I only watched the first ten minutes. As I said previously, she really needs a better writer/narrator because these are boring as hell and poorly paced. Anyway, from what I did see her complaints seemed nearly identical to the previous video -- rescuing helpless women being used as an impetus for the male character.
Anyway, any excuse for a derail after post #4 into something about equal wages or why women don't deserve to become CEOs because they get pregnant.
My response from another forum (Steam, if you care) somewhat out of context but you're all smart enough to pick up on it:
I wrote:
I do agree somewhat with poorly written. I think it can also be considered an over-reliance on what's shown to work (which is sort of the same thing). Women are used as an incentive to progress because romantic and familial bonds are something almost everyone can relate to so you don't have to waste a ton of time setting it up. If you make the end goal a packet of documents or something you need to justify why these documents are worth risking your life over and players may disagree. Furthermore, something like that has to be a "large goal" to make it worthwhile -- maybe you'd kill a thousand men between you and the red button that'll destroy the world but you probably (hopefully) wouldn't kill a thousand men to reclaim your stolen checkbook. Make the end goal your wife/love/daughter and almost anyone, even non-world-saving Everymans, can instantly relate and would say "Yeah, ok... we need to save her". Or even "I will avenge her." It's "lazy" in that it's used a lot but it's used a lot because nothing else really fills the same slot as far as instant incentive goes. If you want to end this trope, you should start by offering things that combine the same emotional impetus with the same lack of needed exposition.
The end goal can't free themselves because, if they could, there wouldn't be a game. Or it would be a game that invalidated the time you just spent on it to reach your goal and find her sitting on a pile of corpses, watching TV. If someone made a game where you spent hours trying to reach the nuclear launch codes only to be told in the end "Oh, those were last week's codes, you didn't need to do all that" it would be about the same as reaching your "damsel in distress" and finding out she already had things well in hand.
I will say that the "daughter" angle is over done in my opinion. Actually (and somewhat off topic from damsels) I was watching the trailers for Last of Us and realized that I was rather unaffected by a ******* girl with a gun or braining people with bricks. The genre is so saturated with ******* Girl Warriors who are supposed to shock me ("She's a girl and she did that!") that I'm over it. An 11 year old boy being forced to level a gun and shoot someone to rescue his father would actually impact me much more at this point.
The end goal can't free themselves because, if they could, there wouldn't be a game. Or it would be a game that invalidated the time you just spent on it to reach your goal and find her sitting on a pile of corpses, watching TV. If someone made a game where you spent hours trying to reach the nuclear launch codes only to be told in the end "Oh, those were last week's codes, you didn't need to do all that" it would be about the same as reaching your "damsel in distress" and finding out she already had things well in hand.
I will say that the "daughter" angle is over done in my opinion. Actually (and somewhat off topic from damsels) I was watching the trailers for Last of Us and realized that I was rather unaffected by a ******* girl with a gun or braining people with bricks. The genre is so saturated with ******* Girl Warriors who are supposed to shock me ("She's a girl and she did that!") that I'm over it. An 11 year old boy being forced to level a gun and shoot someone to rescue his father would actually impact me much more at this point.
When I looked at the previous Video #1 thread here I noticed I said close to the same stuff. Again, nothing really new this time around.