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Unfortunately, if humility were a physical substance, people like Zoe and Anita would probably melt if they made contact with it. Think Wicked Witch of the West and Water.Yes, and another key difference that I noted earlier was the fact that he cut losses and resigned. If Quinn even gave some half-assed apology and stopped playing the victim, that would maybe put the thing to rest sooner.
Wait, I don't get it, what is she doing now?
Trying to remind people she's an alleged victim as loudly and frequently as possible. What else does she have going for her?
Trying to remind people she's an alleged victim as loudly and frequently as possible. What else does she have going for her?
Yeah, at this point it's too late to undo a lot of the damage.Where is gamergate going to be a year--no, five years from now?
Probably a few articles from a Google search and with it's Wikipedia article deleted, inevitably pushed into the realms of obscurity.I hope the die-hards do not stick to it, rather expanding their line of view and arsenal and find greater ways to help build and research the integrity of video game journalism.
What about Quinn? It's hard to argue anything but a far more violent downhill oblivion. Regardless of if she ever finds humility and rehabilitation, the damage has been done.
Yeah, at this point it's too late to undo a lot of the damage.
It's been discussed, but it's worth bringing up again--if she had quickly removed Depression Quest when the scandal broke, issued an apology (even an insincere-sounding one), and just laying low for a while a lot of damage could be avoided.
Where is gamergate going to be a year--no, five years from now?
Probably a few articles from a Google search and with it's Wikipedia article deleted, inevitably pushed into the realms of obscurity.I hope the die-hards do not stick to it, rather expanding their line of view and arsenal and find greater ways to help build and research the integrity of video game journalism.
What about Quinn? It's hard to argue anything but a far more violent downhill oblivion. Regardless of if she ever finds humility and rehabilitation, the damage has been done.
Aye, but if she removed it, she could've engineered another example of the Streisand effect and that could've driven UP demand as curious people try to find it and play it.It's a good point to bring up, but the problem is that she's an attention whore. She'll thrive on the attention and call herself a professional victim. She'll inevitably fall out of novelty once actual female game designers with legitimate talent come along and shove her so far off the radar that people will ask: "Who is Zoe Quinn?"
I get the impression she'd be shit when it came to working on a real project where she'd have to deal with non-indie people who spend almost all their time putting everything into their projects and actually want to try to come up with innovative stuff that enhances their audiences gaming experience. Luckily I don't think she has any interest in jumping into mainstream gaming because "Look how random and quirky I am" doesn't mean shit when it comes to following deadlines and creating something that can appeal to a large audience. She hasn't demonstrated any type of consistency except for when it comes to openly responding to drama and switching between complaining about it or downright goading it on.
Battling the big bad men.Wait, I don't get it, what is she doing now?
The girl has a chip implanted into her hand with Deus Ex on it.
One difference though: Nixon was actually a smart person.
Tricky Dick! dijo:Okay, who was the asshole who ordered it?
And yeah, one of her friends at Kotaku made an article about it.
And what a worthless piece of writing that is. The newly inserted disclaimer ("Zoe Quinn is a friend of mine!") makes the whole gushing over her even more pathetic.
What about Quinn? It's hard to argue anything but a far more violent downhill oblivion. Regardless of if she ever finds humility and rehabilitation, the damage has been done.
Actually, that brings up a good point. It is zero-effort. Which means we should bring back some levity to gaming with these games that are most-assuredly not zero effort and address things in an interesting, innovative, and poignant fashion:
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Live A Live:
This SNES game is one of the best and most terrifying analyses of moral decay and how good intentions could go horribly wrong, as well as a great example of the sort of game that Squeenix couldn't bring over during Nintendo of America's "Nanny" days. Live A Live is a dark, terrifying epic divided into chapters, in which characters from various time-periods have a piece of a greater story - and the truth behind that story turns into one of the most tragic stories done on the SNES. I've long contended that it's a great example of storytelling as one of the most fucking sad scenarios I've seen in a game of this era. A worthy playthrough, even on a translated ROM.
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Spec Ops: The Line:
Good god, this game. Spec Ops: The Line is one of those games that deserves to be played not necessarily because the gameplay's good (it's decent, but hardly genre-defining), but because it has one of the most gripping and horrifying narratives ever done by any game, and the stainless steel-plated balls (and ovaries) it must have taken to even greenlight this may show that 2K games is one of the more self-aware publishers at this point. Spec Ops: The Line is to video games what Oliver Stone's Platoon is to movies; a bitterly uncompromising look at the very human cost of armed conflict. This is handled through the eyes of the protagonist, Captain Walker, who the player quickly learns they are not entirely control of, as they are dragged along through a twisted path of madness and destruction in what can almost be described a horror game due to its content. Many people have called it one of the most fascinating things to happen in Video Game narrative in years, and whilst that's true, I'll give you due warning: this is a fucking hard game to sit through, and it requires you to be exposed to incredibly brutal things that are well beyond most shooters, and it will force you to face them directly. This is not something for everyone, and I recommend it only to those with this fact well in hand.
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Papers, Please:
Papers, Please may very well be the game that exemplifies everything wrong with Depression Quest winning IndieCade, because Papers, Please is the game about depression and hopelessness in a world gone mad. In Papers, Please, you take the role of a Border Patrol guard for the glorious nation of Arstotzka, a fictitious communist country in the midst of the Cold War, and you must harass travelers for discrepencies in their paperwork and decide whether they're allowed into the country or not. You earn an incredibly meager wage and you must determine whether or not visitors to Arstotzka are allowed access or not, and if you screw up, you're penalized for it, and the beurocracy of the situation worsens over time as the country struggles to maintain border security during the darkest times amongst the communist superpowers. You get paid for how many you process per shift, and it remains a really good example not only of the drudgery and thanklessness of such a job, but it also makes it central to constant moral choices without being funneled into given patterns. Sure, you can waive the rules to re-unite a couple or help someone bring medicine to a family member, but you'll do so at the expense of your own income and thus your own family. The game has some issues and is a bit rough around the edges, but is incredibly absorbing and definitely worth checking out.
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Yume Nikki:
I'm not a terrible fan of this one, because it's essentially light on plot and more of a surrealist oddity than an actual gameplay-filled game, but as a great example of what's possible with RPGMaker and an excellent mind-fuck in general, it most certainly belongs on this list. The protagonist, Madotsuki, has frankly bizarre dreams and writes them down in her journal (Yume Nikki quite literally means "Dream Diary"). The game mostly involves you exploring the dream world, and the bizarre, often haunting imagery you encounter in this twisted place. The main centerpiece of the game is to explore the dream world and find all 24 Effects, at which point returning to the Nexus and waking up will play the ending. The various effects and the bizarre imagery in Madotsuki's dreams hint at some terrible things, but the entirety of it is incredibly open-ended and open to interpretation. It's worth noting that the primary developer Yume Nikki was wrestling with depression during the development in this game, and it shows, as much of the game's surreal environments and effects are deeply unnerving. It's definitely worth a playthrough.
I encourage you guys to list off a few of your favorites that discuss a poignant issue, either directly or not.