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Fordítási probléma jelentése
I guess only my first statement was "empty". It's just a fact that this dude objectively said that Taro and Kojima are "not even good writers". And I said that just because he doesn't like the storys of the game they made, he shouldn't act like they are objectivley bad writers.
Dislike the individual elements as much as you like, but BioWare nailed the execution of the whole package. It was truly a game where the sum was greater than the parts.
You're right, it is exactly like that. Storytelling is about the plot, the characters, and the presentation of those two things.
In Yoko Taro's and Hideo Kojima's games, characters are often fairly one-dimensional. 2B is an assassin who doesn't want to assassin. Snake is a soldier, who... soldiers. Nier is a father. Etc. Etc. Their one main trait determines 90% of their actions in their games.
Or you have characters like the Machine AI with traits and motivations that make no sense.
That doesn't mean you don't have outliers like Special Agent Francis York Morgan, or Kaine. But they're the exception.
In terms of plot. I mean, the plot of Nier Automata's been done a hundred times before. Metal Gear Solid is just a military action movie with some supernatural and wierd science thrown in for flavor. Nier itself was just a fantasy story.
Sure, the presentation for these are fantastic, and why most their games are considered by many (including me) to be excellent.
But that doesn't mean I'm going to give them credit for something they don't actually do well.
Wait, have you played MGS or the 2nd playthrough of Nier Automata ? I mean, I can't really blame anyone thinking playing once is enough knowing how empty AAA are, but still...
"In Yoko Taro's and Hideo Kojima's games, characters are often fairly one-dimensional. 2B is an assassin who doesn't want to assassin. Snake is a soldier, who... soldiers. Nier is a father. Etc. Etc. Their one main trait determines 90% of their actions in their games."
(In the scenario where you are right) At least those traits are believable. "Press the blue answer for everything to end well" feels a lot more bland and silly for me.
"In terms of plot. I mean, the plot of Nier Automata's been done a hundred times before. Metal Gear Solid is just a military action movie with some supernatural and wierd science thrown in for flavor. Nier itself was just a fantasy story."
is where I start to laugh like an idiot. Books rejecting existential crisises exists so Nier Automata's plot has been done over and over... I guess (?)
It's not like saving the world from an absolute evil doing evil things "because we're too advanced for your understanding" is new...
MGS is a bit more complicated because, as I said before, Kojima is a lot more subtle than Taro
so... Just play MGS 2 and you will understand.
And yes, I played the entirety of Nier Automata. 2B is an assassin who doesn't want to kill her targets any more. That's it. That's her character developement.
Nier Automata's theme has been done in books, movies, and games. Also, the third act doesn't really use the AI themes that well, it basically just becomes a story about PTSD with a theme about existential crisis and AI laid thinly on top.
A game that actually deals with these themes in an interesting way, in my opinion, is Planescape Torment. It actually uses it's theme of life and death in it's story, characters, and gameplay.
Or Baldur's Gate 2, with a sympathetic antagonist, and an examination of gods, religion, and fate in a world where the gods can just pop down from time to time to mingle with their followers.
And the plot of DA Origin not? You can't be serious about that
You said the story has been done numerous time in many other medias. But all of the stories from the other games you already said have been made numerous times as well. DA Origin is just a generic fantasy story. Spec Ops is technically a military story as well.
Ok, so you don't understand the game, it's OK. i had to make quite the number of researches to get it too, but the most common and logical interpretation goes like this :
21st centuy japan is a society where your entire existence is defined by your job, to the point where it's like your entire self is defined by your purpose. Yoko Taro wanted to take a look at this by showing the silliest and darkest sides of this way of thinking. Fortunately, Videogame just happens to be a media where everything is driven by purpose, which made it a perfect medium for this kind of story.
What results of this is a rejection of many texts trying to define a purpose for our life in the most nihilistic context available while inserting interesting commentaries on war, a sort of satire on religion (though since it's just a part of the bigger theme, it's not developed) between moments where people suffer from their own pursuit of greater purpose (2B killing 9S over and over, 9S faling into madness, the machines stucking themselves into a loop) while A2 who is just wandering with the wind is actually getting her redemption.
All of this culminates with ending E where you and the pods defy pretty much the game (symbolised by the credits), a sign of this rejection of greater purpose for smaller victories that may not impact the greater scale but will leave a big impact on your life.
This is definitely naive as a message, but I love this kind of optimism, it means that all this pain has not been in vain, unlike those games where the writer gets off from watching people suffer.
Hell, Master Chief is a great and multifaceted character... in the novels. But I wouldn't say that he's an excellent character in the games, because his motivation is mostly to be a soldier.
But just because the story is a parrallel for predestiny and existence in modern Japanese culture, does not make it completely different story than one about predestiny and existence in general.
It's still the go to theme in almost every cyberpunk sci-fi story dealing with AI and/or cybernetic augmentations.
Except this one is optimistic. Of course there are a lot of games about how life is crap (the "people gets off from watching people suffer" thing) but all of them try so hard to be all dark and depressing. There's nothing refreshing about it. It's played out and bland. That's what I have against most occidental RPGs. They try hard to be depressing, but we know that, and we've already seen it before, better.
Weirdly enough, I think the hopeful message of the game works all the better thanks to all this edgy pseudo-counterculture.
Because there are numerous proofs that life sucks, but very few that life can be great.