GribbleGrunger said:
Barkley said:
He made the wrong choice because it shouldn't have been his choice to begin with. It was Ellie's.
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You're not thinking logically. Joel didn't make a choice. He wasn't confronted with a dilemma, consider the two options and 'choose' saving Ellie, he just reacting as a Father would (and should). He wasn't running and gunning his way through three rooms full of soldiers while simultaneously weighing the pros and cons. He was running to save his daughter, having already failed his first daughter. You're trying to retrospectively associate consideration to a situation in which there was NO consideration, not even the time to consider.
When they were heading for the Fireflies, there was no indication that Ellie could die. Ellie herself spoke to Joel about what they'd do AFTERWARDS, meaning she didn't consider she may die. Ellie was then taken to the operation table unaware of what could befall her. There was NOTHING to consider, either from Joel's perspective or Ellie's perspective. The whole thing was just Joel saving his daughter from death.
Only when he saved Ellie, went down the elevator and was confronted by Tess, was the consideration part of the narrative. At that point he DID make a choice but it was still a Father's choice and so the right one for Joel. The ironic thing here is the way they played this scene out. We see Joel's shoulders and head slump, giving the impression of 'consideration'. Because we, the player, saw that, when he's in the car and the camera is focused on a rather pensive looking Joel, for one moment (a deliberate moment) we think he may have chosen to leave Ellie. At that point, EVERY SINGLE let's player is hoping Ellie is in the back seat and then sigh with relief when she is. So, during the game, EVERY player believes Joel has made the right choice because we too now feel for Ellie.
It's perfect. All this 'I'd save the world' is primary school virtue signalling.
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I'd say the conclusion that this did is the cliché fictional ending. You know the one where the hero makes the selfish decision to save one life over another, but being as its not real life, we as the viewer or player are always fine with it cause we know there is another solution out there somewhere. The decision gets reduced to a "Easy or hard mode" You know, you let her die you took the easy way. You let her live you need to play the sequel to find the cure for the world.
You see it a billion times in games like by bioware. You come upon a situation where there is a moral dilemma. There is one act that is usually portrayed as evil. You know let the bad guys kill someone, or kill a few people to solve the situation. Or the good act where you don't do that and you have to solve the situation by fighting a ton of people and its much harder.
TLOU kept the story small and personal and made it seem like you won. You don't see your consequences of your choice. Think of playing Witcher 3. Felt like every other mission I did, even though I felt I did the right thing, the moral thing, the good thing, it was then shown later afterwards that I done fucked up. In Witcher 3, it didn't matter what choice I made, both did an amazing job of making me feel like I made the wrong choice because of the consequences of said choice. In so many games, the choice is usually always just a what gives better rewards, or if there is a moral bar and you want to be one way or another. You really don't care about the actual dilemma cause it doesn't affect anything really in the game.
In TLOU they choreographed the scene as you described to make you happy with the choice and not care about the consequences. Except it wasn't really a choice to begin with at all. It's like a magician when he tricks you into doing or saying what he wants. You think it's your choice, but it was orchestrated by him the whole time. And again the conclusion of the story is basically the hard mode in a story/game. You know the whole, we didn't really fuck over the entire world, we just have to find the cure another way. A cop out to make it so that in the grand scheme of things someone can look back and say "see I made the right choice back then and wasn't being selfish"