Quote:
Original post by LessBread
Anatomy of a difficult choice?
Million Dollar Baby, Sophie's Choice, Godfather II, Apocalypse Now, Blade Runner, The Bridge On The River Kwai, The Treasure of the Sierra Madre, On The Waterfront, Schindler's List, To Kill A Mockingbird, Double Indemnity, High Noon, ...
Quote:
Original post by Wavinator
Great movie list. But I think to apply this to games you either need to make it a fixed story choice or figure out what the elements of the choice are made of. Take Blade Runner. Both Deckard and Roy Batty have a struggle with empathy. This seems to be at the core of what it means to be human. Batty's choice is very interesting because he's a combat model.
In a game, to me, Batty's choice would have to be framed like this: Forced missions of killing, with high risk and lots of meaningless death. More than any character I can think of, we'd have to represent Batty's humanity somehow, so that we as players can see the effects of all of our killing.
Then we have to open the door to escape. Then we have to inevitably force Batty (as the player) against Deckard, a foe that, on the surface, requires killing. The hard choice would be that killing Deckard would have to represent the last shred of Batty's humanity.
So the epic difficult choice: Kill Deckard and end the game as an empty shell; or show mercy, which will inevitably lead to your death, but the salvation of your soul.
Or something like that. It's a noir choice, which I don't think many gamers are yet ready to stomach...
The movie list was meant to show that there are a lot of ways to frame difficult choices. War, Greed, Honor, Insanity, Empathy (and so on). Each of those movies provides "an anatomy of a difficult choice". How to adapt any of those stories into game form is the heart of the question. It may make for a useful exercise. I doubt such a thing as an anatomy of difficult choices can be drawn.
In regard to Batty, I think one question would be whether it was meaningless death that lead him to rebel, or if those deaths weren't meaningless at all. That is, for Batty they carried profound meaning as tragic losses that compelled his rebellion, even if only as negative examples, ie. he didn't want to meet that same fate. The raises the question of whether his rebellion was about survival or if it was about something more. The movie plays it as survival, but unfolds it as something more and takes that to the merciful conclusion.
The common spin taken with a character like Batty is that he doesn't know he's a machine. Part of the genious of Blade Runner is how it plays with that trope. Deckard also has difficult choices to make, whether to turn in his new girlfriend or not. I'm thinking of the original release not the director's cut. And then there is the question of Deckard's humanity, which in turn recasts Batty's choice in a new light.
As for the "noir choice", I think it might be more popular than expected. Perhaps the box office for "Sin City" will show that.