If a movie were to adapt the story of the game "Mouthwashing," it would be a challenge to create a narrative that resonates with the audience, particularly with a character who is portrayed as mentally unstable. However, games can cleverly present this concept, albeit in a manipulative way.

One example of this is when the player, who is trapped in their character's perspective, comes across a bottomless cliffside. The door that was previously opened has now been closed, blocking the way back. In this scenario, the player will try for several seconds to interact with the environment, but there is nothing to interact with, and the only other option is to jump off the cliff. The player will, in time, discover that this is a viable option.

If this were presented as a movie, it would be hard to explain why the character remains in such a situation. The game, on the other hand, allows the player to rationalize that this is the only option, due to the rules and rewards that the game provides. This way, the player begins to see this as a logical consequence of the decisions they've made.

The game is particularly effective at presenting the idea that the character has no choice, which makes the actions take on a reality. This also allows the player to feel no need to sympathize or empathize with the character, as they understand that they have no control over what happens.

Going further, this idea could be applied to films like "Batman: The Animated Series," where the protagonists make terrible choices, which could make audiences more engaged in the narrative.

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