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[No Clip is a Destructoid community blog series. An experiment in player interaction, AwesomeExMachina returns to popular games and plays them with a set of critical restrictions to rethink what we thought we knew. Note: this edition contains MASSIVE SPOILERS for Red Dead Redemption. Want your own work on the front page? Write something awesome in the community blogs. --Kauza]

Somewhere outside a dusty, dilapidated ranch where a man scarcely knew how to raise a cow rests a partially askew wooden grave marker etched with the words “Blessed are the peacemakers.” If you stood above this grave as a hushed young man, you can be assured of one thing. Your father saw redemption by the end of his life, because you – the player – stand there and because there is sorrow in the way you dip your hat.

This is the finale to the tale of a legendary western character. Though once despised by the countrymen of New Austin, you achieved John Martson’s deliverance through wholly good actions, even if you left the path from time to time to don a handkerchief and shoot a few nuns. 

The protagonist of Rockstar’s Red Dead Redemption stands as one of the strongest characters of recent memory, whether you see him as conflicted or contradictory. Rockstar took some inarguable narrative risks by starting the player dead middle of his exciting life as a thief turned mercenary with a heart of gold. Even further, by leading you to chase an invisible goal of familial bliss and, even riskier still, continuing the tale long after John’s death. I certainly don’t stand alone in marveling at this dicey story design and I’m still applauding to this day. 

John Marston’s character was an equally risky move, as before the first cutscene even fades in, he is legendary for his evil deeds. Our hero is a common thief and murderer. Once in our hands, we know him as an ex-criminal, but we only attribute the “ex-“ prefix because the game tells us so. Whether or not John is done robbing and murdering his way across the Old West is left in our hands. His life is in shambles, his past haunting him and his future held at gunpoint. John Marston is a broken man and, if fiction has taught us anything, it’s that a fractured character can reassemble itself anyway it wants. 



Morality systems are the bread and butter of games these days. As stories branch out and become more complex, so too do your actions. Games reward these varied decisions with the addition or removal of karma points along a sliding scale of a benevolent friend to all or malevolent murder of everything. It’s a simplistic, yet entertaining system. But, after that last boss has been defeated, your karma score is as relevant as the color of your pants. 

Commander Shepard may have shot his Krogen teammate in the face to end an argument, but the entire galaxy still speaks of him in grateful whispers. The unnamed hero of Cyrodiil can pillage whole villages with the legendary amulet that holds the fate of every living thing sitting ignored at the bottom of a satchel. Yet he or she still receives a statue in honor of their bravery as soon as they get around to taking care of a few Oblivion gates. The protagonist in all these stories is still the champion because these are the tales of heroes. That part cannot be altered. But only if your goal is to win the game. 

The only thing keeping John Marston on the track of his crime-free ways is the narrative, which has written him onto the path of salvation. Whatever deviations you make don’t matter ultimately, because the story will go in the direction it has been written. There is an order, like to all games, and John’s death at the hand of Edgar Ross is as inevitable as his salvation. But a tale independent of the written story can go anyway it wants. The end is written by my own restrictions and definition. So my challenge was to take him off this course and instead bind him to the low road. Of course, there would be a few gameplay restrictions to make sure this choice was still a struggle. 

- My new goal was to cheat, steal, and rob my way to $20,000 
- Only accept missions where I stood to selfishly gain something (i.e. new weapons or map areas) 
- No positive honor points earned outside of missions 
- No pardon letters or bounty debts paid 
- Expert targeting mode 
- No Deadeye usage 
- Permadeath 

I made sure to restrict my character as much as possible because, simply put, I didn’t want Marston to be powerful or the experiment would be nothing more than roaming from town to town, committing atrocious acts for the hell of it. But with my life in constant danger, I had to keep myself in check. My acts couldn’t be Grand Theft Auto level destruction, but instead had to be carefully plotted thievery. 



I had to be smart. Without the chance to pay up for my crimes, each time I added an offense to my escalating bounty, it made my imminent death even worse. Lawmen, federal marshalls, and posses of bounty hunters became increasingly frequent as I worked towards my goal. Once my first bounty was earned, it began an never-ending onslaught of ambushes the moment I stepped onto the desert sand. No longer were long rides along the windy trails of New Austin laborious and there was no time to enjoy the scenery. Attacks became so frequent and unexpected, in fact, that I grew distrustful of any soul that rode in my direction. My finger hovered tensely over the left shoulder button, which drew my weapon, each time a figure appeared on the horizon. 

I continued through main-line story missions, to open up new areas, but there was a strange disconnect between the light-hearted but gruff John Marston from the cutscenes and the one I controlled. As I left a wake of dead sheriffs on my trail from each crime, it felt strange returning to making innocent quips with Bonnie and quietly tending to a ranch. After breaking into Armadillo’s bank in the dead of night, robbing the vault, and shooting my way to freedom, I felt remarkably two-faced the next morning when Bonnie sarcastically asked “Have you needlessly risked your life since we last spoke, Mr. Marston?” 

I was a reverse Batman. When it was dark, I stormed the towns of New Austin and robbed them blind, decimating their law enforcement and anyone that got in my way. But during the day-time, I was a ranch hand and friend to the law. They must have known, as I never once used the bandanna item to neutralize my negative karma points. At some point, every man, woman, and child must’ve known of my legend as a thief, but like every other crime that happened right before their eyes, the people of New Austin were unfazed by corruption until the gun was pointed at them. 

But keeping myself from gaining positive honor points proved to be one of the more guilt-inducing gaming experiences I’ve ever had. Without the possibility of altruism, I couldn’t save anyone. Not a single person. Not even my own family. And though I never saw anything bad actually befall them, the same can’t be said for the steady stream of innocent settlers and kindly prostitutes that were murdered right before my very eyes. 



As if the game predicted my intent, the first thing I spotted upon entering Armadillo and casing the bank for the possibility of theft was a working girl being restrained to the dirt in center of an alley, knife held just above her neck by a screaming, sadistic patron. Previously, I’d have played the role of superhero for the sole sake of doing the right thing. It wasn’t even an action I questioned. Saving the day is as natural as anything. Even still, I could have shot them both just for the kick of being gratuitously evil and, after watching the man slowly stab the lady over and over until her cries turned to desperate gargles and then to silence, even the evil option seemed merciful. 

It was a startling reality that, without the hero John Marston, the Wild West seemed to tumble into an unchecked wasteland. These killings in the city took place with terrifying frequency and always in broad daylight. Yet not once did one single lawman do a damned thing about it. Townsfolk strolled past without a single eye ever turning to the crime happening inches from the walking path. It was only after each prostitute lay there dead, the killer on the run without chase, that any of the NPCs paid notice enough to walk over, stare for a moment, and then go right back to strolling into the saloon for a drink. 

This rampant death happened everywhere. The roads were plagued with strangers being mauled by cougars, women being kidnapped, and settlers getting hijacked. Without the hero John Marston, their cries fell on deaf ears. It was a paradise for murderers and highwaymen, a utopia for thieves. Just as if you were to pull Clint Eastwood from the genre of Westerns, all that would remain is murder and tragedy rampaging through a lawless void. 

Yet, despite my disgust, my character was no better. Perhaps even worse, I was both a propagator of terror and neglector of it all the same. Though, some of my evil acts were out of accident or necessity. A once simple highway robbery went south when a passerby spotted my misdeed and attempted to flee. In giving chase, I encountered another witness. And then another. My panicked attempts to silence my crime exacerbated until kindly roads turned to killing fields. 



Gunfights themselves became different. On the ground, I was still a skilled shot from hours upon hours of online multiplayer played in Expert aiming mode. But fighting on a horse without Dead Eye, drawing a bead on a target was an exceptional and risky challenge. This brought me to the uncomfortable reality that I must aim for the larger target. The morality of the idea was difficult to swallow, as even the horse of a gallant lawman was inarguably the more innocent of the two. 

Each time I was ambushed by bounty hunters and federal marshals, I was forced to lead them off the beaten path to even the odds. Fights took place in abandoned barns and the front lawns of farmhouses. I used rocky areas with hills for proper cover, which also gave me the opportunity to break sight-lines and sneak around their flank. On the losing side of every fight, I had to play dirty. I couldn’t afford a straight fight or any threat to my life or cash-flow. Before long, I was shooting others in the back, cheating at poker, and shooting potential threats before they had a chance to draw their weapon. I was a f#@*ing monster. 

But the villain known as John Marston never saw his greedy ambitions come to fruition. He never saw his family again either and because the newspapers never mentioned him by name, they would never know of his evil deeds. Instead of riding triumphantly home to his quiet ranch, to live out his last days as a father and husband, my John Marston was gunned down in Mexico, just outside a dusty saloon known as Casa Madruga. 



His avarice getting the better of him, John shot three men in cold blood after losing a bet in a poker game. He hadn’t anticipated the rest of the townsfolk to stand up to him, in spite of his name, which was spoken in whispers. Strangers more often ran screaming at the sight of him. After a string of victories, John got cocky and neglected to buy medicine. In the end, it was a brave but nameless soul - perhaps more the hero than John Marston himself - who shot him in the back as he ran for safety out the front gates. 

My emotions were rather twisted as I watched my character bleed out into the rocky dirt outside a grimy saloon. He was the villain, the bad guy, without a single redeemable trait. He ruined lives for money and only earned a measly twelve grand. He hadn’t even reached his goal despite his rampant destruction and was still $8,000 short of his goal. All the greed seemed even more pointless as it sat as discarded as the man that held it. 

Yet, despite the despicable nature of my character, all the misdeeds and contemptible tactics seemed justified in their respective moments. My John Marston always had the world against him and his backhanded actions were in response to this. The government took his life and held him by a leash for their own diminutive gain. There was something liberating about making John break away from this restraint. John may have been a cowardly, wicked son of a bitch, but he was a free man. 

All the same, no one but myself mourned this incarnation of John Marston. He abandoned everything that mattered and sought a selfish fortune. His story was a difficult and cautionary tale, but managed to demonstrate something important. I had previously always seen the evil choices in so many games to be frivolous. For every carriage there was to be robbed, somewhere there was a simple mission waiting for my steady rifle to resolve and reap the cash reward. Even when replaying solely to experience the darker side of things and see new dialog or options, acting like a psychopath while simultaneously saving the world seemed so contradictory. 

But when the paths of good and evil are unbalanced, and one becomes easier than the other, the choices become a more rewarding predicament. Not only that, but it lends some believability to those that chose the easier, wicked course and a difficult world. It also manages to add further regality to those that take the higher road too. Because if there was any notion that stood out from playing the villain John Marston, it’s complete respect for the conventional version, who seems infinitely more admirable by comparison.
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36 comments | showing # 1 to 36
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Corduroy Turtle's Avatar - Comment posted on 04/04/2011 10:51
Corduroy Turtle
There aren't much worse was to die than getting gunned down by an angry mob after throwing a temper tantrum over a game of cards. It's definitely not a glorious death but it is a fitting end to a loathsome, terrible, no-good criminal.

Well done, sir.
Mr Andy Dixon's Avatar - Comment posted on 04/04/2011 11:05
Mr Andy Dixon
*deletes work-in-progress blog about why playing as a villain in RDR would be fun, and should be added as DLC.

*thinks, "It's OK, because we all knew it would never get finished anyway".

*calls Ben a dick.
Occams electric toothbrush's Avatar - Comment posted on 04/04/2011 11:29
Occams electric toothbrush
I can't read it cause of spoilers but know that my heart is with you, like a deer tick.
SteezyXL's Avatar - Comment posted on 04/04/2011 12:12
SteezyXL
Great read as always!

I would have loved to see DLC for the game in which you got to play as Marston during his "gang" days. There was a lot of talk about John's past and it left me wanting to know more and to experience it firsthand.
jawshoeuh's Avatar - Comment posted on 04/04/2011 12:37
jawshoeuh
Awesome read, I love these.
mratomix's Avatar - Comment posted on 04/04/2011 14:35
mratomix
i second the love. This is thought-out, articulate stuff here and positions ideaology and morality, things so easily and often intentionally glossed over in games, firmly in the spotlight. It's an exceptional exploration into narrative fiction and I think writers for games should read this stuff because it obliterates the entire notion of completing a game just for the sake of completion, games are given much more substance this way I feel and I'm a long time gamer.

awesome bro.
Wrenchfarm's Avatar - Comment posted on 04/04/2011 16:08
Wrenchfarm
This series gives me tingly feelings!

Cool way to go through the game. Its interesting that for all the cheating and robbing, your black-hat John never made his goal. I have to admit I never played much RDR, so I don't know how fast or slow you accumulate money, but I understand Mexico is the second act in the game much like opening up the other islands in a GTA game. When playing a more conventional white-hat John, would you have around the same ammount of cash at that point or did the thieving and murdering at least give you a leg up there?

I've always found it weird how in games with karma ratings and good/bad guy story lines and decisions, they often make the good guy just as powerful and richly rewarded as the bad. For all its glory, Bioshock was like this. My first play through of course I saved every little sister and was concerned that I was going to be power straved all game. When I went to replay on hard to achievement whore I was merciless to the little sisters. It was win/win, I would get the bad guy achievement and be more powerful for the hard game. In reality though, I found myself about as ADAM rich as normal. Yeah you get more per sister, but Tennenbaum's little gift packages for going the good route seemed to balance everything out.

I think it would have been a stronger design choice to reward that morally bankrupt greed. To justify all that social Darwinism and underscore the real sacrafice being a decent man in that situation would require. I'm just wondering if RDR works kinda the same, or did being bad net you some concrete self-gain?

Again, great article!
Zwoooosh's Avatar - Comment posted on 04/04/2011 17:12
Zwoooosh
I love these posts you make, in some ways its better then actually playing the game because I can see how much thought you put into your words. I always struggle to play the bad guy, I've never really been able to do it at all. Eventually I get to a stage where I hate my own character and want someone to kill him/her and end up running into a massive gang fight only armed with a knife. Anyway, this is a truly amazing blog!
LawofThermalDynamics's Avatar - Comment posted on 04/04/2011 19:15
LawofThermalDynamics
I'm not going to read this until I finish the game, but I thought that the mask would protect you from all negative consequences...I was wrong....

I'm playing as a good guy at the moment...hopefully it pays off.
AwesomeExMachina's Avatar - Comment posted on 04/04/2011 21:00
AwesomeExMachina
@Corduroy Turtle - After the initial shock of losing a character to permadeath, in a particularly sudden way, I couldn't think of a more fitting end. I was angry for a moment, as anyone would be for losing. But my character was in this dysmal spiral. I'd run out of 'creative' ways to rob people and was just repeatedly looting and robbing and murdering. It was becoming increasingly worse and it was only appropriate that the citizens of the game would surprise me and rise up against me. It created the perfect end to the tale.

@mrandydixon - I HACK YOUR BLOGS FOR IDEAS. I HACK YOUR BRAIN FOR IDEAS.

@SteezyXL - Thank you, sir! Backstory DLC would be MORE THAN WELCOMED. HEAR THAT DEVELOPERS?

@jashoeuh - You're my Superman.

@mratomix - Your praise is seriously well received. I really am compelled by these sort of concepts in games. Morality and struggle and ethics and how it can be wrapped in a entertaining package. I think the the player's experience both in and out of game is really interesting and, as someone from a background of fiction, I can't help but talk about it like a story. I love story.

@Wrenchfarm - Your appreciation makes nerve endings tingle like they've caught fire. You arsonist of love, you.

The money was better in the villainous story, but not by enough to make it worth it as a viable way to make cash. Really, I never had any issues having adequate funds when I played the hero. Which is why I so rarely get pulled into the evil track. So you're absolutely on the money with your last assessment. If games made the evil option beyond enticing, would just the abstract idea of being a 'good guy' be enough to keep the player playing the hero? It's a damn interesting concept.

@Zwooooooooooooooooooooooosh - Thanks, man! That's really an amazing compliment to say it's better than playing the game. I think there's a power to the story of what happens when you play a game, your interactions and reactions, and I love writing about it.

@LawofThermalDynamics - The bandanna has some effect, but it's minimal overall. I refused to use it, for the sake of this experiment. Sorry you can't read it without spoilers! I need to make sure to do more story-free No Clip entries in the future.
Mr Andy Dixon's Avatar - Comment posted on 04/04/2011 21:23
Mr Andy Dixon
@AwesomeExMachina, SteezyXL

Steezy's backstory comment is pretty much what my blog is about, though the "protagonist" in my imaginary DLC is Dutch van der Linde, 'cause that dude kicks way more ass than ol' scarface :)
garethxxgod's Avatar - Comment posted on 04/04/2011 23:28
garethxxgod
I always love reading these because of the great storytelling you provide. I was definitely slightly disappointed with the fact that John was pretty much already aligned to the good side so it's nice to see you made a go of turning an already established good guy into a baddie.

Though if I were playing I'd already have one advantage, in that if I were to encounter two men chasing down a third shooting at him with their guns, my confusion on who the bad guys were would atleast be justified....I dunno about you but I assume a man's getting robbed when a guy is getting chased by a couple other guys with guns.
Son of Makuta's Avatar - Comment posted on 04/05/2011 06:12
Son of Makuta
These Noclip articles are fucking amazing. Keep them up, sir.
Matt Welch's Avatar - Comment posted on 04/05/2011 16:18
Matt Welch
"no dead eye"

This is actually taking out a part of the game that's not intended to be a cheat, but rather a part of the character. John is such a good marksman it's almost like science fiction, thus the dead eye. You not only made him the villain, you thought "lawl hardcore no dead eye" and ruined a part of his personality.
Corduroy Turtle's Avatar - Comment posted on 04/05/2011 16:26
Corduroy Turtle
I think Mr. welch missed the point.

I'm supremely jealous of your frontpage abilities, Disco. Keep up the amazing articles. You're a pro!
samuraiedward's Avatar - Comment posted on 04/05/2011 16:27
samuraiedward
Wow dude. That. That was an amazing read. I'm actualy reading it again cause it's so good. Red Dead Redemption is probably one of my all time favorite games of this generation and your words really opened my eyes and heart more about this game.

I applaud you sir.
Mr Andy Dixon's Avatar - Comment posted on 04/05/2011 16:29
Mr Andy Dixon
@Matt Welch

"You not only made him the villain, you thought 'lawl hardcore no dead eye' and ruined a part of his personality."

Everything about this experiment dealt with "ruining" aspects of Marston's character in one way or another.
AwesomeExMachina's Avatar - Comment posted on 04/05/2011 16:40
AwesomeExMachina
@Matt Welch - Actually, I totally agree with you that the Dead Eye was the game's extension of John's inherent ability to shoot something out of the air with ease. In fact, I said the same thing in a previous blog.

"That's what I get out of aim-assist targeting. It bridges that gap from someone like John Marston's inherent ability to handle a fire-arm even in the most chaotic moments to myself, whose proudest moment of hand-eye coordination was this one time I caught both pieces of toast as they popped out of the toaster.

And it's just damn fun to have that confidence to roll into a room and blast someone away with the revolver like John was born to do. "

But, for the sake of my challenge of, you know, taking things away from his character to make it interesting and "hardcore," I think it did just that. Reading lawl.
Fear No Darkness's Avatar - Comment posted on 04/05/2011 16:48
Fear No Darkness
I firmly disapprove of putting Red Dead's ending on the main page. Despite it not being a "new" game there are some who haven't played this incredible game yet (Including one of my closest friends who checks Destructoid regularly and I already warned him.) and to have it ruined would be a shame. I do not think the spoiler warning is prominent enough. I'm not trying to come down on you or your article I'm just concerned that this amazing games ending could possibly be ruined for others.
Mr Andy Dixon's Avatar - Comment posted on 04/05/2011 17:00
Mr Andy Dixon
Also, congrats on the front page, you turd burglar!
yenner's Avatar - Comment posted on 04/05/2011 17:22
yenner
Bravo, interesting as always. Reading these always makes me wanna play the games again.

Looking forward to the next one.
Nathsies's Avatar - Comment posted on 04/05/2011 17:41
Nathsies
Bravo.
Max-'s Avatar - Comment posted on 04/05/2011 18:06
Max-
This is not only a brilliant read but I now want to replay the game in the same way you have, really well written!
JosephRyanGlover's Avatar - Comment posted on 04/05/2011 18:27
JosephRyanGlover
Great post. You've transformed RDR into Cormac McCarthy's Blood Meridian which is an epic de-romaticization of the wild west mythos set in the late 19th century. The line: "after watching the man slowly stab the lady over and over until her cries turned to desperate gargles and then to silence" especially captures the depths of indifferent and callous evil in McCarthy's novel. Well done.
Drakengard's Avatar - Comment posted on 04/05/2011 19:42
Drakengard
Really amazing write up. All it really ended up doing though was reaffirming why I didn't like RDR much at all.
Tubatic's Avatar - Comment posted on 04/05/2011 21:06
Tubatic
Righteous article, righteous series!!! These have been excellent!

You got mad skillz.
runtheplacered's Avatar - Comment posted on 04/05/2011 21:09
runtheplacered
@ Drakengard,

"All it really ended up doing though was reaffirming why I didn't like RDR much at all."

How could it have done that? This sounded amazing.
sky4's Avatar - Comment posted on 04/05/2011 21:33
sky4
Great read. Always love these.
Drakengard's Avatar - Comment posted on 04/05/2011 21:42
Drakengard
@ runtheplacered

"How could it have done that? This sounded amazing."

Yeah it is an amazing piece, and all I could think about the entire time I read it was how badly R* dropped the ball on actually making the sandbox actions we did, or ever do in their games, matter one single iota to how the story plays out or how the character is really perceived.

When the gamer has to go the extra mile to make the game's internal systems write such a moving tale as this and yet absolutely avoid the main quest because it cannot match up with the actions, or better put, the persona that the player has crafted for the character he controls, it ultimately means that the developers have mostly failed us. We shouldn't have to work this hard to make being evil in this game make sense.
mollygos's Avatar - Comment posted on 04/05/2011 22:11
mollygos
That sounds like an interesting playthrough. I'd like to try it next time I've got access to a 360 or PS3.

Wonderfully written blog, by the way.
Stevil's Avatar - Comment posted on 04/05/2011 22:18
Stevil
Oh, I nearly missed out on this. All tucked away down here!

Anyway, you've completely reminded me of the strange juxtapostion Marston is involved in during the course of the story. On one hand, he's given the freedom to do whatever he likes, yet in the cutscenes, he's a restrained character, bound by the confines of the plot. I never really understood why Rockstar gave you that sort of desperado accessibilty if Marston rarely used his infamy out of your hands.

Of course, as a player you want that kind of freedom in a videogame that allows expansive exploration, but considering how it was also trying to tell a story of redemption and how you were conditioned into acting more heroic (despite the countless bandits you kill), it seemed almost pointless to have this evil side in it.

The thing is, if you leave something like this out, people complain about a lack of vision. Put it and see how it's at odds with the story and people want something taken out, be it story or the ability to be pure evil.

I guess it made a lot more sense when Undead Nightmare came out. John Marston has a "get out of jail" card to kill anybody he wants in that one.
Cortes121's Avatar - Comment posted on 04/06/2011 12:58
Cortes121
I love these posts on playing the game in a different fashion, wether it be making it more "hardcore" or blurring the lines or morality, each has a fabulous story to tell. The way you describe playing the game and the story you attribute to it is better than actually playing the game itself sometimes.

I liked the statement made about how you could be ruthless and evil but still remain a hero in the end if you finished the games missions. You claimed that any good karma earned during that play through would be a waste.

I love how at the end, you hinted at the same feeling for playing strictly evil. The gains of your plundering becoming worthless to you because when you're dead, money doesn't matter. It's is almost poetic in a way that the only true "ending" for being evil is death.. the final retribution for all the crimes you had committed.
knutaf's Avatar - Comment posted on 04/07/2011 11:17
knutaf
I was going to try to say something insightful, but Drakengard and Stevil beat me to it! As I played through RDR I was keeping track of a list of things that were just utterly immersion-breaking. There are a lot of things like this, and some of the things you mentioned, especially the discrepancy between Marston in the plot and Marston wandering the countryside, fit right in with them.

I actually agree with Welch about removing dead-eye. Your Marston was gunned down in a situation that Marston+deadeye probably would have escaped from (doubtfully unscathed, though). And I've gotten killed even when playing a saintly Marston and using deadeye, so it's not like it removes all difficulty. You would have likely made it farther in the story, and in an experimental case like this, the farther you get in the story, the more cracks, seams, inconsistencies, or surprising juxtapositions you could have experienced. To me, those are the most rewarding part about reading these posts, so I advocate being able to actually get to them.

On the other hand, I fully advocate permadeath and expert targeting; these are things that make your actions incur consequences.

In kind of a meta-point, I find it both natural and dismaying that in order to conduct an experiment like this with genuine emotions tied to it, one must be pretty freaking awesome at the game, which basically disqualifies me from most games. It's a lucky thing you're talented!

Oh, and if you couldn't tell, this post rules so hard, just like all the rest.
flexiblekitten's Avatar - Comment posted on 04/10/2011 08:52
flexiblekitten
@ Drakengard

"We shouldn't have to work this hard to make being evil in this game make sense."

Really? because entire schools of thought have arisen around making "delay" in Hamlet make sense, or around "solving" problematics that exist in Moby-Dick, or in orienting the ambiguities of Blood Meridian's epilogue. It seems to me that truly great works are made that way not by the author (or developers) but by the readers (or players) who detect a spark of meaning beyond the "working" parts of a text and toil towards a solution to a text's inconsistencies.
flexiblekitten's Avatar - Comment posted on 04/10/2011 09:11
flexiblekitten
Draken, I didn't mean to sound as douchey as I probably came across. I just think that in our historical awareness of the existence of "classics" and "great works" that we often forget that these classics are rarely ever "instant," as the blurb goes, and that though an author "did the work for us" he or she never "does the work for us."
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