Anthropic Principle: Difference between revisions

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== [[Video Games]] ==
* ''[[Assassin's Creed]]'' uses this to [[Hand Wave]] a traditional video game trope. The plot of the game involves a man reliving the memories of an assassin ancestor using a special machine that reads genetic memories; what would be a [[Life Meter]] in most games is called a Synchronization Meter, explaining how in synch he is with the historical events. Performing actions that are badly out of character (like killing innocents) or just plain inaccurate (like dying) lower the Synch Meter. Incidentally, it was made by the same team as the ''Prince of Persia'' series, mentioned abovebelow. Logically, this implies that Altair was an ''incredible [[Badass]]'', since being hurt at all lowers synchronization- thus he never got hurt...
** In turn, we also know that Altair and Ezio must at some point have children, since they eventually become Desmond's ancestors. So when we meet Sofia in Assassin's Creed Revelations, It is even more obvious than usual that she is the Love interest.
* The game ''[[BioShock (series)|BioShock]]''. Near the end of the game, it is revealed that every action the hero has taken {{spoiler|was the result of post-hypnotic suggestion compelling him to act}}. If you attempt to defy the {{spoiler|mind control}} earlier in the game, [[No Sidepaths, No Exploration, No Freedom|not only do you not progress]], but you never even get to the point where you can discover the true reasons behind your actions. Of course, if this happens, the plot stalls. There is only an interesting game in the first place because the plot proceeded the way it was meant to - you are playing it only because it happened that way.