Hykal94
Orange Estus Kitteh
- Location
- Firelink Shrine
Would Spice and Wolf count?(actually I don't know if there is a hot springs chapter in the LNs.)
On the other hand, you can have the opposite - gameplay doesn't translate into choices. You could be a good guy for the entirety of the game, help the opressed, refuse more profitable options if they harm someone, donate to poor the and so on. A living saint - well, if we ignore that you usually slaughter hordes of mooks along the way, but who cares about them.On that note 'Choice' systems with narrative but no (or minimal) gameplay consequences. A minimal example would be Bioshock where choosing to spare little sisters nets you less ADAM, until you fill out your frequent savior card and get a plushy full of a ADAM in gratitude.(...)
...Can you please name an example of a story where this happened?
...Can you please name an example of a story where this happened?
It happens a lot in video games, really. 'Blasting all those nameless, faceless goons was fine, but the villain? YOU MONSTER'. Dishonored, as noted, is one of the more obnoxious examples. Bioshock is similar; saving Little Sisters is Good, harvesting them is Bad and running around shooting insane junkies is... morally neutral? Even the most Paragon Shepard or Grey Warden will have killed enough randos to erect their very own corpse mountain by the end of the game.
Though in the video games case its usually more a matter of gameplay and story not seeing eye to eye (ie the story wants the 'do you kill bosses y/n' thing to be a moral choice but the gameplay wants faceless goons running around until you kill them because action setpieces) and winding up contradicting each other.
...Can you please name an example of a story where this happened?
As pointed out, you get rewarded at times for going with a less-lethal run in Dishonored compared to killing them but staying low chaos overall (even if half of the targets end up dead anyway via the non-lethal methods).
Yes, killing the guards brings up the chaos score, the higher it is the less optimistic the ending is, low chaos everything is mostly fine, medium and a friendly NPC hates your guts, high chaos and everything goes to hell.Wait, but I thought if you kill nobody except the villains, you can still get a reasonably positive ending? I thought there was some sort of meter where the more you kill, the worse. So you can totally do a 'No kill except villains' thing and get a good ending, I think.
Wait, but I thought if you kill nobody except the villains, you can still get a reasonably positive ending? I thought there was some sort of meter where the more you kill, the worse. So you can totally do a 'No kill except villains' thing and get a good ending, I think.
You can play the person who thinks that the only justice for the monsters at the top is death while not wanting to kill any other innocents, or people who are guilty of nothing but loyalty to an evil regime.
I was under the impression it was 'Chaos' (ie how many dead people are found and so on). Yeah if you kill literally everyone things get worse but it gives a lot of leeway for murdering random city guards and so on.
Admittedly, I don't know the specifics of how Dishonored's 'High/Low Chaos' system works exactly. Some of the non-lethal takedowns really aren't morally... virtuous though (Lady Boyd, anyone?) or result in death indirectly rather than directly.
Equally admittedly, this may have been personal frustration with the quality of Dishonored's writing (and lack thereof).
Teenagers haven't finished developing the decision-making part of their brain, and quite a few other parts. The fact that it has finished developing would make them significantly more tolerable than any other difference in age (70 to 90, etc.), from my point of view.I mean, if you're going to be telling stories about immortals as anything other than code for Cool Adults from a YA teen lit perspective, I think you should stare squarely at the 985-year age gap, and reflect on how much better it really becomes when it's a 980-year gap or a 975-year gap instead.
Wait, but I thought if you kill nobody except the villains, you can still get a reasonably positive ending? I thought there was some sort of meter where the more you kill, the worse. So you can totally do a 'No kill except villains' thing and get a good ending, I think.
You can play the person who thinks that the only justice for the monsters at the top is death while not wanting to kill any other innocents, or people who are guilty of nothing but loyalty to an evil regime.
Where would you place a frontier-minded society if not on the frontier?
> Assuming space is the exact same thing as the WestWhere would you place a frontier-minded society if not on the frontier?
Of course it's not the exact same. No two things above molecular level are the exact same.
...let me reformulate : Libertarians annoy me enough here, and thus I don't want them in my scify. Especially since the concept of a society based on individualism and each-for-his-own thriving in an environment actively trying to kill you seems dubious.So where does one place a frontier-minded society, such as a libertarian one, when writing SF that is meant to include multiple highly diverse society types?
It's just that your comment seems not so much as a criticism of a cliché of placing them in space (admittedly I've encountered a few such samples, e.g. Duncanites and New Attica) as a thinly-veiled "stop writing about THOSE PEOPLE" (even though it was possible to offer the alternatives of, say, Rapture or analogue of Galt's Gulch)....let me reformulate : Libertarians annoy me enough here, and thus I don't want them in my scify. Especially since the concept of a society based on individualism and each-for-his-own thriving in an environment actively trying to kill you seems dubious.
Well, there is indeed a good part of "I don't want to read things about that", but it's even more present when in space – like I said, I find the idea of a purely individualistic society thriving in space dubious at best.It's just that your comment seems not so much as a criticism of a cliché of placing them in space (admittedly I've encountered a few such samples, e.g. Duncanites and New Attica) as a thinly-veiled "stop writing about THOSE PEOPLE" (even though it was possible to offer the alternatives of, say, Rapture or analogue of Galt's Gulch).
Where would you place a frontier-minded society if not on the frontier?
Well, ideally a place where not even the very air you breathe has to be regulated, you know?Where would you place a frontier-minded society if not on the frontier?