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Mandemon wrote:Yes, I did read it.
But you gave no good reason. Is it "censorship" is team itself decides not to have them? No. They just don't want. Fallout 2 case was bad coding, nothing more. They removed sprites, not children. You could still kill the kids.
Having children in the quest means nothing. Same quest could be done by having adults in it.
"Tradition" =/= good.
Further more, only reason you gave to be able to kill them boils down to "I want to be able". What does being able to kill children add to the game? Make it more "mature"?
You gave no good reason to include killable children. You basically said you want them for sake of wanting them.
I want to be able to rape and kill, not necessarily in that order, sometimes I kill and rape, everyone I meet. Why? Because of"realism" and because I want to be able, otherwise it breaks the suspension of disbelief. Doesn't mean I will do it, I just want to be able.
kira wrote:
You don't seem to want virtual children to be able to die in any way. Fine with me, don't shoot them but don't stop me from missing a shot on a raider and nailing a kid. A child's death can add tragedy(how will the parents react? assuming he isn't an orphan you might have two parents coming after you to get revenge)
lomifeh wrote:
The problem you have to avoid is the same one in books and movies. Death of children is often a cheap and in your face way to force an emotional reaction. Same with the specter of rape for female characters. If the story calls for it, well fine but to do it just for the sake of being "edgy" or "mature" is actually worse imho. It not only cheapens the actual impact when used correctly but can derail the story.
Also it comes down to the fact that this is entertainment and you have to balance that in the equation no matter what you do
Magistic wrote:Yes, completely agree! Make it edgy!
lomifeh wrote:The problem you have to avoid is the same one in books and movies. Death of children is often a cheap and in your face way to force an emotional reaction. Same with the specter of rape for female characters. If the story calls for it, well fine but to do it just for the sake of being "edgy" or "mature" is actually worse imho. It not only cheapens the actual impact when used correctly but can derail the story.
kira wrote:Definitely. If anything feels forced it should not be in the game.
When I say the "tragedy" of a child's death I mean the child's death is tragic not that you need a 5 minute drama for the kid's death. Example: A man(you the insane ranger) shoot a child to death(such a thing is tragic), the parents come after you. This isn't forced into the game since you never have to kill children. Do not get me wrong though, I do not want sob stories surrounding rape and child killing. If the death of a child or rape is tragic to you it should be because you feel that way, not because the game makes you feel that way.
lomifeh wrote:kira wrote:Definitely. If anything feels forced it should not be in the game.
When I say the "tragedy" of a child's death I mean the child's death is tragic not that you need a 5 minute drama for the kid's death. Example: A man(you the insane ranger) shoot a child to death(such a thing is tragic), the parents come after you. This isn't forced into the game since you never have to kill children. Do not get me wrong though, I do not want sob stories surrounding rape and child killing. If the death of a child or rape is tragic to you it should be because you feel that way, not because the game makes you feel that way.
Well it has go make sense. A random death like that would not do much for the story and could, in fact, overshadow the story. I think a random act like that could do more to derail the overall story very easily.
Hellmaister wrote:What if we had an NPC hooker with three titties that only handles mutants with three arms? Her argument could be that those guys are the only ones who know how to treat a lady
If the event has no significance to the games overall plot or the overall theme that the game attempts to portray, then you have to ask why even bother including it
I think a random act like that could do more to derail the overall story very easily.
kira wrote:[
I also really don't see how a sidestory could derail the main story. Did you forgot about the GECK when you had to decide the fate of Redding? Or the whole affair with the three factions in San Francisco. Sidestories are just that. There to distract you from your main "quest" when you get bored(and of course to flesh out the world) and give a bit of variety.
PS. People don't seem to understand that when I say tragic or if I mention any emotional response it shouldn't be something like "Character x is sad now this whole rape affair sure got to him!". I want to feel bad IRL because I did something fucked up like blowing a kid up. Not because the game tells me to.
kira wrote:As I said in the post you quoted, I don't want them to insert a *tragic* death. I want the death to be tragic to me. I shot the kid to death. It's a tragedy. For characters to make choices and deal with the concequences. If you shoot a kid in the head and feel bad about because you FUCKING KILLED A KID and have to deal with the concequences(example: parents attack you). I hated accidentally killing children in Fallout. If I was a child in a post-apocalyptic world I'd probably pick pocket the hell out of people too(assuming I wasn't dead).
[...]
PS. People don't seem to understand that when I say tragic or if I mention any emotional response it shouldn't be something like "Character x is sad now this whole rape affair sure got to him!". I want to feel bad IRL because I did something fucked up like blowing a kid up. Not because the game tells me to.
Plasmablaster wrote:My position is in line with most other people here. I'd like to add that I regard "maturity" as 2 different things:
1. The "perceptive" maturity type where it's used to describe swearing, sex, gore, etc. All these remain at the perceptive level of cognition. This is the shallow type of "maturity", what most people here don't care about (and rightfully so).
2. The "mindset" maturity type which is used to describe the mature mindset of dealing with the world. This means that content is such that gives room and allows freedom for the application of the strategies the player has developed to deal with his innermost issues of him being or becoming mature. His morality, his identity (and its development), his stratification of priorities, his perception of common sense, everything that a mature adult has to deal with in his everyday life and defines his character. This type of maturity is the "crucial" -at least according to me- type because it allows the player to reflect his own character within the game world, in a sense it is exactly this which allows him to feel that he really is in the game world. This second type of maturity is what I think most people ask for in Wasteland 2 (myself included).
Mandemon wrote:What's with the obsession of being able to kill children? Are we really that... messed up, in lack of better term? Why is it so required to be able to kill them?
lomifeh wrote:kira wrote:[
I also really don't see how a sidestory could derail the main story. Did you forgot about the GECK when you had to decide the fate of Redding? Or the whole affair with the three factions in San Francisco. Sidestories are just that. There to distract you from your main "quest" when you get bored(and of course to flesh out the world) and give a bit of variety.
PS. People don't seem to understand that when I say tragic or if I mention any emotional response it shouldn't be something like "Character x is sad now this whole rape affair sure got to him!". I want to feel bad IRL because I did something fucked up like blowing a kid up. Not because the game tells me to.
Well that isn't tragedy. What you are describing is wanting to feel an emotional response to game actions. It's one thing to have events evoke reactions, it's another to go down a path in the story based on something like shooting a child by accident. By it's nature you can't have it just be a random event, killing a kid in the game and having the game world react to the point where someone comes after you is by definition a true side quest.
As for side quests overshadowing main quests, think of it in a book with lots of subplots. There is always the danger of a subplot becoming more interesting than the main plot. If that happens the writer has two choices: 1. make the side plot into a main plot or drop the side plot. A side quest has a few purposes, they are there t o flesh out the world, provide some alternative content, insert breaks. They can also have effects on the main quests. Look at the loyalty quests in ME2 or Fallout 3 side quests. They have real effects on the game world.
I will give you an example of an event in a book happening and basically derailing the entire book to give you an example. The Thomas Covenant novels. In the first book the main character rapes a 16 year old girl. It's very graphic and made many people hate the main character enough that they stopped reading it. You do not want that to happen in the game. You don't want an action that pisses people off so much that they drop the game. Look at the ME3 fallout on the ending. Now imagine that happens in the first act of the game. It would destroy the game. That is why if you want to include killing a child in a game, and having it spawn events, you better be damn sure it is done correctly and well thought out. A game has to be taken in the terms of the society it is created in. Considering how society as a whole reacts to killing children it needs to be done right.
I see what you are saying and I don't think anyone is saying that evoking emotion is bad, but it needs to be done right. It shouldn't be cheap or contrived or use the same sorry tropes we see. Make me care, but make it happen in a way that isn't a cheap thrill. How about instead of killing the kid, you accidentally kill the kids parents? Now you orphaned a child which could have bigger effects. Do you take the kid in? Find him a home? Kill him too because you may have created an enemy? Give me that choice. Don't do the "oops i killed someone and now their loved ones want revenge" bs, that's been overdone.
Azriel wrote:...Seriously, the whole point of the game is MATURE CHOICES, if you find something objectionable, DO NOT DO IT IN THE GAME! ...
skuphundaku wrote:Player reputation is good, but it should be handled more realistically than in Fallout 1&2. If you dig up a grave or kill a kid in one corner of the world map it doesn't make sense for absolutely everyone, everywhere on the world map, to be aware of that fact. Some kind of realistic epidemic propagation model could be used depending on your actions. If you have a habbit of killing and raping whole towns and leaving just a few alive to tell the tale, that information should spread like wildfire. But if you dig up a grave at night in an abandoned cementery, nobody should be able, realistically speaking, to find out.
Gearhead wrote:My take on "mature content" is that it needs to see a purpose. I've never come out of a movie or game and thought "that was okay, but what it really needed was more heads being chopped off, a few more f-bombs, and maybe a nipple or two. I'm not offended by these things, but neither do I like them to be sprinkled liberally over something just to make it more mature or edgier. If they're needed for storytelling purposes, fine. If they're just thrown in to get a "hurr hurr" reaction, then it smacks of lazy design.
1) Which of the following, if any, will be featured in Fallout3; Romance, Sex, Homosexuality, Nudity, Prostitution, Slavery, Cannibalism, Children, Child killings, drugs, addictions? And of the things that won’t be featured, can you explain why they won’t be included in the game?
2) Are children and otherwise non essential or non-quest related NPC’s vulnerable or invulnerable to accidental or purposeful (deadly) harm? And how about quest essential people? Please elaborate as much as you can, especially on why you choose to do it that way.
3) Could you outline your thoughts on the matter of ensuring that choices and consequences provided by the various quests within your game are crafted so as to be more nonlinear than simply the superficial choice between “good, bad and neutral”/”affirmative, negative and nothing?” Also, will there be other aspects to choices in Fallout 3? Political? Philosophical? Exactly how far will you go with the player’s moral freedom, the “gray” solutions?
Gearhead wrote:Whenever someone talks of pushing the envelope, I always wonder at what point the would decide to stop pushing.
Anyway, F3 didn't seem all that "safe" to me. It was plenty gritty and violent (no less so than the first two. Unless you're playing a toned-down release or something, there was lots of blood, exploding heads, dismembered bodies on chains, etc.) I didn't notice a particular lack of harsh language, and there was more sex and skin than in F1. There was slavery and cannibalism a-plenty, and really the only thing that was deliberately toned down that I can think of was the fact that I couldn't gun down a cavern complex full of kids: I wasn't particularly upset that that option had been denied me. I'm not for Disney-fying things, but it's also not necessary to lay the stuff on with a trowel. Again, as long as it serves a purpose and is part of good storytelling, I'm fine with it. It just doesn't raise the quality of a game/movie/whatever on its own, and does not make up for poor directing/writing/designing.
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