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it's a narrative game and it starts the narrative from a certain point. since when was it a requirement that games need to let you do every possible thing ever? clearly they're constrained by the general story.
the subtext is also that you CAN choose to let SPW be a thing, or whatever next version of it.. donovan's position is left up to you, and he can influence akara depending on your decisions.
Nothing in the game shows us how Donovan might feel otherwise.
If we get questions, then we should have got the ability to roleplay further. What if Donovan after all these questions changed his opinion?
That's a lot harder to answer. You can say you disagree with the SWP, but it's still extremely hard to say: "I want there to still be suicide."
That 's disease. If human wants to kill himself, it's not a result of his free will, he can't control himself. And long depression is desadaptive, so basically of we heal depression we help people feel again.
I didn't treat them as individuals, but merely as pieces on the board that is this game.
Wouldn't you say it's similar to how Akara treats them within the game's universe?
Wouldn't you say we're one and the same?
Wouldn't judging her make you a hypocrite?
By allowing/preventing SPW, we are forcing our own views upon everybody.
We make that decision for other people, whether we want to, or not.
You can never not make a decision, because even the decision not to make a decision is a decision. Voting for it is a decision, voting against it is a decision, abstaining is a decision, not caring at all is a decision (some might argue the last one, but since you can choose to engage with it whenever you want, it's a decision).
Let me argue in favor of SPW (because I support it due to what I just said):
By allowing people to make decisions that will completely destroy someone's life, you are merely trying to pass on the responsibility. You think you don't have the right to make those decisions for them, so you make the decision to let them make those decisions themselves. But since you were in a position that would have let you prevent them from doing those life-altering decisions, you are partially responsible for what ends up happening.
For example, you allowed them to murder when it was obvious that the victim most likely didn't want to be murdered. You allowed them to practice sexual assault when the victim - by definition - did not want to be sexually assaulted.
That means that, no matter what you think or do, you are always having an influence, and you always carry some sort of responsibility for it. You are also always doing something somebody will disagree with, because there simply is no pleasing everybody.
The difference, when it comes to SPW, is the scale - and that's exactly what Akara tells you at the end of the game. Donovan and her are similar. They do similar things, but on different scales.
We've all indulged in making those decisions, working towards certain goals, and seeing things play out, but at the same time, we were being judgmental towards those that did the same, just with different views and ambitions.
That's why Donovan (and the player) is a hypocrite for trying to stop other people from having an influence on others. He is asking for the impossible, he just doesn't see it.
clinical depression has more to do with your phisiology and brain chemistry than with actual sadness. it's not just about "not feeling well", it systematicaly ruins you, from your ability to communicate to your sleep pattern to your digestive system. so yeah, getting rid if this has nothing to do with free will, and it's even better for your eemotional state as you only start FELLING emotions when you're out of your depressive episodes. until then it's just void.
and yeah, i understand that this is a "narrative experience", but so are books or movies. however, in a good book or a movie both sides of the conflict are usually presented equally well to make a case for a reader or a viewer, to make him think about the ideas and figure out where he is on that spectrum between two opposing ideas. here we have questions asked DIRECTLY to us. i don't know who this Donovan guy is, i don't know what he thinks, i have all the reasons to expect for him to change his views just like, you know, real people do sometimes. and moreover, it's still a video game we are talking about, so when you let a player control a character's decision, it's the basic semiotics of the media that the player BECOMES the character and some roleplaying ensues. otherwise i don't really see the point of letting me answer all these questions only to mock me for not being Donovan enough when i have my own thoughts on the subject and not taking them into account at all.
my problem is not with self validation, though. my problem is exactly the fact that as far as the game path goes, there is no variety of opinion - or, at least, not that they matter. characters tell you, for example, that they believe SPW is a good thing, and you're given a choice to answer them - but you really aren't, not from your own point of view at least. there is no option to support them, and Donovan even throws the scientist from his bar when faced with the ideas that he doesn't agree with. and all this time me, a player, have to sit down and just think what the hell just happened, how should i root for these people or take them seriously?
it reminds me of the life is strange games, especially before the storm, where you have to basically play as an ♥♥♥♥♥♥♥ edgy teenager and if you disagree but still want to play it at least because you paid for it - not even mentioning roleplaying (yeah, i know, another "story-driven game" with choice mechanics for some reasons) you just have to search for the least disgusting option to pick - when they even exist - and then your choices amount to nothing anyways.
one can argue that playing as a non-sympathetic (at least subjectively) character is part of the design, a way to really get into "variety of opinions", but such characters usually exist in a story that doesn't presupposes a player's choice and have an arc at the end of which they change in either way (Joel from The Last Of Us, for example). here, Brandeis is the one who comes close to anything like that with the phonecall in the end, but then he's told he's a "hero" and here we go again, enjoying the purest brand of ludonarrative dissonance of them all.
Yet you're given the option and you do. Either way it mocks you to provoke thought. There's no option to support them because its a single route game. That's it. You can argue all day which is better single route stories or one with different paths but that's subjective. The choices are there to provoke thought and highlight what you believe in. And since its a single route game all those things ur complaining about is actually good the characters have personality which make them more fleshed out it definetly made me like Donovan a lot more when he threw him out.
Edit: Have you reached the end? Your choices do actually technically make a small impact on the outcome. Depending on how you awnsered your questions (obvious spoiler) Akari will run the world in that way from now on.
yes, i did reach the end, and it's another pet peeve for me, but to argue about that would be completely useless as it's just a part of the overall design of the game. i don't like it, but it doesn't confuse and worry me as much as the other stuff. just not my cup of tea, or something.
as for the main topic, i still hold on to my opinion, as you probably do on to yours, so the further arguing would be just repeating the same points over and over again with no result. thank you for the discussion anyway. it's been nice.