
Originally Posted by
Brinne
If all that mattered in storytelling was "intent," there's no point to any further flourish to telling a story beyond providing a bullet list outline of what the "intent" is and nothing to talk about. Hydaelyn is good because we're told she's good, the end. Look, I don't think anybody is questioning that the intent was that Hydaelyn be seen as a good person, and that the entire weight of the game is asking/expecting you to sympathize with her and be on her side. That's... kind of the whole problem. That's why a lot of people get so virulent and wordy about this, because they're aware they're arguing against the intentions of the text, but attempting to point out how it doesn't work regardless. But I can't really be on board with a line of thought that puts forth "ignore what she actually did, ignore her reasons, ignore everything you actually saw and experienced onscreen if you have to - because Word of God says it's good when Hydaelyn does it, she's good. Now stop talking about it."
Execution matters. What actually gets put down in writing, or on the screen, regardless of "intent," matters. Discerning for ourselves via discussion and critical analysis (well, at least that's what happens ideally) what a text is actually concretely saying by pointing out the reality of the picture it paints is not remotely an uncommon thing when discussing stories. I don't think there's a conspiracy happening about what the writers are trying to say, but I do think if one cares about a story, it can be worthwhile to examine what it does, how it does it, and how intention and execution don't necessarily match up. One hopes that the writer-audience feedback loop exists in part to indicate where a disconnect happens within those gaps, and enables a team of writers openly asking for constant feedback to keep it in mind going forward - which we've already seen to some extent with the development of the Omega quests, for instance. Otherwise, some people (weirdoes like me) like discussing and talking about nuances in writing and pinning down specific aspects that work and don't work for them for its own sake, because how storytelling works is interesting to us. You don't have to have the same interest, and that's okay! I have zero interest in tons of the topics discussing other aspects of the game, myself.
This, though, I would specifically disagree with - a framing of "the Ancients died because of a terrible, unplanned, unintentional tragedy" is very different from "the Ancients died because one person (righteously, the story argues) deliberately murdered them." Tragedy versus murder are not the same results to me. The story is not saying the same thing as far as the thematics of what it means to be "worthy to live" at the end of Shadowbringers versus the end of Endwalker - it rather ends up saying the opposite, in fact, because of that distinction between unintentional tragedy we universally have to make peace with the likes of, and a deliberate, narrative-justified murder for a believed greater good. "Bad things sometimes happen for no reason, even to good people" is not the same result to me as "some populations just need to die because they're not good enough."