TwilightVulpine,

Considering it again, if the goal was to get the player to reflect critically about the sort of game they are participating of, then maybe laying on so thick on how the player, and solely the player, is at fault for pushing it to the end, is if anything counterproductive to that. Players of war shooters seeking a heroic fantasy don't exist in isolation, they exist in a culture that glorifies war and violence, with many parties that profit over it and/or want to incentive it.

To borrow the metaphor, "Walker" really did follow "Konrad's" orders, every step of the way. The author may be absent but the constraints of the story and gameplay are already set, the player can't truly break free without disengaging, and they can't evaluate critically without being engaged.

But the confrontation with Konrad, considering his and Walker's state, really suggests that they believe the issue is all in the players' agency and mindset, rather than the lack of a broader understanding. It claims that the player is at fault for "wanting to be a hero", no comment as to why they believe this is what a hero ought to be like, and what led them to believe that.

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