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This Is All Your Fault

Spec Ops: The Line's lead writer, Walt Williams, on this summer's biggest surprise, one asking some heavy questions about the nature of the medium.

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(Warning: This article contains spoilers about important story beats within Spec Ops: The Line.)

A devastating, clipping drought has gripped the midwest the last few months. While driving through Illinois farm country this weekend, a store selling farm equipment propped a telling sign out front: “Do a rain dance, please!”

Many players would share a similar sentiment about video game storytelling. Whenever a not terrible game story comes along, the world lavishes it with praise. Sometimes it’s water in the desert syndrome, and sometimes it’s because a game is truly daring, provocative, or, at the very least, interesting.

Spec Ops: The Line has been at the center of this conversation since it launched last month, a shooter that most, myself included, had written off after poor press showings that suggested a promising setup that spent too many years in development, only to lose its way and be pushed out the door by a publisher hoping to recoup costs.

We were wrong, and we have, in part, Walt Williams to thank.

Don’t be surprised if you haven’t heard the name Walt Williams before. Even though Williams has been a producer at 2K Games for more than seven years, it’s only with Spec Ops: The Line that 2K Games granted Williams the opportunity to take a starring role and become the game’s lead writer.

Spec Ops: The Line, easily this year’s most surprising release yet, is the first game Williams had all to himself. He’s been assigned to story development on several other 2K Games projects, everything from Civilization V to XCOM to BioShock 2, but he was given a mostly blank canvass this time.

“I’m not a guy who plays shooters terribly much, to be honest with you,” said Williams during a recent phone conversation. “When I started on the project, one of the first mindsets I had on it was, ‘How do I make a shooter that someone like me would want to play?’”

The origins of Spec Ops is much different than what we're seeing today in Spec Ops: The Line.
The origins of Spec Ops is much different than what we're seeing today in Spec Ops: The Line.

Williams is one of the few individuals that’s been part of the Spec Ops reboot since the original conversations happened within 2K Games around five years ago. Spec Ops was originally a two-soldier focused realistic shooter series from Zombie Studios, and the first few games were published on the PC by Ripcord Games. Sequels continued and were brought to consoles (PlayStation era) by Runecraft and Take-Two Interactive (the parent company of 2K Games). The series went dormant after 2002, and while Rockstar Vancouver was assigned to begin the franchise anew, that project didn’t go anywhere, and the series stayed dark.

German independent developer Yager, a studio only known for an aerial dogfighting game with the very same name, was given the tough assignment five years ago. Williams was there on day one, too. Williams and Yager were tasked with developing a squad-based military shooter set in Dubai in the near future.

“That was it,” said Williams. “That was literally the box that we were given to play in. Outside of that, we were left to do whatever we want. I mean, the story has changed drastically over the course of the production. It’s always had the same characters and the same basic arc of where you were going, the drive of what was getting you there, but the intricacies of the story, the purpose of it, the subtext, what it was all pointing to, all of that has changed so many times over the course of this trip.”

The fact that players found Konrad dead at the end of the game, for example, was a recent change.

Even though 2K Games is based in Novato, California (previously, it was New York) Williams works out of Dallas, Texas. He was forced to leave 2K Games' headquarters for personal reasons, but 2K Games kept him on board. He regularly flies between his home in Dallas and the location of whatever developer he’s working with at the time. For Spec Ops, that was Germany. Williams had an apartment in Berlin he’d spend half the year in, typically staying in Germany for a month-and-a-half, and come back to the states for two weeks, then do it all over again.

The decision to explore the untold psychological tolls of war came from Williams’ own boredom with the shooter genre, and despite the game seeming to imply our obsession with shooters and killing is worrisome, there was never any pushback from the corporate side. Williams said it was on board since day one.

“There was always a part of me that thought, in the back of my head, that eventually the shoe is going to drop and they’re going to go ‘Whoa, whoa, whoa, what are we doing? Go back and make this thing what people are expecting out of a military game.’” he said. “But they stuck with it the entire way, and were extremely supportive of the direction that we wanted to go.”

The role of a writer varies on each project. There is no standard process, which prompted me to wonder how much influence Williams really had. It’s not uncommon for a writer to submit a script, dialogue, and other plot details early in the project, only to have most of it disappear by the time the game ships. Conversely, games often leave story to the last second, trying to jam as much context into the game after the gameplay and levels have been locked.

To ensure consistency, Williams was not just a script guy, but his fingers were everywhere: level design, voice over sessions, cut-scene and animation development, environmental storytelling, and art design.

Five years later, Williams finally stepped away from the game about two months ago.

“There’s a certain part of working on a game,” he said, “when you’ve played the game 30 times or read the script 30 times, you start to...it’s like when you write a word out and stare at it for too long, you go ‘Is that spelled right? I’m not sure anymore.’”

No one at Giant Bomb was impressed with Spec Ops the last few months, compounded by a poor showing at PAX East, in which players experienced the game’s opening scenes. Nothing about the game’s shooting mechanics stood out, the game’s much talked about moral decisions were nowhere to be found, and there was an awfully Nathan Drake-sounding performance by Nolan North as Captain Walker. It wasn’t until the final disc showed up and Jeff started playing through the game. He started telling us to pay attention. A similar chorus appeared from other critics.

Williams believed people would better understand Spec Ops after playing it, where the story had room to breathe, and he was right. Much of the game’s eyebrow-raising came from being unaware of the several revelations, including the infamous white phosphorous scene, in which the player accidentally torches dozens of civilians hoping to leave the crumbling city of Dubai. This pivotal scene was almost part of the marketing campaign.

“[We] ultimately decided that would completely kill everything that we wanted to do with that moment in the game to the player,” he said.

The white phosphorus scene is where Spec Ops puts its cards on the table, and it's clear no one is coming out of this mission a better person. You technically have choices during this moment, such as fighting the opposition with your stock weapons, but respawning ammunition buckets were specifically deleted from this scene to force the player to eventually use the nearby mortar. Upon picking up the mortar, the player is transported to a scene awfully familiar to the AC-130 mission from Call of Duty: Modern Warfare. You see a white dot, and blow it up. Unfortunately, some of those white dots were innocent men, women, and children. How were you supposed to know? You weren’t.

“We wanted the player to be stuck in that same kind of situation, even to the point of maybe hating us, as the designer, or hating the game for, in many ways, tricking them, making them feel like we had cheated the experience and forced them to do this thing,” said Williams. “They would have to decide whether or not they could choose to keep playing a game like this after this moment, or if they would be pissed to the point of putting the controller down and saying ‘No, this is too much for me, I’m done with this. Fuck this game.’”

The game lingers on this for an uncomfortably long time, letting the moment sink in.
The game lingers on this for an uncomfortably long time, letting the moment sink in.

Williams knew the team was onto something when focus testers had to take a break after viewing the scene for the first time.

One theory around the office was that this scene was, at one point, a moral choice for the player that was cut due to budget constraints. Williams claimed this was not the case, arguing it would have cheapened the impact. This prompted Williams to wax philosophical about his own approach to game design.

“There’s a certain aspect to player agency that I don’t really agree with, which is the player should be able to do whatever the player wants and the world should adapt itself to the player’s desire,” he said. “That’s not the way that the world works, and with Spec Ops, since we were attempting to do something that was a bit more emotionally real for the player. [...] That’s what we were looking to do, particularly in the white phosphorous scene, is give direct proof that this is not a world that you are in control of, this world is directly in opposition to you as a game and a gamer.”

It’s this moment when it felt like Spec Ops was trolling the player, subverting traditional expectations of the designer-player relationship, especially for a game ostensibly about “choice.” This becomes especially uncomfortable as the game continues, Walker and his crew begin to unravel, the enemies become aware they’re dealing with insane, bloodthirsty soldiers, and one begins to wonder whether everything that’s happened in the past eight hours was a prelude to asking the player to consider whether they should be enjoying and celebrating this kind of video game.

Williams didn’t shy away from this idea.

“I actually consider that to be the real story of the game,” he said.

Spec Ops does not seem to make a definitive statement. It’s certainly playing devil’s advocate, but Williams doesn’t want players to come away with the impression that Yager, Williams, or 2K Games was out to advocate a particular stance. Rather, by the end, hopefully you’ve raised your own set of questions.

“Whether or not violent video games have an effect on us was not really the question that we were asking,” he continued, “but we were certainly saying ‘If we are going to say that we’re art, art has to affect us, and what does it say about us that these are the types of art that we chose to partake in? How does it really effect us to disconnect with that mentally?’ Because we have.”

Becoming self-aware can backfire, but Spec Ops does so subtly, gracefully, and effectively.
Becoming self-aware can backfire, but Spec Ops does so subtly, gracefully, and effectively.

One of the more surprising ways the game plays with expectations are the loading screens. “This is all your fault,” reads one. These messages are traditionally meant to convey helpful hints or reinforce game mechanics important to the situation at hand. Though Spec Ops does have that early on, as madness surrounds Walker’s crew, even the usually handy tip screens turn against you. Williams said Microsoft and Sony never raised an issue with the decision to use the screens in this way, and it’s incredibly effective.

“In many ways, Spec Ops hates you, and it’s reacting to you, in the sense that, yes, we may have designed the game to work this way, but none of this would have happened, in the context of your experiencing it, if you had not put the game inside your system and played through it,” he said. “You are, within the context of you playing it, the cause of everything because you chose to play that game, and it is reacting back at you.”

The emotions weighing over the player when the credits roll are heavy, mixed, and contradictory, especially so if you experience the epilogue. I do feel bad sometimes for liking shooters, especially today’s awfully realistic ones, and Spec Ops was a useful outlet to explore these complicated questions. We know there is more at work than indulging in senseless violence, but Spec Ops forces us to ponder whether we’re pretending it’s not an issue at all.

“We shouldn’t be afraid to question our own medium,” he said. “It is ours to do with as we see fit. There is no problem in questioning what is your own and asking what it is that you want to do with it, and are we necessarily doing the right thing with it? I mean, that’s the other great thing about mediums, is that there is no right thing.”

Patrick Klepek on Google+

158 Comments

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d715

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Edited By d715

\@biggiedubs said:

@FreedomTown said:

@biggiedubs said:

Art can't be all heroes and happy endings, right?

Please tell me you didn't just equate anything in this garbage heap of a game to "art". Please.

I just did.

I'm not interested in starting the whole, 'are games art?' thing, because I honestly don't care, but I just used the word 'art' so I can compare it other mediums which have celebrated stories without heroes or happy endings.

What's with the hate, anyway? Are you calling it a garbage heap purely because it plays like mediocre shooter, or what?

Because every other game out there is a grim dark downer ending that yells at you for enjoying a game and tries to make you feel about killing bots. And I for one am sick of it.

Therefore a game about a hero fighting evil and having a happy ending is more "artful" then this piece of shit.

The Metal Gear games for all its crazy does that "you're a bad person for killing these people" than the line because in metal gear you can NOT CHOSE to kill them. Here you're force to sit back and mow them down while the writer bitches about how its bad for doing it.

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kartanaold

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Edited By kartanaold

I couldn't finish it. A good story is not enough to keep me playing a otherwise bad game!

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biggiedubs

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Edited By biggiedubs

@FreedomTown said:

@biggiedubs said:

Art can't be all heroes and happy endings, right?

Please tell me you didn't just equate anything in this garbage heap of a game to "art". Please.

I just did.

I'm not interested in starting the whole, 'are games art?' thing, because I honestly don't care, but I just used the word 'art' so I can compare it other mediums which have celebrated stories without heroes or happy endings.

What's with the hate, anyway? Are you calling it a garbage heap purely because it plays like mediocre shooter, or what?
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Elwood

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Edited By Elwood

IGN had a similar article, but where some other things was revealed, such as the fade to black or white, to show the truth or the things that was just in Walkers head.

The things that the developer had made visual, was interessting to read about, also something about a billboard that change during gameplay, and other things.

But the whole aspect about you as the player where going too feel something when you played the game did not happen to me, one of the only time that has happen was in The Longest Journey, there was just a part out got to in the game that kinda touched me in a way I was not prepared for, can't quite remember exactly where though.

I have also read all the reviews that talks about Spec Ops the line as something special story wise, and yes it has alot of interessting parts, but none of them where really doing something to me as a person.

David Cage though is on the right track, and Heavy Rain tried the whole emotional rollercoaster ride, but because of poor voice acting, or rather wrong voice actor (Norman Jayden) I was never really pulled in by it.

Beyond looks much better though so fingers crossed.

Spec ops had an interessting idea the whole thing with how they talk to each other later in the game, so yeah lots of great idea's just not executed so well overall.

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SatelliteOfLove

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Edited By SatelliteOfLove

And this, along with Syndicate, is why you don't waste talent or money on doomed thunder-stealing FPS IP Zombie knockoffs.

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penguindust

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Edited By penguindust

“You are, within the context of you playing it, the cause of everything because you chose to play that game, and it is reacting back at you.”

That could be said of any game. I don't find that position all that profound.

I don't know, it feels like there's a lot of revisionist wisdom in the article above. Addressing each complaint with "we meant to do that." It reminds me of how Apple reinterpreted some of the bugs on their products as "features".

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unholyone123

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Edited By unholyone123

I think that game developers, and writers, need to stop trying to force players to feel bad about their actions in video games. I will never feel bad about killing any person in a video game, you know why? THEY'RE NOT REAL!!! You can't kill that which has no life in the first place. That stupid white phosphorus scene was ridiculous. The player and his squad had the high ground and could have easily taken those guys out with conventional small arms fire. NOOOOOOO, says the developers, we're going to force you into this one course of action and then scold you for it. That is a contrived mountain crap. If you really want to impact the player in a meaningful and thought provoking way, they should take notes from games like Limbo, Braid, and Journey. Those games made quite an impact on me and I never had to burn anyone with white phosphorus.

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FreedomTown

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Edited By FreedomTown

@biggiedubs said:

Art can't be all heroes and happy endings, right?

Please tell me you didn't just equate anything in this garbage heap of a game to "art". Please.

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Chumm

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Edited By Chumm

@patrickklepek said:

@Phatmac said:

Noticed a typo here: Williams said Microsoft and Sony never raised an issue the decision to use the screens in this way, and it’s incredibly effective

Thanks.

And, you know, the title of the article has a typo. Get a copy editor Trick!

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Krelle

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Edited By Krelle

@FreedomTown said:

@Zaph said:

Gotta admit, I really am not seeing whatever it is about Spec Ops critics are praising. Every aspect of the game felt like an exercise in mediocrity.

I understand that the video game storytelling bar is already pretty low, but if The Line was a film plot, that film would be a direct-to-dvd, low budget, action flick starring Billy Zane.

Someone got paid after all the initial negative previews and initial reviews. Now 'journalists' are finding the "surprising, deep undertones and philosophical implications of the game...."

This game was just as dumb as every other GoW-esque, cover based shooter that has come out since cover based shooters became the cool thing to develop. Add in a helping of Bro-tastic dialogue and cliche soldier jibber-jabber, and you've got a recipe for a mediocre game.

It is a linear, standard, boring shooter. They threw in a "oh a wtf moment", like the CoD airport scene, to try to get buzz and shock factor. The ending was decent, I will give it that. But a decent ending does not a great game make.

There was nothing "surprising" about Spec Ops: The Line's release, other then the fact you admitted to writing it off (justifiably so), and now for some odd reason think it is worth talking about again,

GB is not a hive mind. Klepek might think its great and Jeff could still think its mediocre.

That said, this game has gotten a lot of positive press all of a sudden, in a weird way.

Ive not played the game so I cannot comment on its actual quality.

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quibley

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Edited By quibley

This is self congratulatory twaddle..how can the writer talk about the morality of the game when through out it when you kill someone you here "AND F*CKING STAY DOWN!" and when you shoot someone in the head you here "I'VE GOT ANOTHER ONE!"...I really think that due to such poor reviews this game got, there going for the story angle and getting these interviews online to try and drum up some more sales..i thought the game was entertaining but very average

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Kyxx

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Edited By Kyxx

as ex military this is the most realistic game ive ever played on a mental level. they do give away key spoilers but while i was playing it i went from omg... to OMG.... to OMFG WTF!! those of you thinking it looks lame need to quit comparing it to COD and battlefield. the game is unique and a must play and beat.

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EmoHobo

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Edited By EmoHobo

I kind of wish the game had no morality choices if it was going to strip it away for that single scene, but it's very effective, but feels contrived being an interactive medium and all.

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FreedomTown

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Edited By FreedomTown

@blacklab said:

Great article. Guess I need to pick this one up.

Need I say more...."oh look sales are increasing after critics start saying the game is actually good, we were wrong to say it wasn't." Odd.

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phrali

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Edited By phrali

i play games for gameplay and interactivity and to have fun. I give no fucks about artistic value or social commentary or these shallow representations of moral dilemmas. This whole argument feels like a gimmick to trick people into buying ANOTHER run of the mill third person shooter with mediocre already played this gameplay. Spend more time developing a good GAME and less time on moral wishywashiness. Im surprised there were no dialogue trees or romance options

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blacklab

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Edited By blacklab

Great article. Guess I need to pick this one up.

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FreedomTown

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Edited By FreedomTown

@Zaph said:

Gotta admit, I really am not seeing whatever it is about Spec Ops critics are praising. Every aspect of the game felt like an exercise in mediocrity.

I understand that the video game storytelling bar is already pretty low, but if The Line was a film plot, that film would be a direct-to-dvd, low budget, action flick starring Billy Zane.

Someone got paid after all the initial negative previews and initial reviews. Now 'journalists' are finding the "surprising, deep undertones and philosophical implications of the game...."

This game was just as dumb as every other GoW-esque, cover based shooter that has come out since cover based shooters became the cool thing to develop. Add in a helping of Bro-tastic dialogue and cliche soldier jibber-jabber, and you've got a recipe for a mediocre game.

It is a linear, standard, boring shooter. They threw in a "oh a wtf moment", like the CoD airport scene, to try to get buzz and shock factor. The ending was decent, I will give it that. But a decent ending does not a great game make.

There was nothing "surprising" about Spec Ops: The Line's release, other then the fact you admitted to writing it off (justifiably so), and now for some odd reason think it is worth talking about again,

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quaker95

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Edited By quaker95

I love this game...

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CosmicQueso

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Edited By CosmicQueso

@Deusx said:

@CosmicQueso said:

While playing it, I was angry at the game because it forced me into doing things I didn't want to do. I knew the game was forcing me to make certain choices so in the end I would realize what a monster I was becoming in the game.

The thing is, if I was watching a movie it would make sense. I could empathize with a character on screen doing these things, but still maintain the power to separate myself from the character if I so chose.

In Spec Ops, I was frustrated because I had less power. I was forced into doing things I did not want to. And instead of empathize with the character on screen, I began despising him and the entire experience.

That´s the entire point. You doing things you don´t want to. It feels forced on you and may not be a pleasent experience but it is one of the messages the game wants to convey: Sometimes you just gotta do what you gotta do, there are consequences for every action, even they aren´t your own. The mistake is that the message isn´t very clear in the first place.

Great points. I hear you on it trying to convey the message that sometimes you gotta do what you gotta do. However, there were situations presented where someone could conceivably tackle the challenges in ways other than "shoot everyone". This story told in this fashion is just much better suited for the movie or book medium, in my opinion. I just found I was getting more frustrated with the lack of choice and options, taking away from my enjoyment of the story the game tries to tell. I love the ambition, I want to see much more of it. It's a great attempt to expand the scope of what games can do and I'm glad I played it. You're right, though. The message isn't quite clear enough.

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biggiedubs

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Edited By biggiedubs

Whilst this game has a lot of things that are bad about it, I really do think people are missing the point about this game.

This game doesn't have a particular great plot, it just hasn't, but that not's the point. The fucking point is that for once a game was able to tell a plot without the use of terrible exposition over a blank screen, with as little dialogue as possible, with as little cut-scenes as possible. Actually telling the story through actions in the game.

You remember back in English class in school, when your teacher said 'show, don't tell'? For games it always should have been 'don't show, don't tell, let us play it', and for once a game has actually done that. You have to murder the innocent people by accident. You can't save the CIA agent. You get attacked by the locals and you have to either scare them away or shoot them. The main character gets more and more aggressive and brutal throughout the game. There's no button prompt for which ending you get.

Sure it's not perfect, and you can rip to it shreds if you look hard enough, but it's progress towards telling a video game plot in a way that can't be told outside of a video game. Something that has finally moved away from, 'let's just copy what films do.' Something more seamless and natural than a 'X to harvest, Y to Save' button prompt or a dialogue tree. Who would you rather teach; the punk kid with great ideas but has bad grammar? Or the boring kid who knew it all but never thought for himself? I'd take progress over perfection any day of the week.

And for all those people who said that they hated the game because they felt disconnected with the character THAT'S THE FUCKING POINT. It's a character, not you, and if you can't relate to them that's because you've never been to war and had the crushing weight of responsibility on you. It's not your story, it's Walker's story.

And yes, you're not meant to like it. And yes, you're meant to feel kind of disgusted by it. Art can't be all heroes and happy endings, right?

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moomoomashoo

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Edited By moomoomashoo

@JayCee said:

@moomoomashoo said:

horse

Meet Rider. Rider, meet horse.

I was more going for the Trackmania 2 quicklook reference, but you're right... It worked on so many levels!

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Edited By derevo

@huser:

Was it Funny Games? That movie actually rewinds when one of the invaders is shot by one of the children and then makes the kid get shot instead. That movie was....messed up.

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NTM

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Edited By NTM

Oh yeahhh! I totally forgot, I didn't even think about it, but I have Spec Ops on the original PS. That game sucks.

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Fawkes

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Edited By Fawkes

After spoiling what the big deal about this game is for myself, I'm glad I never played it.

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deactivated-5e49e9175da37

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@FengShuiGod said:

The character chatter in game is cool. But that's about it. I really don't understand the praise this story gets. Yo dude, you killed some innocent people, omg what an intellectual experience.

And BioShock, it's like yo dude would you kindly play the next level omg.

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Phished0ne

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Edited By Phished0ne

@FengShuiGod said:

The character chatter in game is cool. But that's about it. I really don't understand the praise this story gets. Yo dude, you killed some innocent people, omg what an intellectual experience.

Its not even about that. A lot of the game is actually commentary about the nature of video games. Thats why there is discussion about it. If it was just another typical shooter with an attempted "tug at heartstrings" moment, no one would be talking about it.

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FengShuiGod

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Edited By FengShuiGod

The character chatter in game is cool. But that's about it. I really don't understand the praise this story gets. Yo dude, you killed some innocent people, omg what an intellectual experience.

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Ghostiet

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Edited By Ghostiet
@aceofspudz said:

I agree with Walt Williams here. The idea that player agency means bending the world to your whims and making meaningful choices at all times doesn't ring true with my own experiences and isn't even particularly satisfying as a result. It's a notion that deserves to be subverted every once in a while.

Edit:

I find what they made interesting on an intellectual level, but I can't see any reason why anyone should buy or play it.

Aren't you neglecting the people who actually want B? Which is to say, they want to have an interesting experience? People who have been playing games for a long time have shot their fair share of dudes, at some point you want and need something more. The Line may not be that, but I'm personally done with shooters until someone can tell me why I should care.

Agreed. Followed.
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aceofspudz

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Edited By aceofspudz

I agree with Walt Williams here. The idea that player agency means bending the world to your whims and making meaningful choices at all times doesn't ring true with my own experiences and isn't even particularly satisfying as a result. It's a notion that deserves to be subverted every once in a while.

Edit:

I find what they made interesting on an intellectual level, but I can't see any reason why anyone should buy or play it.

Aren't you neglecting the people who actually want B? Which is to say, they want to have an interesting experience? People who have been playing games for a long time have shot their fair share of dudes, at some point you want and need something more. The Line may not be that, but I'm personally done with shooters until someone can tell me why I should care.

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Scrawnto

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@nintendoeats said:

http://www.giantbomb.com/spec-ops-the-line/61-29445/i-beg-of-you-do-not-play-the-line/35-554935/

I wrote that a few hours before Patrick posted his piece. It's intended as more of a commentary than a warning against the game. But still...I can fully acknowledge that they've accomplished what they set out to do, and that they did it exceptionally well. One of the big issues is that it does unpleasant things to the player/designer relationship, and that is something that matters across the genre. Am I supposed to now assume that one of my relevant player verbs is "stop playing" in ever game I play? I have a huge respect for what they have accomplished, but I don't think that we should get into the habit of violating the bond of designer/player trust, especially in such a direct fashion.

I'm inclined to agree. If a game is free then "stop playing" is a wholly valid verb, since the player isn't 'losing' money. I've made a game like that myself (it was a commentary on the lack of consideration given to colorblind gamers by many developers, and you were meant to get frustrated with it). But if you are taking someone's money, it seems that you shouldn't give them a product where the right choice is not to use it or which will just make them feel bad about what they've done if they do.

Looking at it another way, if I'm selling A but give you B, even if I say "Surprise! B is better than A! B is art!" I shouldn't be surprised if you're pissed that you didn't get what you paid for (A in this abstraction). For fun, let's say A is a tamagotchi, and B is a device that administers a harmless but uncomfortable electrical shock to you if you press one of the buttons. Your only choice, if you don't want to get shocked, is to not play with it.

I find what they made interesting on an intellectual level, but I can't see any reason why anyone should buy or play it.

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Hmmmm, this is like that one movie with the two clean cut homeinvaders. The point was that all these horrible things about to be done to the nice family was the viewers fault for continuing to watch it. IE if you just stopped watching so would their continued torture. Can't recall that name now.

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joshth

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Patrick, I love the way you open the article.

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Deusx

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@CosmicQueso said:

While playing it, I was angry at the game because it forced me into doing things I didn't want to do. I knew the game was forcing me to make certain choices so in the end I would realize what a monster I was becoming in the game.

The thing is, if I was watching a movie it would make sense. I could empathize with a character on screen doing these things, but still maintain the power to separate myself from the character if I so chose.

In Spec Ops, I was frustrated because I had less power. I was forced into doing things I did not want to. And instead of empathize with the character on screen, I began despising him and the entire experience.

That´s the entire point. You doing things you don´t want to. It feels forced on you and may not be a pleasent experience but it is one of the messages the game wants to convey: Sometimes you just gotta do what you gotta do, there are consequences for every action, even they aren´t your own. The mistake is that the message isn´t very clear in the first place.

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Edited By Llewelyn

@patrickklepek: in which players were played the game’s opening scenes.

I think that's a typo

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NAQ

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@buckybit said:

@LonelySpacePanda: to your point:

Here's an example of the subtlety of 2K Games' marketing campaign. An ad in a German video game print mag from May 2012.

No Caption Provided

that's obviously a the dark knight rises ad.

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CosmicQueso

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Edited By CosmicQueso

While playing it, I was angry at the game because it forced me into doing things I didn't want to do. I knew the game was forcing me to make certain choices so in the end I would realize what a monster I was becoming in the game.

The thing is, if I was watching a movie it would make sense. I could empathize with a character on screen doing these things, but still maintain the power to separate myself from the character if I so chose.

In Spec Ops, I was frustrated because I had less power. I was forced into doing things I did not want to. And instead of empathize with the character on screen, I began despising him and the entire experience.

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Edited By kwang2000

Whoa, war is bad and turns men into monsters?! Give this man an Oscar. Portal is well written; Forcing you to shoot a child or burn a woman who cries is a lazy and hacky to make something "deep" or create emotion (see Homeland). And frankly, Apocalypse Now did it better.

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RedRocketWestie

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Edited By RedRocketWestie

On the one hand, I love what they've done with the story in this game. I get extremely fatigued with the "mow down swaths of dudes" gameplay in most shooters, and certainly have conflicting feelings about what it says about our culture to put so little emphasis on it. So I do want to reward this game for punishing the choice to play such games (as weird as that sounds).

But the fact is, I don't choose to play these games. It's not "all my fault," so why would I buy a game just to make myself the bad guy? I feel like the impact is lessened if I'm playing it just because it treats my wanton murder with gravity. I'm still choosing to engage in the wanton murder, after all. So I won't be picking it up, but I'm glad it exists. I'm glad there are games out there that are targeted not just to gamers of adult age, but are actually trying to be more mature.

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Edited By Amducious

@theimmortalbum said:

So I saw you posting pictures of Spec Ops yesterday.. glad to see something written up on this. The Gamespot podcast that Jeff was on with this guy was fascinating, and I definitely wanted more.

Do you have the link to the podcast?

Thanks :)

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I really enjoy how much thought Williams puts into games and how the player should feel at every moment of the experience. I feel like too many developers are copying Halo's "60 seconds of fun press repeat" style of design, with little focus on the moment to moment thoughts and feelings that can create an amazing experience. I very much hope that Mr. Williams keeps on doing what he's doing and look forward to his next experience.

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@narujoe93 said:

Is it just me, or is patrick the only person who writes articles on giant bomb?

seriously, what the fuck is everyone else doing? It's not like it's a busy launch season or anything...

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Edited By jeffspock

WTF? This guy wasn't the lead writer. He's stealing somebody else's thunder.

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@Rukus said:

I can't remember who mentioned it on the spoiler podcast, but I was in the same boat as them when I knew the white dots at the end of the white phosphorus sequence were civilians. I immediately recognized that they weren't taking up defenses and weren't moving like the rest of the soldiers were.

It was Jeff. And I can echo that sentiment a third time. They were very clearly not soldiers. I kinda wish they'd found a better way to obfuscate the people.

That said, the scene was kinda unsettling from the word go. I really like that they set up the earlier sequence with you nearly getting hit by white phosphorous and seeing firsthand what it does. Having to do it yourself knowing full well the effect it has on people... ugh. The only reason I finished that game was I curious to know how the story ended. I really didn't want to be an active participant in that mess.

It's a shame the game is so clunky and dull mechanically, because it's thematic messages about war and PTSD are leaps and bounds beyond any of the dime-store philosophy Kojima leaned so heavily on. Turns out that war is ugly, Snake. Here's hoping SOL turns into a sleeper hit.

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@ghostNPC: Well speaking for me, Braid was a brilliantly made puzzle game, and that's about it. It's great for what it is, but everything else about it didn't inspire anything more than "ah, how quaint" kind of reaction. Journey sets up a mood, it has nice sand mechanics, and featured a neat multiplayer idea that I hope to see more of in the future. Other than that though, it's just style. Of course, your mileage may vary, which is cool.

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Edited By tsiro

@Quantical: Just watching the ending will have minimal, if any impact. If you're going to watch it, you almost need to watch the entire thing. Even then, it won't be as interesting as it would be if you were the one in control. But to each his own.

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Quantical

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Edited By Quantical

I can't be bothered with another third person shooter. I'll just watch the ending on youtube.

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Edited By bwmcmaste

Bought the game because of Mr. Gerstmann's review, was not disappointed. Great music and a nice story.

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Edited By LonelySpacePanda

The white phosphorus scene WAS part of the marketing campaign which I thought was in really bad taste. It was part of the demo shown to press earlier this year. There are video demos of it with the dev (maybe this guy) being like "THIS IS HOW REAL THIS SHIT GETS, BRO!" ugh.

To be fair, I think civilians were left out of it but it still could have dulled the effect of the scene if I had seen it prior to playing.