trope I am sick and tired of: the game:

January 16, 2021, 11:55 am
trope I am sick and tired of: the game:
trope I am sick and tired of: the game: *gives me no choice but to kill them* me: *sighs, kills them* the game: "oh my god, you killed them! don`t you feel BAD? aren`t we CLEVER?"

Pretty sure Guerrilla Games never released anything off PlayStation before Horizon either though, so there`s definitely hope!

But then my collection will be incomplete Hopefully they`ll release it on PC though, now that they`ve started doing that for games like Horizon and RDR2

@byronguina It`s not *impossible* to execute this type of twist well; it`s just hard. So whenever I see it start to happen, my kneejerk reaction, before I`ve even experienced the payoff of the twist, is annoyance.

@byronguina Because the clues leading up to the twist are obvious, but the payoff of a twist relies on you *not seeing it coming*, it feels like the game doesn`t know its right hand from its left.

@byronguina In particular, the "you shouldn`t have done that action we forced you to do" twist is both common in games and often poorly executed.

Yeah that sounds like the latter scenario in one of my previous tweets and totally frustrating. I think it could work if done correctly and done sparingly with the right theme/motifs. I dont think I trust most game writers at all to do it well though.

@byronguina When a twist is done well, it`s fun because it`s *not* anticipated, and when you re-experience the story, you can find the clues you missed the first time through. But, because games tend to have lower quality stories than movies, it`s often too easy to see the twists coming.

@byronguina In the second case, it`s annoying because it assumes I didn`t anticipate the "twist", which is patronizing (and just bad writing).

@byronguina In the first case, it`s annoying because it`s not my mistake; I got railroaded into it. If the *character* is experiencing regret, that`s fine; it`s when they try to make the *player* feel guilty for something outside of their control that I get annoyed.

Ghost of Tsushima does a brilliant job of avoiding this trope. The backbone of the story is the conflict between the rigid honour code of the protagonist`s samurai upbringing, and the need to break his code in order to save his people.

Lol I just made a big priv thread stressing about exactly this The game seemed to be very explicitly emphasizing the importance of the player being responsible for defining how we see the truth, but then my character goes *bang bang* by themself and I`m like, "oh."

I kinda get it. A more authored experience, put player in someone elses shoes etc. But agreed it doesnt land in a video game like it would in a book.

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