Scattered Notes I: Choice – The Shivah and Reperfection Volume 1
“Everything straight lies,” murmured the dwarf disdainfully. “All truth is crooked, time itself is a circle.”
point-and click adventure
Karl Jaspers’s boundary situation (two in game)
mercy – connected to the two boundary situations
questions of judgment and justice
unintended consequences drawn from the boundary situation
Reperfection: Volume 1
David Hume’s billiard ball
inexorability because of myopia
gruesome linearity because of inexorability
Choice is videogames is always a myth. The systems in which videogames are developed are simply too limited to allow for full expression. Rather choice in videogames is understood as an agreed suspension of belief between the developer and the player.
Abhorring the morality systems of Bioware, these games engage in the ambiguity associated with Obsidian. The Shivah forces the player to confront their own definition of justice, and asserts that justice and mercy are not diametrical. Rerperfection demonstrates the shortsightedness of so-called ‘rectification’ actions, and deny the protagonist the truth and rather leave him mired in his delusions.
Truth is a refraction.
The Shivah continual reflects upon itself, and the protagonist, through soliloquy, comments on the state of affairs, ultimately leaving it up to ‘god,’ as who can really know. Humans are beladen with strictures upon their vision, in all its forms, and The Shivah recognizes this fact and goes with it, making it an integral component of the game.
Reperfection denies the player any reflection time and is instead driven by primeval motives. This works grandly to its favor as it tells its tale. The system it runs on is basically a rail shooter but one interlaced with a brilliant plot whose twist continues to surprise even after the first playthrough.