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Dean

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joined 2022 September 05 03:59:39 UTC

Variously accused of being a hilarious insufferable reactionary post-modernist fascist neo-conservative neo-liberal conservative classical liberal critical theorist Nazi Zionist imperialist hypernationalist warmongering isolationist Jewish-Polish-Slavic-Anglo race-traitor masculine-feminine bitch-man idiosyncratic party-line Fox News boomer. No one yet has guessed a scholar, or multiple people. Add to our list of pejoratives today!


				

User ID: 430

Dean

Flairless

15 followers   follows 0 users   joined 2022 September 05 03:59:39 UTC

					

Variously accused of being a hilarious insufferable reactionary post-modernist fascist neo-conservative neo-liberal conservative classical liberal critical theorist Nazi Zionist imperialist hypernationalist warmongering isolationist Jewish-Polish-Slavic-Anglo race-traitor masculine-feminine bitch-man idiosyncratic party-line Fox News boomer. No one yet has guessed a scholar, or multiple people. Add to our list of pejoratives today!


					

User ID: 430

@Dean, knock it off.

Consider it knocked off!

This man Americanas.

Though not as hard as those bold Americans who invaded Iran before Pearl Harbor.

Conflating comparison and contrast to lying is certainly a deflection to the paragraphs that led to it, I suppose.

I invited you to provide some of this unexplainable hypocrisy I apparently do if it's so common. I invite you to do it again. Should be easy.

Already done, thank you for repeating the demonstration of this Darwinism.

Wait was it not about me?

Then why did you say

What part of magicalkitty's posting history

Is there another person with a name like this you were actually referring to?

I see you feign confusion to the transition paragraphs where we stopped talking about you, shifted to the distinction of good faith versus bad faith presentations, and transitioned to the not-late Darwin as an example of the failure state and how sincerity can counter suspicions of bad faith.

Hence why the next paragraphs were-

I love me a good jawboning and devil's advocacy, but there is a difference between treating debate as a sport and using debate to make sport of others. Faith is as good a distinction as others- after all, if the other person has no faith to believe you're interested in the sport as opposed to making sport of them, there's not going to be a sport with them because it takes two to debate in good faith.

One of the ways to demonstrate good faith, in turn, is to hold to present and maintain sincere positions. Sincerity in turn can be demonstrated not just by elaboration upon request- as in someone who sincerely wants to be understood as opposed to someone deliberately trying to instigate misunderstandings and conflict- but also by maintaining consistency across iterations. You can absolutely provide devil's advocate / steelman positions distinct from your own position, but only if you actually have a position of your own.

To my knowledge, magicalkitty has denied being darwin / guesswho/ whatever other alts that person had. But Darwin was a bad faith interlocuter par excellence, and he had his own history of defending or deflecting accusations of his bad faith arguments on the grounds of 'just trying to adopt a position he didn't believe.' That was the demonstration, not defense, of his sort of bad faith.

The counter to that Darwin-esque behavior, in turn, is pressing the person to make clear their sincere position, and seeing if / how they either directly answer it or try to wiggle out of that challenge.

I will note that ignoring paragraphs of intervening texts and the argument within in replies to him was one of Darwin's bad faith habits, and a non-trivial reason for why his invitations for people to engage in make-work to prove themselves were declined.

It sure seems like your comment was about me first and foremost!

Two paragraphs of interim topic transition to general topics and then someone else can seem like a lot of things to the sufficiently motivated.

Always has been.meme.jpeg

Only the Americans have agency. Anything done by the allies was because the Americans enabled them.

I just want to say I agree with you much more than I would quibble, and fully confess to moving past the ending specifically because I wanted to address the thematic alignment and how the 'punish the player' trope in earlier parts made the story thematically work better than the issues with the ending itself.

Which, as you demonstrated, is a load more text, lol.

That said, there were more than a small number of players who were more upset about the end of their power fantasy than the writing rigour. Mass Effect was always pretty squishy on the writing rigour, and this was well apparent even in ME2. For a lot of people, arguments like your above- which I agree with!- were excuses to justify/validate how they felt... when they were acting far more akin to scorned lovers. Hence how one of the 'fixes' of the post-ending fracas was the medical evac goodbye scene at the finish line.

Hence the Darwin-esuqe, as opposed to Darwin-specific. It was always the style of argument, not merely the position, that made Darwin bad faith.

There's nothing particularly vague about my view of you. I think you regularly exhibit many of the not-late Darwin's worse tropes in your posting style, regardless of whether you are another sockpuppet of his or not.

This includes his propensity to fight the culture war by fronting a position only to drop or even deny it when inconvenient for the current culture war. Darwin also had a habit to quibble that he never did such a change even when provided past evidence, invite people to engage on his framing of the issue, and then ignore their actual position (and, routinely, follow-up posts' positions).

Like, say, taking a post on ways to counter Darwin-esque evasiveness and demonstrating a difference from Darwin-esque tactics, and then claiming that it is a personal accusation. And then challenging that the reasonableness of such a personal accusation should be demonstrated reasonable through past history to be pulled and cited. A history review which has nothing to do with demonstrating the good faith in arguments provided as a way to distinguish good and bad.

That is very much the sort of implicit accusation and argument deflection Darwin liked to pull.

Ok for real, is this intentional trolling? This is a pretty big case of pot calling the kettle black if not,

Poor deflection. When the pot calls the kettle black, it's notable because they are both black. But if the context is the pot trying to pin down the kettle to a type (or color), it's a completely accurate charge. The rebuttal is in the shared status, not the invalidity.

So when you use "pot calling kettle black" as a deflection to-

You are welcome to pattern-match me to as many caricatures as you like.

You are affirming the accusation as accurate, rather than denying that your are caricaturizing.

I'm not sure how I resemble that remark, but I feel like I should be offended by the comparison!

Nah, not at all. That scene is precisely where I think Spec Ops was strongest as a deconstruction of the COD formula, and as art in its own right. The getting caught up in the momentum is a key part of the moment, and not knowing the consequences has a merited sting. Walker and you being in alignment is what makes it work.

For me, the point where The Line approaches the line is the much-later twist, which recontextualizes Walker from understandable to deluded from the start. Here the alignment between the player and Walker turns into a jab at the player, because there's a sharp difference between 'kept pressing on a questionable mission' and 'was clearly deluded and having conversations with no one.'

Part of the drama/tension of going forth with a questionable mission is that there's an actual conflict over the decision. There are reasons to not go, but also reasons to go. A good deconstruction / reflection on the tragedies of war accepts responsibility for the decision- either decision- despite the sentiment (and flaws) leading to it. Walker can work perfectly fine getting his team risked / killed because he wants to be the hero, and the ending where he stops fighting and goes back home is a glorious defeat.

But that tension fails when the player-avatar is forced to be the unreasonable person in a reasonable-standard test. Then it's not a question of 'did he do the right thing for the wrong reasons' or 'did he do the wrong thing for the right reasons.' It's just a question of 'should this guy be in a sanitorium?'

That's a pretty direct question with a pretty boring answer. And when the subject in question is more or less explicitly a proxy for the player, it's an implied judgement on the player as well.

There's more than a nugget to this.

Commercial art as a message partly depends on people recognizing the message they'll be seeing in advance. Video game purchases aren't a random loot box dynamic where you know in advance that you don't know what is coming out. Player's money, and time, is limited, and so they're trying to select for their desires. If you want a horror game, you don't look for a highschool rom-com game, or vice versa. There's a reason even Doki Doki Literature Club has great big warning labels, just in case you are confused.

Subverting expectations is a delicate balance between surprising and delighting the audience with a twist they didn't see coming, and the writer being a pretentious twat. When people went to the Star Wars sequel trilogy, they wanted a sequel to a known property. And when they went back for episode 8 after the fanservice feel-good nostalgia baiting of episode 7, it's because they had an expectation of what they were going to get. However, Rian Johnson was a pretentious twat who thought subverting expectations was a pass to shit on the audience's interests, and low and behold interest in the Star Wars properties, and merchandise, and everything else promptly and sharply declined.

Spec Ops: The Line isn't Rian Johnson tier subverting expectations, but it very much is a product that does a bait-and-hook. Come for the modern warfare shooter gameplay, stay for the... warcrime simulator? Emotional masochism?

Don't get me wrong. On balance, I like Spec Ops: The Line. I think it has some artistic merit. But that artistic merit is when it's focused on the central character, not the player who doesn't know what's coming. The player is being carried along by pre-commitment bias, not agency of deliberate choice. They don't know what's coming, and that's not their fault when it's the artist doing the bait-and-hook.

I am extremely sympathetic to the people angered by the 'you could stop playing any time' after they paid. I am more sympathetic than I would be if, say, the developers got an attendance commission to go to a convention, and then got pissed on with the threat their attenndance commission being forfeit if they left rather than take it. At least the developers would have been led there with the prospect of something they wanted, money, if they put up with it. The Spec Ops players already got their money taken. Making them the subject of ridicule by proxy is just rubbing salt in a wound they weren't expecting and were misled into paying for.

What part of magicalkitty's posting history makes you think they are trying to make the most convincing argument they can as an exercise, as opposed to the best arguments-as-soldiers for their latest culture war stand or poke at others, to be abandoned as irrelevant when the topic passes?

I love me a good jawboning and devil's advocacy, but there is a difference between treating debate as a sport and using debate to make sport of others. Faith is as good a distinction as others- after all, if the other person has no faith to believe you're interested in the sport as opposed to making sport of them, there's not going to be a sport with them because it takes two to debate in good faith.

One of the ways to demonstrate good faith, in turn, is to hold to present and maintain sincere positions. Sincerity in turn can be demonstrated not just by elaboration upon request- as in someone who sincerely wants to be understood as opposed to someone deliberately trying to instigate misunderstandings and conflict- but also by maintaining consistency across iterations. You can absolutely provide devil's advocate / steelman positions distinct from your own position, but only if you actually have a position of your own.

To my knowledge, magicalkitty has denied being darwin / guesswho/ whatever other alts that person had. But Darwin was a bad faith interlocuter par excellence, and he had his own history of defending or deflecting accusations of his bad faith arguments on the grounds of 'just trying to adopt a position he didn't believe.' That was the demonstration, not defense, of his sort of bad faith.

The counter to that Darwin-esque behavior, in turn, is pressing the person to make clear their sincere position, and seeing if / how they either directly answer it or try to wiggle out of that challenge.

...and this is why I believe that that the infamous "bad ending" is the canonically correct ending for Jason's story, and that the people who complain about how the game "punishes the player" for making the thematic choice by wanting to keep playing are missing the forest for the trees. The fact that game gives you one last chance to reject the path of violence is what makes the ending so impactful.

Well darn. Now you make me want to dig out my own personal screed of a time when the game 'punishing the player' was actually the better writing. For me it's Mass Effect 3.

For those not familiar, ME3 was the divisive end for the Mass Effect trilogy which premised a meta-narrative of your choices mattering and having consequences over a trilogy of games with choice carry-over being designed from the start. Except many of the characters were a mix of woobie and sycophant, and the developers hadn't actually written out or designed a trilogy structure, or even figured out how they were going to overcome their own overpowering arch enemy. They were making up a series and key lore as they went along, and wrote themselves into a corner where the end-game solution to an unstoppable fleet was a macguffin from precursors that, if built, can kill them before they kill you. This culminated in ME3's controversial ending of the player basically choosing to nuke galactic civilization in one of three colors of techno-magic. And the only ending where survival was potentially implied was the one where galactic civilization couldn't be put back together again via an army of genocidal squid-machines or the involuntary organic-AI interfusion of everyone.

For a series that to date had basically no blow back to any of the moral highroad / 'damn the risks, I'm doing what's right' decisions that were the audience and writer's preferred Paragon playstyle, it was a sharp whiplash of tone. Mass Effect to date had rarely been about having to make hard decisions, because it had always let you avoid the hard parts if you just picked the golden route / nice thing, while the most common consequence of not doing the nice thing in a previous game was less content in the next. Hard consequences were the consequence of being a jerk, which is why surviving a suicide mission with no casualties was by far the most common import state between ME2 and ME3.

But if you were willing to take the less-than-golden route from the start...

To this day, I maintain Mass Effect 3 works best as a war story if you go into it with a lot of the fan-favorite characters dead from the previous games. Doing so denied players the opportunity for golden-path 'flawless' successes along the way, and so reframed the ME3 ending from being an out-of-place anamoly to tonally and thematically consistent.

A large part of this was the lack of trilogy design though put into the cast of characters introduced into ME2, a game built around recruiting and exploring a cast of characters for a suicide mission where Anyone Can Die. A lot of thought and care went into the character designs and their missions and such, but at a design level the mere fact that they could die meant that any sequel had to be designed around the possibility that they would not be there. No one could be entirely load-carrying for the plot, because the plot has to happen. So if they are to play a role in a later game, they need a substitute who can do it for them.

This can be done by using other characters already existing in the narrative. In Mass Effect 1, for example, one of the genuinely best choices of the series is when you can only save one of your two starting marine companions on a planet called Virmire, made juicier that one of them may be your primary love interest. There is no golden way to save both, and it can be gripping. However, post-Virmire the Virmire Survivors collapse into a single character in the narrative, and fulfill eachother's roles almost identically. So in ME2 they are a cameo character investigating the big bad and your mysterious post-death return, whether they are your former flame or not, in ME3 there's a generally identical reconciliation arc (or not), and so on.

But you can also fill the narrative hole by introducing new characters. For example, another ME1 character is Wrex, a jaded warlord of a species that's been genocided for warmongering by a bioweapon known as the genophage. It basically reduces the once hyper-fertility race that overwhelmed with numbers to such a degree that the race's own disregard for life is dooming it to extinction. Wrex has matured past the worst of the species hyper-aggressive warmongering ways, but in ME1 when he hears the antagonist has been working on a cure he sees the salvation of his species as too precious to lose. You can talk him down if you've invested enough in the persuasion / morality system, but if it's your first run you may have to put him down- or your marine companion may put him down. This is also on Virmire, so this is the mission that could kill two companions, and your Virmire survivor decision may be shaped by who puts Wrex down.

But if Wrex dies, he is replaced by his otherwise-never-referenced brother Wreave. And Wreave is as awesome a narrative foil as he is a terrible person. He is the sort of short-sighted, hyper-aggresive, civilizationally ruinous warlord that makes you understand why the genophage was employed in the first place. Where Wrex has mellowed out and likes a good brawl but will try things like 'diplomacy' and 'restraint,' Wreave is a vicious and brutal warlord with the sort of cunning to also rise in power, but makes it clear any good relations are transactional and probably temporary. Put another way- Wrex is a noble-savage king who might ally with a female clan in a deliberate breeding alliance that is barely breakinng above replacement rates by reigning in their worst impulses, and Wreave is a savage-savage who monopolizes the females with all that implies.

Which makes the ME3 core plot arc of 'build a galactic alliance against the Reapers' so much more juicy, since both Wrex and Wreave are basically holding out on alliance in exchange for the same bribe: a cure to the genophage. This is pure crisis bartering for both of them, a demand they know will only be given in an existential crisis. They'll be your army if you remove the shackles driving them to extinction, except the extinction is because they'd be able to survive regardless if they weren't so self-destructive. But while Wrex is a guy you can see has been trying to make a society that maybe you could trust to not rampage across the galaxy, Wreave makes no such pretensions- it's just that that is the next generation's problem if you can survive the current apocalypse.

Which is what makes the story arc's big decision- do you sabotage the genophage cure- such an interesting option. You have the option to secretly sabotage the genophage, but let the Krogan think it worked for a time. Eventually the evidence will be clear, but that is the next generation's problem if they can survive the current apocalypse.

Saving Wrex and delivering the genuine genophage clear is part of that paragon golden route, and it's not even subtle about it. Basically all the cultural drawbacks and survival-through-reform themes from before are thrown out and not mentioned again. The morally nuanced and internally conflicted alien doctor Mordin, from the species that made- and re-enforced- the genophage, goes from grappling with his conscience and competing ethical complications and responsibility to a moral certainty that this is the right thing. There's even a 2010s feminist Krogan female who's introduced, subtly named Eve, who is wise and virtuous and the key to saving the hyper-masculine testosterone-poisoned species. If you do this golden route, despite the genophage being about reigning in massive broods, the post-credits slide (after the 'improved' endings post-controversy) show a nuclear family of two parents and a single child. All is good, and nothing is implied to happen.

Have Wreave, though, and the context changes. He's clearly not interested in listening to the advice of the wonderful woman that is Eve. He fantasizes of the wars he's going to fight. He is a giant alarm bell of the future, and even the guilt-plagued genophage doctor Mordin can be convinced that, no, sabotaging the cure is for the best. This is treachery, no doubt about it, but it's for the best. It doesn't hurt that Wreave is an idiot. He won't know until it's well, well too late.

But Wrex isn't an idiot. And the best / most deliciously painful writing in the arc comes from if you betray him. Your friend. Your homeboy. And your other homeboy, Mordin.

See, Mordin's character arc has always been grappling with the genophage, something he felt was necessary because of how bad the Krogan had become, but regretted all the same. With the golden route of Wrex and Eve, he doesn't think it's necessary anymore. In the culmination of the genophage arc, if you try to sabotage the genophage, Mordin does something almost no companion character franchise does-

He defies you, and disregards your choice. Rather than submit to your take-as-long-as-you-need dialogue option to decide the fate of the species, Mordin goes 'no,' and moves to cure the genophage anyway. The actual choice to sabotage the golden path is if you literally shoot your companion in the back via a special in-cutscene decision. He dies, gasping, in the fires that consume his hopes for the krogan species. Your sacrifice for a bitter-sweet betrayal of the golden path.

And when Wrex puts the pieces together, he is furious, and tries to murder you in the middle of the galactic capital. No evasion, no dialogue checks. He even brings up how you talked your way out of that Virmire situation long ago. He's throw accusations, and you've really no choice (other than death) but to kill him. Two friends lost to the same narrative decision.

But what makes it best? The local police chief (who you know) who comes to assist asks what's going on. And accepts a lie because, well, everyone knows Krogan are irrationally aggressive. There was no helping it. Life goes on, despite the loss. This is the sort of narrative tone for the early and into mid-game that makes the ME3 ending feel in place, and not shoehorned in for 'forced tragedy.'

But the meta-mechanics of 'why' this tension worked- why Wrex was better than Wreave- apply elsewhere.

Go back to survivability design. If a character can die, future stories must exist without them. If the character is absent, another must fill in. Put another way, though, the future plots exist without the killable-character, and the returning character is just a cameo in their own episode plot.

But, Mass Effect was a franchise built around the characters. They are the central appeal in otherwise middling writing. Moreover, the characters from ME2 were introduced as 'the best of the best.' They are awesome, far more awesome than random replacements. But they've also generally arrived at the end of their character arcs, since most characters from ME2 had self-contained character arcs that were concluded by the suicide mission they could die in. Because, for narrative purposes, helping them find closure is the secret ingredient for them surviving the suicide mission.

So you have characters, who have already concluded their character arcs, who may or may not be coming back as cameos. How do you make those cameos the fan-servicey things they are?

In short, by making things turn out better when they are around. New sympathetic characters who have to be introduced in ME3 can survive if fan-favorite returns from ME2. Menacing threats can be dealt with just in time with returning champion. The AI who learned what it meant to have friends becomes the key to saving two species from an AI-vs-organic war. ME2 cameo characters, in other words, become the key to the golden path.

But the golden path leads to narrative dissonance with the ending. And often isn't better writing, as much as saccharine.

For another example- take the character of Jack.

Jack is the ultimate woobie, destroyer of worlds. If you remember that scene from the first Deadpool movie where Deadpool and his love interest trade who has the worse childhood abuse backstory, that's Jack, except played striaght instead of laughs. Jack has the most powerful space-magic telekenitics in the galaxy because of how much she was abused as a child by inhuman experiments, which were done for the sake of giving her the most powerful space-magic telekenitcs in the galaxy. Don't ask how human child abuse by human specist-extremists makes a woman strong, it's symbolic and characteristic of that era of Bioware. Jack's ME2 character arc is about overcoming personal trauma and starting to heal. (Naturally, this progresses most explicitly comes out in the romance scene if you sleep with the traumatized girl.)

Jack's ME3 cameo is that she goes to a school for other space-telekinetics, and became the cool teacher. The school is attacked by the same human-extremist that kidnapped and traumatized her, and whose current style is to take people and make cybernentic slave-soldiers out of them. Its up to you and Jack to save the kids, but really this is Jack's epilogue story and you're just enabling her. With Jack on board, the mission is a triumph over past abusers, an unmitigated victory, and Jack basks in the adoration of her adoring students. Those students exist merely as background cheerleaders as she trounces the enemies, and at the very end one over-eager one has to be saved to give Jack her big goddamn hero moments. At the end, the moral decision is whether your conscript these young adult-age level telekinetics into the space army against the apocalypse, which Jack doesn't like the thought of but hey, she'll be there to make sure the worst doesn't happen.

If Jack is dead, the academy is still attacked, and those students have to save themselves, learning to fight for themselves or be enslaved to fight for others. A cathartic victory romp is instead becomes a harrowing school shooting / hostage rescue, as the students band together to try and resist an overpowering opponent systemically dismantling their defenses. The students are cracking, but under pressure from adversity the models that would have been caricatures of adoring fans in another timeline have to develop into actual characters in another. It's not the longest mission, but it's long enough for one of them to stand up and emerge as a potential leader, someone who can hold the team together and get them safe.

In another timeline, this is the student who Jack saves in her big goddamn hero moment. In this timeline, he still needs a big goddamn hero of his own, as he's being a hero to others. But Jack isn't here, and he is shot. The other students are saved, but traumatized all over again- the rising hero that was inspiring them cut down, as so many are in the greater apocalyptic war.

Now do you conscript these traumatized, but blooded, teens to be soldiers instead of students during the apocalypse?

As with the genophage, this is the sort of writing that makes a hail-mary play with no ideal outcomes feel tonally consistent.

In your golden route paths, nuking civilization galaxy-wide is so jarring because it feels it should be unnecessary. You basically roll from victory to victory, and if it's not enough that just means you should just keep playing and saving the day more. You've always taken the high road to date- why should it fail you now? It's only when it fails that the saccharine sweetness becomes apparent.

But in your 'inferior' routes, the routes you get by 'failing' to save people before, you are already steeped in losses. Your world is 'objectively worse' than the golden route, but also much more visceral and gripping. You get character drama and tragedy, as competing visions of greater goods leads to betrayal, and as the promising potential of the future dies and the survivors are scarred/corrupted just to keep fighting. Survival at a cost, at almost any cost, without losing your humanity even if human nature isn't as noble as you'd like.

But then, I'm also one of the minority of people who unironically enjoyed Mass Effect: Andromeda as a deliberately campy B-flick story of alien first contact and exploration, so what do I know.