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I have a confession to make -- my virtual gamer self is a sociopath. In every open world game I play, innocent civilians stand no chance against me, being slain by the hundreds. Their forbidden fruit of dropped money and items is more dear to me then any item bought legitimately through an in-game store.
*Mild Modern Warfare 2 spoiler below, and major Fable 2 Spoiler after that*
As I played Modern Warfare 2's "No Russian" level in this same mindset, I felt some real twinges of guilt from the actions I was performing. I began to question how this was affecting me -- these were the same fundamental rituals I had partaken in thousands of times in other games. As I was participating in this massacre, shooting innocents who were dragging the injured to safety while wading through a marsh of dead bodies, I realized that this scene was not the event that had affected me the most in the game and I think I now know why.
I will strike down upon thee with great vengeance and furious anger
The key to evoking emotion in games is to show a real connection with the characters and link what happens to them to the same consequences that would happen in real life. In GTA games, there is no element that tells you "This person you killed on the street had a whole life, a circle of people affected by their death." Shooting them in those games is rewarded by the game through money drops, so the message is that this is right in that alternate universe.
In the portrayals of evil in Grand Theft Auto IV and Pulp Fiction, present are the consequences of gore, fear of being caught, and regret on the person's conscience, but we identify with these characters as the protagonists -- bad motherfuckers we'd put on a lunch box.
Buy the castle, see what happens.
Fable 2 was the one game that impacted me and made me feel sincerely guilty, and I still feel remorse for the choice I made in it. In the end you have the three decisions with various degrees of morality to yourself and others, I tried all the endings by reloading my save. Because it's a game right? Well, I had heard about an expensive castle that had more content to it, from Peter Molyneux's letter to Ron workman, post scripted with "Buy the castle, see what happens." With this suggestion, I picked the "greedy" ending last, where you get a million gold, at the price of my dog, Rupert. I figured it was no big deal, he's just a character that goes around and collects things for me.
Well I did it, and as soon as I did and got past the point where it showed the cut-scene, I was put back onto the mountaintop in front of Rupert's tombstone. When I looked at that thing it really hit me that I spent a lot of time in the game not just using him to get items, but entertaining him with fetch, playing guitar while he howled to impress ladies, or praising him when he did things right, and thought about how much the dog reminded me of the one I grew up with. Hell, I had even shown him off to my wife, telling her "look, I can make him do tricks!"
So I bought that damn castle, but the fun was gone from the game for me. It was like completing a bargain you made with the devil. After paying that price you have to see what you went through the trouble for. At this point, I had a huge horned demon guy in bright gold clothes with charred flesh from head to toe. When I completed the castle skirmish, I got to the end, where there was a sex change potion. I already felt dirty, I had killed off the one videogame character I've connected to the most in twenty years of gaming for a bit of blood money, hell, might as well throw my character's manhood out with it too.
Emerging from that cave as a giant demon woman, I sought satisfaction for my hedonist desires, sleeping with every character I could and gorging on food. I roamed the plains as a naked horned Rosie O'Donnell for my last moments and traded the game away, never to play it again. I had corrupted and destroyed everything that game had to give and felt actual shame for doing so.
The varying degrees of connection the player or watcher feels is really a matter of how invested you can get in those who are taken away and reconcile that with your real life experiences. I think it's safe to say that the type of over the top violence with comedic flair we see in Pulp Fiction or Grand Theft Auto do not affect us because we can buy into the evildoers as protagonists. They are the ones we can connect with, not the characters that are brought onto screen for a few minutes for the sake of being killed. In contrast to the MW2 airport scene, we have about 30 seconds worth of cut-scene text buildup to describe the terrorists in the level, with a main character that we find it hard to agree with juxtaposed with a large crowd of people like ourselves in an environment where we have been conditioned to be fearful of by acts of terrorism. In my Fable 2 example, I spent the whole game growing an attachment to have it taken away at the climax of the story, where a player is usually rewarded, by my own greedy choice.
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I chose the "good guy" ending. Never played it again. I guess I realized how much I missed my dog. Weird thing is, I'm a cat person. Go figure.
Also, go fuck yourself Peter.
Seriously though, I don't think I could bring myself to ever shoot the civilians in "No Russian." It's one thing to shoot a lifeless drone of a civilian wandering the streets of GTA or Prototype or Crackdown - there's nothing especially realistic about their behavior or appearance. But to see people in a realistic airport setting, obliviously waiting in line as I've done a number of times in numerous airports... It's too close to home, too real.
The dog was a real low blow. Well played, if it actually worked on you, which it did for me.
Also, if you discard all your physique upgrades after the sex change, you can actually salvage some modicum of attractiveness... That's what I did and she (IMO) turned out pretty decent.
Even better, you could kill it again and again!
No consequences for killing or not killing all those people in No Russian. But knowing that I was going to die and take all the blame regardless of what I did, I decided to take the opportunity to be the bad guy. I even finished off the people that were crawling away just because I had nothing better to do. Can't walk fast and look around, didn't bother to see how far behind I could fall. Waste civilians, don't waste civilians. It made absolutely no difference.
ENGLISH MOTHERFUCKER!
...do you speak it?
As for the dog, I just never really bonded with it. There was far too little interaction with it for that to happen.
"No Russian" however did actually affect me however, and it had nothing to do with whether those people "had lives" or anything like that. It was the way the game lingered on what you were doing. It forces you to walk through it and listen for minutes to the screaming and the panic that you're inflicting on these people. It grabs on to you and forces you to soak in the consequences of your actions.
That's what saves GTA, its tendency to just kinda spawn new dudes and clean up after you the moment you turn a corner. There is no sense of consequence, and your deed doesn't occupy your mind for more than seconds.
What the fuck are you talking about?
I played both games and have to say that I feel no remorse for any of my actions in them good or evil... no I'm not a psychopath =P I am intelligent enough to realize that games are not REAL (zomg the sky is falling!)
If I were to see news about a massacre similar to the "No Russian" part in MW2 I would feel great remorse for those people since they are REAL and not mindless beings made out of thousands of lines of code and some images/textures.
I have only once been driven by emotion to act in a video game. Fallout 3 side quest spoilers inbound: Tenpenny Tower. Playing the game as a Gandhi reincarnate, I succeeded diplomatically in gaining entrance for the ghouls. Coming back to Tenpenny Tower much later in the game, I find that the ghouls have killed off all of the human residents and had taken the tower for themselves. I felt honest, real anger. Disregarding that the ghouls were no worse than any of the past residents, I felt betrayed. I acted purely out of emotion, not caring about the karmic ramifications. I killed everyone of them. Most as they ran in fear for their lives. And after all the carnage, I actually felt remorse.
Well, that rambled on for a tic. Not really relevant to the story but it reminded me of my experience. I think I'll go wright a c-blog thinger on this.
I really wish I never read the stories about it, but I suppose that's nobodies fault but my own.
The reason those who were disturbed by the airport scene, from who I've heard from, is they connect to it being brutal and more upsetting because this kind of thing is based so close to real life shootings, where as you (I think correctly) figured GTA and any other shooter out there has an alternate universe feel to it. Never like real murder.
Does that mean when you watch the news and hear coverage of a shooting you feel nothing because you have no context to the victim's lives, so who cares?
If someone kills someone and you don't know either of them, do you completely not care? Not talking crying about it and staying with you all day, but you feel nothing?
Which I'm not judging or mocking, I mean I know I don't feel for those people (but I'm messed up)...but it seems many people have more empathy than either of us if that's the case and they relate to people suffering when it's done in a reality like ours, which MW2 did. Might be a "game", but the tone was more real life massacre than other games.
And Fable of all things? I mean, that's a fairy tale feel with a tag along pixel dog not good for much in my experience. Only thing I felt for the dog was frustration when he'd get in the way during a fight or get stuck on a part of a road or sometimes had wandered off so far he didn't come when I called him. Typical videogame bad partner AI.
It's interesting you connected to a dog, but not an airport shooting where the people scream in terror and you can even finish off as they slowly try to drag themselves away from you.
Again, not judging, since I don't either. Just throwing out a glimpse of yourself you might not have noticed when you wrote this and you might find interesting as well.
By the way....using a memory card to see all endings? THAT I judge! For shame, that's cheating! Take your choice like a man!
I killed everyone to save only my loved ones and that's that. Made a choice, live with it. But I'm like you. I didn't know the people who died. Screw 'em.
Sociopaths of the world unite!
I fired anyway.
The first shot didn't kill her, so as she ran away horrified, I had to chase her down and shoot her a few more times. As my player stood over the dead body, I felt absolutely horrible. What had put a pause in my action was guilt for being able to casually commit cold-blooded murder just to save a little time. It's strange, yes, that in a game series in which I have killed thousands of people (before and since), this one death weighed on me - but that is because it wasn't necessary. I could have just played through and she would give me what I needed... but I instead chose murder.
I wasn't bonding with these characters, i was number crunching using repetitive emotes. It felt more like the truman show in the way that i (outside of my control) was some hyper strong, charismatic amazing messiah avatar who everyone's life revolved around. I seemed to be the only way taking odd jobs in the town, i was the only one talking to the droids walking around the town and i was the only hero in the entire world actually doing anything.
It didnt feel like i was interacting with people, it felt like everyone wanted me to be important and then it came to be, and not the other way around.
I then looked at my dog and thought...'why are you my friend?'. I didnt choose for the dog to follow me, it was given to me in a 'here, this is a dog, you have to care about it now' fashion..which was hollow. Its like in RPGs you choose which characters you like more and group with them, but if your told to use a certain roster, you resent it because it wasnt your choice.
The dog dying for me felt like such a low blow in the sense that it was clear manipulation. i was a total dick to my dog in every way. I ignored him, i scaled him, i never gave him gifts and i would go hours without interacting with him. When he died i thought maybe i'd have a feeling that he loved me.
...But i didnt feel like that, it felt like that he was going to jump either way, that he was put in the game to game to fufill this sole purpose. A game full of an eternity of choices was going to have this obvious bit of fatalism really tore me away from the game and came off as cheap.
Also, not enough clothes.
Pulp fiction?
In fable 2, I was kind of good, kind of bad but at the end I still choose to save the dog. I love animals and even though I thought about taking the money, I couldn't bring myself to do it even though it was just a game. And even though I really wanted to buy the castle at the end =( I still never bought it.
And in GTA4, its just fun as hell to kill people in MW2 (the airport scene (I peronsally haven't played it, but I've seen videos of it and have read a lot about it) its more realistic and I keep telling myself that when I play that game and get to that part, I'll just kill them all. But the more I think about it the more I realize I won't be able to do it.
Sure he was insane and probably it did him good. If he were a real person. But the way he considered my a friend and the nooo scream. meh.
As for the Fable II thing, I knew the spoiler before I even played it, but still kept the dog anyway. Go figure ?