this post was submitted on 27 May 2024
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[–] Quetzalcutlass@lemmy.world 12 points 7 months ago* (last edited 7 months ago) (1 children)

Spec Ops actually did have choices where you could be good (or at least less bad), but ironically people missed them because they didn't think being good would work.

For example, at one point you're being harassed by an angry mob of locals. A lot of players simply shot them because a lifetime of experience with shooters told them that no other input would be recognized. But in actuality, if you fired warning shots at the ground or over their heads the civilians would flee without incident.

[–] Kaboom@reddthat.com -1 points 7 months ago (1 children)

I didnt know that. After the forced willie pete bit, I thought all the other bits were forced too. Specs op unintentionally set a rule "if theres a choice, youll be forced to take the evil one" which made the entire thing feel obnoxious.

[–] naevaTheRat@lemmy.dbzer0.com 11 points 7 months ago (1 children)

I think you're actually engaging with it a bit shallowly. You are the one who invented the rule and a different framing is exploring how, if games seem to put us in situations where we must do horrible things to advance even a couple of times, we take that as a rule instead of risking losing to find other ways.

Which is a fairly glaring indictment of the whole military shooter genre which is all about "hard men and hard choices" that completely dehumanise the factions you're in opposition to.