of each other depending on how much they're separated geographically, though they clearly keep in communication.

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* How could these people survive for months? Dubai has lost all contact with the outside. There are 5,000 civilians, not to mention the battalion themselves. How would they have enough food to last?

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\n** Intel and other tidbits show that the "other people that are meant to do this"(the Red Cross is mentioned by name) were either banned from doing so by the government in an attempt to kill Dubai (I'm still not clear as to why though), or simply gave up. The 33rd though, an American military unit with a legendary commander, simply didn't ask permission, and stayed after everyone else left because said legendary commander had them convinced they could overcome anything.

* How could these people survive for months? Dubai has lost all contact with the outside. There are 5,000 civilians, not to mention the battalion themselves. How would they have enough food to last?last?
** Canned goods. Dubai has a huge population, and assuming an entry on the Fridge Horror page is wrong, most of them left, they could probably get a lot of millage out of the non-perishables that were left over, especially if the 33rd rationed well. Plus, we see animals like crows and... Gazelles, I think, a few times, that they could have hunted.


* It's worth finally asking explicitly: what is the game trying to say? It's not anti-war or anti-US military (even without WordOfGod denying this, it isn't set during an official conflict, and Walker's American backup does end up saving the day), and it's definitely criticizing the player (the loadings screens, the character's looking at the camera when they lecture Walker, etc. See above) But for what? People say WordOfGod is that it's meant to make the player reflect on why they play shooter games (to feel like a hero), and that if you're not comfortable with what it makes you do, you should shut the game off. But what if the player bought this shooter game for another reason (which isn't an unfair assumption. How well did [[Videogame/Hatred]] sell)? Or enjoys the power fantasy, but wouldn't act as recklessly as Walker would? And if it's terrible when you kill virtual people (as the loading screens imply) and you bear the full responsibility of it for playing the game, should the player never play a violent game again? WordOfGod denies this to be the moral.
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*** Responding to any and all criticism as 'well you should have shut the game off', especially to deflect any criticism of the narrative it posits, is, to put it mildly, bad. If it wants to attack other genres and audiences for their tastes in fiction, it does not get to go 'well you played the game so you're bad'. It's ironic that Spec Ops gets a pass for presenting an argument based on its understanding of shooters, but once arguments are made from the understanding of the game, it's met with 'why didn't you shut the game off?'. The tired cliche of 'well you CHOSE to finish it so you can't be mad about it' is, in essence, DontLikeDontRead and trying to shrug off all valid criticism - like the fact the game is built on shallow understanding of Call of Duty's plot, the fact it is, in itself, a violent shooter, and its condemnation of shooters while the developers continue to make violent shooters.
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**** Art doesn't have to be fair, but when it's pretentious and condescending to its audience it deserves to be called out as such, and the artist should be called out for trying to bilk people out of money for an inferior work.
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** There's a few possibilities. The first is that one of Konrad's last orders was simply not to come up to his penthouse for any reason, which does skirt the boundaries of 'plausible' a bit since eventually they'd radio up or send a guy up (orders be damned). The second is they simply didn't KNOW he was there at all considering there's zero guards around the penthouse and Adam's last stand can't have caused every single soldier - particularly those guarding their CO - to come running. The third, and perhaps most thematically fitting, is that the 33rd - at least those who find him - were simply in denial about his death, not unlike Walker. It was easier to pretend they were still following their (living) CO's wishes, rather than admit to themselves that their beloved leader realised he'd fucked up big time and topped himself and they'd (metaphorically) damned themselves for nothing.

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** There's a few possibilities. The first is that one of Konrad's last orders was simply not to come up to his penthouse for any reason, which does skirt the boundaries of 'plausible' a bit since eventually they'd radio up or send a guy up (orders be damned). The second is they simply didn't KNOW he was there at all considering there's zero guards around the penthouse and Adam's last stand can't have caused every single soldier - particularly those guarding their CO - to come running. The third, and perhaps most thematically fitting, is that the 33rd - at least those who find him - were simply in denial about his death, not unlike Walker. It was easier to pretend they were still following their (living) CO's wishes, rather than admit to themselves that their beloved leader realised he'd fucked up big time and topped himself and they'd (metaphorically) damned themselves for nothing.nothing.

* Why would the 33rd be allowed into Dubai in the first place? I understand that they volunteered, as well as "Search and Rescue" operations, but generally, the military isn't trained for this sort of stuff. There's no need for armed men to go into a city to rescue people. There are other people that are meant to do this.

* How could these people survive for months? Dubai has lost all contact with the outside. There are 5,000 civilians, not to mention the battalion themselves. How would they have enough food to last?
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*** Whoever said art had to be fair? It's simply offering you a choice -- continue playing or don't -- and asking you to consider the ethical consequences and/or issues of your decision either way. You paid for a game and received a game; you didn't pay for immunity from criticism for playing the game.

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*** Whoever said art had to be fair? It's simply offering you a choice -- continue playing or don't -- and asking you to consider the ethical consequences and/or issues of your decision either way. You paid for a game and received a game; you didn't pay for immunity from criticism for playing the game. Nowhere in the terms and conditions is a promise that the game won't make you think about what you've done and whether it's right or not.
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*** Whoever said art had to be fair?

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*** Whoever said art had to be fair?
fair? It's simply offering you a choice -- continue playing or don't -- and asking you to consider the ethical consequences and/or issues of your decision either way. You paid for a game and received a game; you didn't pay for immunity from criticism for playing the game.

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