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Re:Nakatomi Space by jl6 on Saturday October 21, 2023 @02:43AM (#37964643)
Games are unlike films because in a game, players have agency that separates them from the characters they play. In a film, characters interact only with the in-universe architects and can only subvert the intentions of those architects, not those of the author. But in a game, the player is not the character. The player can make out-of-universe choices too, and can subvert the intentions of the architects (developers) of the game.
Re:Nakatomi Space by Terr_ on Saturday October 21, 2023 @03:25AM (#37964812)
Uh, yeah, and those are all reasons to reject the conclusion that games (like Deus Ex) merely offer second-rate "illusory" Nakatomi Spaces compared to movies.

A human deciding to pile crates and sneak in through a ceiling window--even in a game--is a more authentic subversion of plans than reading a a tale where the author dictates the fixed story.

Beyond that, the freedom to glitch/hack/mod the game merely raises the ceiling, it does not lower the floor.

Re:Nakatomi Space by jl6 on Saturday October 21, 2023 @05:17AM (#37965284)
I don’t think it is all that subversive to use a route that the developer built for that purpose.
Re:Nakatomi Space by Terr_ on Saturday October 21, 2023 @02:35PM (#37969353)
Then it is even less so when it is a route a screenwriter or author placed as the only possible route that could ever be taken for all time.
Re:Nakatomi Space by oddgoo on Sunday October 22, 2023 @09:18AM (#37975103)
Indeed, and I think the point here is giving the feeling of architectural subversion to the player/audience, which both Die Hard and Deus Ex achieve.