Anthropic Principle: Difference between revisions

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=== This will be for shows, games, ''etc.'' where the Principle is [[Lampshading|mentioned]], [[Invoked Trope|invoked]], or demonstrated particularly well. ===
 
* The game ''[[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.
* The game ''[[Prince of Persia|Prince of Persia: Sands of Time]]'', lampshades this. Whenever the Prince dies, we hear him tell us,"No, no, that wasn't how it happened. Hold on." Because to have the Prince die would mean that the story of the game that is interesting would not be told, that he would not be there at this very moment to tell the story of his adventure to begin with.
** A similar situation occurs in ''[[Monkey Island 2: LeChuck's Revenge|Monkey Island 2 Le Chucks Revenge]]'': there's no way to die in the game, except one time where you are disintegrated in acid. The person you are telling the story to immediately calls you on this, as you can't have been disintegrated if you're there telling the story, looking very integrated indeed.