• Schmoo@slrpnk.net
    link
    fedilink
    English
    arrow-up
    6
    arrow-down
    3
    ·
    20 days ago

    Narrative-driven games give players the illusion of choice. To me this seems like it would lend itself to being even more effective than traditional propaganda because it’s capable of tricking the player into thinking they came to a conclusion on their own.

    Don’t get me wrong, I love Disco Elysium, but it is very effective communist propaganda. Propaganda has a negative connotation but is not inherently bad or dishonest, though it certainly can be.

    • The Snark Urge@lemmy.world
      link
      fedilink
      English
      arrow-up
      4
      ·
      19 days ago

      Every carefully crafted game has a deliberately narrowed scope in service of a vision. The saving grace of such deliberate textual framing is that when it’s done well you might notice it, but it gives you a shared point of reference with others in conversation. Instead of e.g. discussing racism in abstract, we can talk about how Measurehead, despite being everything his worldview espouses, is still ultimately a tiresome pawn.

      I totally cede the point about framing, but not the one about DE being effective propaganda. To me it reads more like the author had a lot of complex feelings about communism’s promise and its shortcomings.

    • SolOrion@sh.itjust.works
      link
      fedilink
      English
      arrow-up
      1
      ·
      19 days ago

      Narrative-driven games give players the illusion of choice.

      What do you mean by this? There’s a finite amount of possibilities coded into the game? You only get (number) of possible choices so choice is an illusion?