"There's a certain aspect to player agency that I don't really agree with, which is the player should be able to do whatever the player wants."
- Spec Ops: The Line
co-writer Walt Williams tackles the common game design problem of where to draw the line on player freedom.
"In many ways, Spec Ops
hates you, and it's reacting to you," he says in Giant Bomb's excellent (spoiler-ridden) interview
It's the same argument we've been hearing for years now, but it raises and interesting question: Could Spec Ops
' powerful narrative have worked in a game that offered players total control?