At a given point, suspension of disbelief has to kick in, along with acknowledging your own plot armor and character status.
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At a given point, suspension of disbelief has to kick in, along with acknowledging your own plot armor and character status.
Considering my father was in Vietnam, Grandfather was in WW2, Great-grandfather was in WW1, and 75% of my friends served in every war since the Korean war... Not to mention the friends who had to flee their homeland in Vietnam or face execution by the Viet Cong(and they had family members killed and dumped in the river who didn't leave). Your post disgusts me in so many ways.
They go together. We're special, so we have far more autonony than random GC members do. At the same time, the GC doesn't want someone with that autonomy having so much authority that they can just command entire divisions to go do something. Hence why we can't rank up any higher: our lack of full time commitment disqualifies us from a higher rank.
We do get a squad to command, so IMO it all fits reasonably well.
Yep. In that sense, I appreciate that the WoL is something of a blank slate. They don't fill in a lot of gaps, making it something you can do yourself. I imagine some folks may not like that, but it really helps me get into the character because I can build around the MSQ.
I kind of freaked out at the Stormblood one where they did in fact acknowledge that I'm a healer in a cutscene. That was super cool. It can be hard to write around because we're the odd ducks to the party.Quote:
Maybe in 5.0, healers will get a little more spotlight, but can understand it can be difficult to implement them into MSQ cutscenes as the WoL.
(Also love your sig. :D )
If the theory of our character being some kind of Primal-like entity, when everything ends, maybe we just disappear.
Anyway. This can apply to any RPG game. You basically mass murder everything, but with no any real consequence (well, in The Elder Scroll some City Guards can try to arrest or kill you, but nothing relevant).
For the sake of gameplay, that kind of things should put apart. Tha's why almost every game does not care about it. If not, will become unplayable if everytime you kill someone , NPC turns against you. Same if our character is affected psychologically for mass killing. THat's why is a videogame. Just fiction.
We're definitely on the same page. I think it is a wonderful aspect to this game that the WoL is a ball of clay for you to meld and shape how you see fit. We just have to put him/her into the same playpen ;) Many players have come up with some really interesting and intriguing background stories for their characters that blends into the MSQ perfectly. I always love reading them.
An FC mate told me that there is a little healer love waiting for me when I get to SB. This must be what he was referring to. Can't wait!
Thank you!
is your mentality really "turn on your hero as soon as they're done liberating us from our oppressors" ?
Ever hear of Joan of Arc?
I mean what can I say, you save someone and suddenly you are guilty of everything needed to save them. I say if people want to judge the WoL for going out of his/her/bread way to ensure that said people get to continue breathing, screw ignorance of circumstance, let them all burn.
Its worse than you know. Soldiers returning from warzones are often afflicted with PTSD simply from witnessing the horrors of war. As the WoL, we have died HUNDREDS of times and while we may be restored, we still carry the memory of each death. Combine that with the fact that we sometimes stay awake for Eorzean weeks at a time (3 hrs = about 10 eorzean days), and the fact that we have seen SO. MUCH. DEATH. We’ve seen our friends die, beastmen summoning monsters that would give any normal person nightmares for the rest of their lives, witnessed war, famine, rape, and, possibly the most cruel of all, all the people we couldnt save. Point is, despite the stabilizing influence of the operator on the other side of the screen, I think every single warrior of light has long since gone completely insane, just waiting for the right moment when the players’ attention stays to snap entirely.