alpha_dk said:
I don't think games are below me. Halflife (and 2), for example, had an *excellent* story... you were given more than enough information by *doing* things to get excellent characterizations, a superb plot, as well as a decent (but not great) dialog on the limits of humanity through the use of background audio clips, television clips, and stuff like that; you don't need a character to flat out say, "Are the combine and those ruled by them any more human than the zombies and headcrabs they oppose? Once human progression is given to the care of others to maintain, can we really be called human any more? If we deny ourselves the right of self-determination of our future, aren't we just the same as the Zombies and Headcrabs we profess to hate?" All of that information is expressed extremely well in HL2, and other games do it as well or better than HL2. None of the ones I am thinking of resort to heavy-handed dialog to portray these themes. Art, Philosophy and Video Games can go hand-in-hand; I don't believe that there is anything intrinsically better about heavy-handed cut-scene-ridden games than a game that forces you to expand the themes for yourself; which, as I understand DTG's argument is what he's saying. If I am wrong about his argument, than I apologize; but since he hasn't responded, I haven't gotten clarification on his beliefs. |
Holy shit, do you really think Valve made HL2 to be interpreted like that? Do you think that while drawing up the story for the game, the thought process went any further than "Hey guys, I came up with a cool idea for the Combine and a dystopian future." I mean, it's great if Valve did it on purpose (links of interviews?), but I think a lot of you are trying to read more into games than the game developers themselves intended. All in the interest of having some pseudo-intellectual conversation. On a gaming website no less. Well, game sales website.







