You did good my tagging me
Lithium Flower. I’ll just shamelessly spoil everything now, so new players, please get the fuck out if you want to enjoy Disco Elysium.
Identifying me as one of the biggest detractors of the second act of Disco Elysium isn’t farfetched. I do think that game is flawed at structural level, i.e. its narrative is designed badly from the ground up. Your text, while insightful, hadn’t changed my mind ‘bout that, more so, I believe we agree on a lot of things and final assessment of the plot as a whole differs us.
I do agree that there’s reactivity in the whole sequence which starts with finding Ruby (which, by the way, I internally interpret as start of the “second act” – after confrontation with her game changes when it comes to structure quite heavily), or, to be exact, in each of these sequences. Game checks you very thoroughly both during the shootout, and during conversation with the Deserter, and during final talk with your task force. These are all good things and it’s superb that game takes into account everything Harry did. That’s not a problem.
What’s a problem is visible and jarring break in construction of the narrative. I’ll explain like this, best (and fastest) I can. Up until confrontation with Ruby you, as a player, have relative freedom of choice when it comes to proceeding with the case. Day 3 whole map is unlocked (bar the island of course) and Harry can go and do whatever he wants. You can play roleplaying game all day, read ‘bout man from Hjelmdall all day, run ‘round and waste your time. You have freedom of choice, relative obviously, just as the game is only semi-open, not truly open (which is a
good thing mind you).
After the conversation you’re heavily railroaded. Suddenly. You
can’t prevent the shootout. People will
always die. You will
always get shot dead for two days. You will
always fail to obtain a boat which would get you to the island before the shootout. All of this would be fine if not for
obvious ways in which Harry could initiate actions that could lead to different outcomes. Game takes narrative tools away to build tension and drama, worse, game takes away
simple logic – fact you not mentioned but implied yourself. A decision to try to reach the island is a logical one and simple to make (you got three possible locations of the sniper, two of them are not the correct places, you decide to check the third one – it’s Int -10 solution, if not for hoboHarry then for Kim certainly). Devs
chose to present player with a pure parody of a choice, you cannot dodge this fuckin’ second bullet even if you’re Neo and this is Kansas no more.
This is jarring. I’m
not against taking away player freedom. I’m
for it. But it must be smart. Best games establish clear boundaries, and one of the most impressive modern classics, New Vegas, does that by bending the engine and design philosophy of the game it's based on and company it took the licence from. And it’s
good, ‘cause good story can exist
only within boundaries. If the game had an option to try to go to the island and fail – I would be fine with it. If the game had an option to go to the island, take the Deserter and prevent the shootout – I would be even better. I agree that there are narrative reasons
not to do these things. I just abhor the idea that I’m implicitily told by the devs that
No, you won’t do that, not in this tight, beautifully crafted story we made, fuck off.
It’s arbitrary, it’s against what’s established in the first act, and it’s just bad game design. As I wrote in other places: when story needs to make you stupid to establish themes or atmosphere then the story is shit, all tension goes to fuck itself (‘cause when you know that the storymaker can nullify rules when he wants to what’s the reason to care anymore?
anything can happen), all reason to play (for me) is heavily diminished.
That’s what I have to say ‘bout that. Thank you for your message of course.
EDIT: Abovementioned structural flaws don’t apply to the ending alone if I might add just as a side note. I already wrote that, but this message will serve as a sort of summary, I guess, so I can repeat myself. Game wasn’t play tested enough or by correct people outside of the dev office. Players everywhere, even on fuckin’ Steam, come up with similar questions and offer interesting answers. Why can’t Harry try to sleep on the bench? In the boiler room? Why can’t he make artsy Skulls girl go away, or convince her to let him sleep there? Simple question, and yet people figure this out. Game praises itself for its freedom of choice (relative). Yet it lacks some obvious, simple options.
EDIT2: I love that I tend to get tagged with Sawyer for my opinions 'bout DE. Truly an age in which you either go for extremes or be deemed a balancian.