Quaid
Trump's Staff
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Interesting to note:I played GTA quite a bit with a bunch of guys in the military. Everyone did it once or twice sure, not because of any rush but just because of how absurd the whole thing was. The objective of the hookers wasn't to kill them, it was to simulate sex with them in order to restore HP. As you do. This happens to be a game where you can kill people. Thus you can kill the hookers.
I played games with some rough dudes and I can't remember anyone singling out women or hookers specifically.
So Sarkeesian didn't say that gameplay possibilities are "implicitly encouraged"? (which no, it doesn't exist, encouragement is by its nature explicit) Sure sounds like the crux of the argument. A game has hookers. You can kill the hookers. Thus, the game encourages you to kill hookers. That's literally psycho.
I think you are vastly underplaying the complexity of game design. Anywhere else that might fly, but you're on a board where people have played hundreds, maybe thousands, of games and abused them to the point of insanity. To be here and say that developers go into every game with a clear picture of how they want players to interact with the world and then achieve that, that's just fantasy.
I don't see how you can say she didn't imply that it was intentional on the developers part. You're saying that developers don't have interactions in their games that weren't intended or encouraged, but at the same time saying they aren't intentionally including horrific prostitute murder mini-games as an exercise in virtual-interactive misogyny, but it definitely is misogyny on the part of the players to engage in these situations, and that developers know their audience, but that they don't support these concepts intentionally. That's some loopty-loop logic bro. Occam's razor tells me that it is much more likely that when developing sandbox games taking place in a criminal underworld setting, you are likely for players to have interactions that you didn't necessarily predict but also don't necessarily want to prohibit due to the governing design philosophy of open-world architecture.
The first 22 full minutes of Hitman: Absolution are devoted to detailing exactly what will happen when you interact with an NPC in any conceivable way. The stripper NPCs aren't encountered until 2-3 hours into the game. By this time, with the ample assistance of the developers, the player should know exactly what will happen to NPCs when they act on them in the ways available to them. They've crossed paths with hundreds of NPCs at this point.
The players aren't being 'implicitly encouraged' to 'explore mechanics' that they know the outcome of multiple hours into the gameplay. I suppose an argument could be made that the developers 'implicitly encourage' one to leap Mario into a pit in world 1-1, but certainly not in 4-1.