

I think I disagree with the idea that it is encompassed by the 4th. It does have a nice parallel with the 2nd ideal of 'I will protect those who cannot protect themselves'. The 5th Ideal could be either one of those, or it could be along the lines of 'I will allow those who can to protect themselves'. I also thought the 4th Ideal could have been something like 'I will protect those I can, even at the expense of others', similar to the ideas of triage that others have mentioned (or even choosing a side in a situation where both might be sympathetic but one side is more antagonistic at that point in time). 'I will protect myself to protect others in the future', like how search and rescue personnel won't put themselves in a position where they will add to the number of people who need rescuing. Pre-ROW, I thought the 4th Ideal might be the exact opposite. I haven't played a huge amount of other Naughty Dog games, but if Uncharted and TLOU can be taken as their general style then it seem like they are definitely a 'this is our story, player agency be damned' type of game studio. I feel the choice of whether or not to kill would have gotten the message of non-violence a lot better than the heavily linear story TLOU2 gave us. It already was to an extent, but it would have hit much harder if we hadn't been railroaded into it. It also would have been a sucker punch to get to know the people on Abby's side after having made a conscious choice to kill them. We could have had the WLF getting more and more ferocious as they are being killed, or had Infected be drawn to the dead (we see Runners eating corpses in the first game). In Dishonored, the more people you kill the darker the game gets, with characters cursing you as a murderer and trying that much harder to catch you.

Dishonored lets you take down these targets lethally or non-lethally, and the same applies to the random npcs you see. TLOU2 and Dishonored both deal with taking revenge against a group of conspirators, and you hunt them down one by one.
#Shards of war queue times series#
The Dishonored series is a much better example of how this could have worked. Granted, I may just not be skilled enough to avoid violence, and when I feel like putting myself through the bleak story again I might do a New Game+ and see if I can stealth or run past enemies. Meanwhile, I was just sitting there thinking 'sure, I'll remember that the next time I actually get a choice'. The game was saying 'tsk tsk tsk, violence and killing are wrong, now don't you feel terrible'. Even the ordinary gameplay is very much kill-or-be-killed. Many of the named characters Ellie kills are killed in cutscenes and often out of self defense. That being said, I think the game had an enormous flaw in that it tries to guilt trip you for moral choices you have no control over. It was pretty well established that Joel had a dark past, and it isn't hard to believe someone might be coming after him for revenge. I think that Abby's storyline was actually a pretty gutsy move on the behalf of the developers, and in many other games she would have been the unambiguous protagonist. First off, I'm not one of the rabid TLOU2 haters.
