MissOuJ
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquisition, Jade Empire, Mass Effect Andromeda
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Post by MissOuJ on Mar 6, 2017 19:56:27 GMT
Gay hippie feminist organic vegan pacifist space colonization you say?
Challenge accepted!
Except that would be each and every of my pasta/salad munching PlanetBase colonies... well, except the pacifist part, because fuck Intruders.
(( Also insert the obligatory "lol socialism YKUTWIDTIMWYTIM" from the "European nightmare" part of the globe ))
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Post by jastall on Mar 6, 2017 23:26:16 GMT
The ''bad guys'' having their own perspective is not freaking politics. There's only an ''agenda'' here if you're actively looking for one.
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Post by kingjuly on Mar 7, 2017 3:33:31 GMT
The ''bad guys'' having their own perspective is not freaking politics. There's only an ''agenda'' here if you're actively looking for one. Pretty much this. Do people seriously think they're going to finish this game and think "wow, that entire game was about the current political climate" ? Like seriously people, stop trying to find a fucking agenda everywhere you look. Sometimes a game is just a game, a book is just a book and a song is just a song. There isn't an agenda here, its just a sci fi game.
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Games: Mass Effect Trilogy, Dragon Age: Origins, KOTOR, Neverwinter Nights, SWTOR, Anthem, Mass Effect Legendary Edition
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XBL Gamertag: GVArcian
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Post by Arcian on Mar 7, 2017 4:29:11 GMT
Constructive, wrong, positive, echochamber or impartial? Personally I sense some itch... an itch to groan but I'm hoping it comes across in a nice fashion at least because it sounds like your everyday socialist tweet, but I'm sure this will be well-received. But whether it's redundant or not IMO, I can't help but feel thankful that this story may just end up being very timely and that's a quality Mass Effect haven't had before, and personally I find it more welcome here than in Dragon Age considering this is actually supposed to be about "whatever could happen in the future" albeit in a somewhat stylized but semi realistic sense How on earth does this relate to workers seizing the means of production? Gotta love Americans commenting on things they don't even remotely understand in any way. FTFY.
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Post by Sifr on Mar 7, 2017 11:18:43 GMT
ME is anti-transhumanist if anything. Except Shepard has been a badass zombie cyborg since the second game.
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phantomrachie
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Post by phantomrachie on Mar 7, 2017 11:32:24 GMT
Because THAT is what I freaking want in my games Politics Fuck I hope I have the option to exterminate the Keth now just to play against what Bioware is hoping we lean toward Have you played any story driven game without politics? Cos I haven't. Media always reflects the opinions of the writers or the thought experiments the writers wish to perform. Do you not pay attention to stories?
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Post by Ieldra on Mar 7, 2017 17:36:32 GMT
ME is anti-transhumanist if anything. Except Shepard has been a badass zombie cyborg since the second game. ...and in ME3, Shepard distanced himself from transhumanism in no uncertain terms anyway. ...and after ME1, the topic is never mentioned again in any positive way. You wouldn't even notice that Shepard is half-cybernetic if you didn't know it from the intro. ...and again in ME3, in the five-second identity crisis, it's brushed away another time. The makers of ME1 may have wanted transhumanism to be a minor theme, but the makers of ME2 and ME3 sure didn't. And with Synthesis, they betrayed its spirit even in the end.
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Post by Ieldra on Mar 7, 2017 17:49:49 GMT
Because THAT is what I freaking want in my games Politics Fuck I hope I have the option to exterminate the Keth now just to play against what Bioware is hoping we lean toward Have you played any story driven game without politics? Cos I haven't. Media always reflects the opinions of the writers or the thought experiments the writers wish to perform. Do you not pay attention to stories? Good writers can convincingly write about characters who have any opinion. They aren't bound to their own, nor do they, as a rule, engage in heavy-handed political messaging. Only bad writers depend on author filibuster.
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Post by dropzofcrimzon on Mar 7, 2017 21:17:41 GMT
Because THAT is what I freaking want in my games Politics Fuck I hope I have the option to exterminate the Keth now just to play against what Bioware is hoping we lean toward Have you played any story driven game without politics? Cos I haven't. Media always reflects the opinions of the writers or the thought experiments the writers wish to perform. Do you not pay attention to stories? there is a difference between "coloring" and "blatantly making it a commentary"
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mango1smoothie
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Post by mango1smoothie on Mar 8, 2017 6:17:15 GMT
This reminds me of an old bsn thread where someone claimed that the mass effect trilogy was a love letter to fascism. We the players will always try to guess what the writers intentions are with the story and a lot of times compare it to real world issues.
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DragonEffect
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Post by DragonEffect on Mar 8, 2017 7:31:25 GMT
Cool. I love socialism, comrade. I can't wait to spread my gay agenda across Andromeda and force people to have free healthcare and such. Free healthcare wasn't a Socialist invention. It was conceived and implemented after World War II by the Welfare State. Many social conquests were, such as the NHS in Great Britain.
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riou
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Post by riou on Mar 8, 2017 8:51:10 GMT
Here's the thing. Bioware has already quashed the whole colonialism/imperialism angle. Hell, it's legit part of first contact protocol that you recognize you're a stranger in a strange land.
So there's really no mirror beyond vague inspiration.
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phantomrachie
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Post by phantomrachie on Mar 9, 2017 8:07:21 GMT
Have you played any story driven game without politics? Cos I haven't. Media always reflects the opinions of the writers or the thought experiments the writers wish to perform. Do you not pay attention to stories? there is a difference between "coloring" and "blatantly making it a commentary" I see, so you don't read or watch alot of Sci-Fi then. Fair enough
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Post by phantomrachie on Mar 9, 2017 8:14:38 GMT
Have you played any story driven game without politics? Cos I haven't. Media always reflects the opinions of the writers or the thought experiments the writers wish to perform. Do you not pay attention to stories? Good writers can convincingly write about characters who have any opinion. They aren't bound to their own, nor do they, as a rule, engage in heavy-handed political messaging. Only bad writers depend on author filibuster. This is what I meant by 'thought experiments'. The opinion of a character doesn't have to reflect the authors but in order to fully realise it they must perform a thought experiment. And I would argue that some of the best authors & most well-regarded authors in the world had political messaging in their stories, heavy handed or not. They either had a point they wanted to get across (their own opinion or a thought experiment) or they were making a comment on society. Shakespeare, Charles Dickens, Ernest Hemingway, Jane Austen, Philip K. Dick, Isaac Asimov, Ursula K. Le Guin.
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Post by Ieldra on Mar 9, 2017 9:38:57 GMT
Good writers can convincingly write about characters who have any opinion. They aren't bound to their own, nor do they, as a rule, engage in heavy-handed political messaging. Only bad writers depend on author filibuster. This is what I meant by 'thought experiments'. The opinion of a character doesn't have to reflect the authors but in order to fully realise it they must perform a thought experiment. And I would argue that some of the best authors & most well-regarded authors in the world had political messaging in their stories, heavy handed or not. They either had a point they wanted to get across (their own opinion or a thought experiment) or they were making a comment on society. Shakespeare, Charles Dickens, Ernest Hemingway, Jane Austen, Philip K. Dick, Isaac Asimov, Ursula K. Le Guin. And I'm actually not well-disposed towards those where their messaging gets too heavy-handed, even where I agree with the message. Basically, this applies when the work itself appears to take a moral stance, rather than letting their characters talk, just being descriptive and letting the readers make up their minds. Yet again, I'm reminded about Tolkien's famous words about allegory and applicability. If you can read a work in certain way, but that's not needed to enjoy and understand it as a story, that's fine. On the other hand, if the work forces a meaning you can't escape without disowning the work, that's preachy and I abhor it. That's bad enough in books or movies, but not necessary a critical flaw. However, the problem is exacerbated in video games: if you can't escape an allegory, and you don't like the ideology behind it, you're basically made complicit in promoting an ideology you don't like while playing, and you can't not do that without disowning the work. That's why character-expressing autodialogue was such a problem in ME3. I'm particularly allergic when the same message gets hammered home again and again across a sequence of works. It makes no sense anyway: for most of us, our moral convictions are a matter of course, which means that affirming them often comes across as a groan-worthy non-issue, and challenging them comes across as preachy antagonism. Neither works well as a rule. I say give me something to think about, not a moral message.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
Origin: phantomrachie
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Post by phantomrachie on Mar 9, 2017 10:15:29 GMT
This is what I meant by 'thought experiments'. The opinion of a character doesn't have to reflect the authors but in order to fully realise it they must perform a thought experiment. And I would argue that some of the best authors & most well-regarded authors in the world had political messaging in their stories, heavy handed or not. They either had a point they wanted to get across (their own opinion or a thought experiment) or they were making a comment on society. Shakespeare, Charles Dickens, Ernest Hemingway, Jane Austen, Philip K. Dick, Isaac Asimov, Ursula K. Le Guin. And I'm actually not well-disposed towards those where their messaging gets too heavy-handed, even where I agree with the message. Basically, this applies when the work itself appears to take a moral stance, rather than letting their characters talk, just being descriptive and letting the readers make up their minds. Yet again, I'm reminded about Tolkien's famous words about allegory and applicability. If you can read a work in certain way, but that's not needed to enjoy and understand it as a story, that's fine. On the other hand, if the work forces a meaning you can't escape without disowning the work, that's preachy and I abhor it. That's bad enough in books or movies, but not necessary a critical flaw. However, the problem is exacerbated in video games: if you can't escape an allegory, and you don't like the ideology behind it, you're basically made complicit in promoting an ideology you don't like while playing, and you can't not do that without disowning the work. That's why character-expressing autodialogue was such a problem in ME3. I'm particularly allergic when the same message gets hammered home again and again across a sequence of works. It makes no sense anyway: for most of us, our moral convictions are a matter of course, which means that affirming them often comes across as a groan-worthy non-issue, and challenging them comes across as preachy antagonism. Neither works well as a rule. I say give me something to think about, not a moral message. Is a moral message not something to think about though? Take ME:A for example. A.I. could be considered an invading force by any native life and as such, they may be automatically hostile. This could be taken as allegory for immigration or imperialism depending on the state of mind of the player and the actions they are allowed to take within the game. This is a moral message that is allowing the player room to think about these issues or not as they please. Similar to the moral message in Deus Ex. I honestly tend to find that players don't give video games the same freedom challenge their world view or give them messages to think about. Star Trek was always much more heavy handed with it's moral messages than Mass Effect (or Bioware in general) has ever been and yet there are Star Trek fans that don't even realise it has political messages in it, while some gamers complete freak out because a game about traveling to another galaxy and colonising planets (that might already have life on them) might have a political undertones when even the premise of the game would suggest to many people that it would have to have those undertones to make sense. Some examples of this: Gamers said Krem was 'heavy handed' in DA:I, I didn't find him so, you had to ask him a question for him to speak about being trans, otherwise it never came up. Call of Duty: Advanced Warfare spent the entire game building up and then hitting you over the head with it's message of private militaries are bad, but gamers didn't seem to notice or care cos it was just an excuse to shoot people. And you were forced to be complicate in this message because it was a linear narrative. Games like COD and Metal Gear Solid carry policial messages about war all the time, but it's only when a game tries to have some social commentary that gamers loudly complain. I think that this reaction is holding games back from the experience that they could be.
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Post by Ahriman on Mar 9, 2017 11:08:38 GMT
I honestly tend to find that players don't give video games the same freedom challenge their world view That's a work of fiction, it cannot challenge anything except moral standards of some "concerned parents", but it's not part of topic. How many times this should be repeated through a game though? Is there a limit? Meh, war is a simple thing. Portray it realistic enough and it's already anti-war message.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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Post by phantomrachie on Mar 9, 2017 12:10:10 GMT
That is a very low opinion of fiction. Fiction challenges the readers or audience view on many topics, it is up to the individual on whether or not it they incorporate it into their existing views. I could list books that many people cite as contributing to their world view forever, some examples; 1984, Brave New World, Fight Club, To Kill A Mocking Bird, In Cold Blood, Crime and Punishment etc. It's not a repetitive if it's the central theme of the work of fiction. The central theme of To Kill A Mocking Bird is racism, it's embedded in the story, interwoven with other themes and character arcs. A writer embeds the central theme throughout the work, they don't count it up and say, 'ok I've mentioned it 5 times now' that is enough. Writing is not math. Many difficult topics can be boiled down simply like that. It doesn't mean that the message is not there and isn't completely heavy handed. My point was that people react differently to heavy-handed messages about war than to more subtle or equal heavy-handed messages about social issues. It's like people don't think game devs should even try, people lauded Spec Ops portrayal of the complexities of war but slamed Gone Home or DA:I for the inclusion of both complex and simple portrayals of social issues.
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Post by Ahriman on Mar 9, 2017 12:46:31 GMT
That is a very low opinion of fiction. Fiction challenges the readers or audience view on many topics, it is up to the individual on whether or not it they incorporate it into their existing views. I could list books that many people cite as contributing to their world view forever, some examples; 1984, Brave New World, Fight Club, To Kill A Mocking Bird, In Cold Blood, Crime and Punishment etc. I still don't think "challenge" is appropriate term, because it may contradict someone's views, but have an impact? It merely can ask a question and give (or not) it's answer. I read Crime and Punishment as a kid and already could say "no" to it's message. You can educate a child with tales about bravery, compassion and other topics. But adult person? You'll need to hit them with something harder than a fiction, even reality doesn't work well sometimes. Fair enough. You can't expect a book about racism to avoid racial themes, but what about general entertainment? Like idk, Star Wars? Which themes would you find appropriate and in which quantities? Uhm, no? If a topic can be boiled down like that, I don't find it difficult. War is a dark topic, but again, not difficult.
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Post by Ieldra on Mar 9, 2017 13:28:24 GMT
And I'm actually not well-disposed towards those where their messaging gets too heavy-handed, even where I agree with the message. Basically, this applies when the work itself appears to take a moral stance, rather than letting their characters talk, just being descriptive and letting the readers make up their minds. Yet again, I'm reminded about Tolkien's famous words about allegory and applicability. If you can read a work in certain way, but that's not needed to enjoy and understand it as a story, that's fine. On the other hand, if the work forces a meaning you can't escape without disowning the work, that's preachy and I abhor it. That's bad enough in books or movies, but not necessary a critical flaw. However, the problem is exacerbated in video games: if you can't escape an allegory, and you don't like the ideology behind it, you're basically made complicit in promoting an ideology you don't like while playing, and you can't not do that without disowning the work. That's why character-expressing autodialogue was such a problem in ME3. I'm particularly allergic when the same message gets hammered home again and again across a sequence of works. It makes no sense anyway: for most of us, our moral convictions are a matter of course, which means that affirming them often comes across as a groan-worthy non-issue, and challenging them comes across as preachy antagonism. Neither works well as a rule. I say give me something to think about, not a moral message. Is a moral message not something to think about though? Take ME:A for example. A.I. could be considered an invading force by any native life and as such, they may be automatically hostile. This could be taken as allegory for immigration or imperialism depending on the state of mind of the player and the actions they are allowed to take within the game. This is a moral message that is allowing the player room to think about these issues or not as they please. Similar to the moral message in Deus Ex. There is a difference between a theme and a message. A theme is something you can think about, a message asserts its correctness. I don't know what MEA will be. Also, regarding DX:MD, that's a classic example of a forced allegory: the augmented are presented as a persecuted minority down to the point of abusing slogans from the real world to illustrate that. IMO that's completely missing the point of the both augmentations in the DX scenario as well as the real-world problem it aims to illustrate: (1) You're augmented by choice, unlike real-world persecuted minorities, and (2) you're augmented to become better. An augmented person in DX is always superior in some way. DX:HR used a much better fitting theme: control and fear, namely fearing the augmented because they could become a "master race", and control of them through their augmentations, arguably to prevent exactly that, but also just for power. DX:MD forced a theme that didn't fit into its story just to connect to some current social problem, as opposed to DX:HR, which presented a *potential* problem as a theme that arose naturally from the story, and because of that, both felt more natural than its successor and had an aura of timelessness that DX:MD lacked. As I said, I don't know what MEA will attempt, but again, what I don't like are attempts to forcibly connect to some current real-world problem without sufficient grounding in the story. Themes of colonization and interactions between different cultures arise naturally from MEA's premise, themes of fleeing a hostile environment do not. You can see which current hot topic I do NOT want to see in MEA, right? There's also this: I do like to think about the stuff presented in the stories I read or play, but I read or play them at least in part to get away from the present. So please, present me with something I don't hear about every day in the evening news. IMO the best SF and fantasy stories are timeless in some way, like LOTR and its theme of power that corrupts. You're free to apply it anywhere you want, but you can also reject the message as applying to the real world as fundamentally as it applies to the fictional world of Middle-Earth, without taking anything away from the story. While I'm at it: I also think some of our social problems in the real world are petty compared to what the characters in your typical SF and fantasy story face. People in RL make much more of them than they deserve, since we're not living in the 1950s any more, or in the 1920s, or in the 19th century, or in medieval or Roman times. Introducing them as a problem into a much more fundamentally dangerous context cheapens that context. That's why a theme of war works more often: it's ultimately about life or death, power to survive or powerlessness to become a slave, or be killed. Compared to that, what do our "disadvantaged minorities" face? Any comparison, as it regards our own culture, can only be fundamentally dishonest, or ideologically deluded. Krem wasn't heavy-handed, but the connection to the Qun was. When you went to speak with Krem after the scene with Bull, both your lines and Krem's were reasonable and free of ideology. I found that conversation interesting and well-written especially considering the language-related pitfalls of the topic. There was also no moral message in it. The scene with Bull, that's what I found heavy-handed, and the conceit that the notoriously inflexible Qun would make room for trans people and accept their gender allocation as valid, rather jarring. To sum this up: what I don't like are stories with moral messages that assert their own correctness rather than presenting a problem and leaving me space to think (and yes, that does include Star Trek to some degree), and even more so forcibly introducing ill-fitting themes into a story to connect to some current problem that's invariably less fundamental than the context of the story would require. All stories are, in the end, about aspects of the human condition, and that's fine, that's why we like stories. However, if I'm reminded of what's in the evening news while I read or play a story, rather than leaving me to think about the theme in a more general context by staying in the fictional world, that pulls me out of the fictional world - I'm lost to the story, and so is the story to me. This may be specific to fantastic fiction, but that's why I like fantastic fiction: it lets me view things through a more timeless lens.
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Games: Mass Effect Trilogy, Dragon Age: Origins, Dragon Age 2, Dragon Age Inquistion, KOTOR, Baldur's Gate, Jade Empire, Mass Effect Andromeda
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PSN: phantomrachie
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Post by phantomrachie on Mar 9, 2017 13:39:05 GMT
I disagree. Anything that gets you thinking about the author's point, even if you ultimately say 'no', is a challenge to your viewpoint. The impact is that you thought about it, even if you ultimately rejected its point. All art has themes within it, the author writes the story they wish to tell and ties it together with themes they want to discuss. In film and video games, there are also visual and audio themes. In Star Wars, for example, the colour of the lightsaber is important and says something about the character. Or the use of colour in the Wizard of Oz. There is no such thing as the 'correct' amount of themes, it isn't a numbers game. The themes are what make up the underlining parts of the story and link elements of the story together, the correct amount is whatever amount the author wishes to include for the story to make sense or have meaning. Popular entertainment can have alot of themes running through them, that is how fans spend years discussing them. Star Wars, for example, has among others themes of slavery, racism, growth, change, fear etc. It's not up to us to decide which themes are appropriate, it's up to the author to choose what they need to tell the story the wish to tell. We can of course discuss those themes, dissect them, argue over them but we can't choose the themes used. War is a difficult topic though. Games tend to boil it down to good versus evil, but alot of War is all about perspective. Ultimately every side thinks they are the good guys. The old adage 'one man's freedom fighter is another man's terrorist' is absolutely true. War is messy and complicated, civilians get killed, soldiers don't get properly equipped, leadership makes stupid decisions, diplomacy is needed, the concern that your actions are being used as terrorist recruiting tools etc. There is alot to it that could be explored but isn't. War is dark and complex and when a game shows a small part of that like Spec Ops, people praise War is dark and complex and when a game shows a small part of that like Spec Ops, people praise it but the same is not true when a game tries to show the complexities of other elements of life.
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Post by phantomrachie on Mar 9, 2017 14:01:30 GMT
Is a moral message not something to think about though? Take ME:A for example. A.I. could be considered an invading force by any native life and as such, they may be automatically hostile. This could be taken as allegory for immigration or imperialism depending on the state of mind of the player and the actions they are allowed to take within the game. This is a moral message that is allowing the player room to think about these issues or not as they please. Similar to the moral message in Deus Ex. There is a difference between a theme and a message. A theme is something you can think about, a message asserts its correctness. I don't know what MEA will be. Also, regarding DX:MD, that's a classic example of a forced allegory: the augmented are presented as a persecuted minority down to the point of abusing slogans from the real world to illustrate that. IMO that's completely missing the point of the both augmentations in the DX scenario as well as the real-world problem it aims to illustrate: (1) You're augmented by choice, unlike real-world persecuted minorities, and (2) you're augmented to become better. An augmented person in DX is always superior in some way. DX:HR used a much better fitting theme: control and fear, namely fearing the augmented because they could become a "master race", and control of them through their augmentations, arguably to prevent exactly that, but also just for power. DX:MD forced a theme that didn't fit into its story just to connect to some current social problem, as opposed to DX:HR, which presented a *potential* problem as a theme that arose naturally from the story, and because of that, both felt more natural than its successor and had an aura of timelessness that DX:MD lacked. As I said, I don't know what MEA will attempt, but again, what I don't like are attempts to forcibly connect to some current real-world problem without sufficient grounding in the story. Themes of colonization and interactions between different cultures arise naturally from MEA's premise, themes of fleeing a hostile environment do not. You can see which current hot topic I do NOT want to see in MEA, right? There's also this: I do like to think about the stuff presented in the stories I read or play, but I read or play them at least in part to get away from the present. So please, present me with something I don't hear about every day in the evening news. IMO the best SF and fantasy stories are timeless in some way, like LOTR and its theme of power that corrupts. You're free to apply it anywhere you want, but you can also reject the message as applying to the real world as fundamentally as it applies to the fictional world of Middle-Earth, without taking anything away from the story. While I'm at it: I also think some of our social problems in the real world are petty compared to what the characters in your typical SF and fantasy story face. People in RL make much more of them than they deserve, since we're not living in the 1950s any more, or in the 1920s, or in the 19th century, or in medieval or Roman times. Introducing them as a problem into a much more fundamentally dangerous context cheapens that context. That's why a theme of war works more often: it's ultimately about life or death, power to survive or powerlessness to become a slave, or be killed. Compared to that, what do our "disadvantaged minorities" face? Any comparison, as it regards our own culture, can only be fundamentally dishonest, or ideologically deluded. Krem wasn't heavy-handed, but the connection to the Qun was. When you went to speak with Krem after the scene with Bull, both your lines and Krem's were reasonable and free of ideology. I found that conversation interesting and well-written especially considering the language-related pitfalls of the topic. There was also no moral message in it. The scene with Bull, that's what I found heavy-handed, and the conceit that the notoriously inflexible Qun would make room for trans people and accept their gender allocation as valid, rather jarring. To sum this up: what I don't like are stories with moral messages that assert their own correctness rather than presenting a problem and leaving me space to think (and yes, that does include Star Trek to some degree), and even more so forcibly introducing ill-fitting themes into a story to connect to some current problem that's invariably less fundamental than the context of the story would require. All stories are, in the end, about aspects of the human condition, and that's fine, that's why we like stories. However, if I'm reminded of what's in the evening news while I read or play a story, rather than leaving me to think about the theme in a more general context by staying in the fictional world, that pulls me out of the fictional world - I'm lost to the story, and so is the story to me. This may be specific to fantastic fiction, but that's why I like fantastic fiction: it lets me view things through a more timeless lens. Here is the thing though; many of the themes that could remind you of what's on the news at the moment, have plagued humans for centuries. Deus Ex dealt with racism clumsily, I agree but its not like racism is a new phenomenon nor is humans fearing outsiders or people who are different. Deus Ex used modern language to impart that but it's theme was timeless. I'm not saying that is always perfectly done, but I think that writers should have the space to try without knee-jerk overreactions
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Post by alanc9 on Mar 9, 2017 16:09:46 GMT
Krem wasn't heavy-handed, but the connection to the Qun was. When you went to speak with Krem after the scene with Bull, both your lines and Krem's were reasonable and free of ideology. I found that conversation interesting and well-written especially considering the language-related pitfalls of the topic. There was also no moral message in it. The scene with Bull, that's what I found heavy-handed, and the conceit that the notoriously inflexible Qun would make room for trans people and accept their gender allocation as valid, rather jarring. Is flexibility actually the right concept there? If the tamassrans assign gender roles based on behavior -- if it's the brain rather than the genitalia which determines assignment, which is the position we're moving to-- then there's no flexibility, just a different way of imposing the same rigid criteria we always knew they had.
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Post by phantomrachie on Mar 9, 2017 16:48:26 GMT
]Krem wasn't heavy-handed, but the connection to the Qun was. When you went to speak with Krem after the scene with Bull, both your lines and Krem's were reasonable and free of ideology. I found that conversation interesting and well-written especially considering the language-related pitfalls of the topic. There was also no moral message in it. The scene with Bull, that's what I found heavy-handed, and the conceit that the notoriously inflexible Qun would make room for trans people and accept their gender allocation as valid, rather jarring. Is flexibility actually the right concept there? If the tamassrans assign gender roles based on behavior -- if it's the brain rather than the genitalia which determines assignment, which is the position we're moving to-- then there's no flexibility, just a different way of imposing the same rigid criteria we always knew they had. This is what I always thought. The Tamassrans watch the children has the grow and based on their behaviour (and possibly breeding lines) they decide on their role. A Tamassran would spot that a girl was behaving as they would expect a boy to act, they'd just reassign their gender so their abilities could be used more efficiently.
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Post by dropzofcrimzon on Mar 10, 2017 0:03:50 GMT
there is a difference between "coloring" and "blatantly making it a commentary" I see, so you don't read or watch alot of Sci-Fi then. Fair enough I do and I do not enjoy when the times are overly political underlining the opinion of the writer as the "enlightened" view
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