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Community Discussion: Blog by Blast73 | The (Possible?) disconnect between players and their avatarsDestructoid
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My first console was the Nintendo 64 but my first experience with video games was with Doom. My dad would let 1 year old me sit on his lap and play it. From about then on I have harbored a healthy affection for gaming (it's totally unhealthy). I enjoy most types of games but I have switched from just a player's standpoint to a more analytical position. I am currently working on a research paper for one of my college classed that ask the question of video game's validity as an art form. I major in film studies but that may switch to some form of writing.
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This is something that I have recently began to take an interest in when I was playing Left 4 Dead 2 in an online versus match. In Left 4 Dead very often players have to make decisions that determine the fate of other players, and I was tasked with that decision. I decided to let my teammate die in order to make it to the safe house by myself. Granted, I was doing it so we had a chance of winning, and the player I let die would respawn the next round so it wasn't a lasting impact. But I had still sacrificed this player to help myself. In my mind I thought, “Screw this guy, I want to live.”



That thought alone wasn't enough to make me question my decision; but what did get me wondering was when, in a later round, I was the one left behind. Not some random dude, but me. When that happened was that I found myself asking questions such as “Why didn't he come back to save me?” We would have a better chance of winning the game if he had successfully managed to revive me, but in his mind he considered the risk and decided that no, this douche isn't worth risking my virtual life over. And that's what interested me.

If the previous situation was a real situation with real lives at stake, would I have gone back to save this person and would they have saved me? Based on the decisions made in Left 4 Dead 2, no, we wouldn't have. And hopefully this is where the disconnect happens. I would hope that morality has more importance in meatspace (real life) than in virtual situations. (I mean, it obviously does but to what extent?) How much does one's video game morality reflect their real world morality?

I've heard from people who have seen studies (I heard it from a very reliable person) that say up to 90% of gamers, when given the choice between a good option (Ex. saving a kitten) and bad option (Ex. killing a kitten), will choose the good option over the bad. I think this correlates with the amount of people who choose to use the game as a way to emulate themselves (being the 90%) and as a way to play as a different person entirely (being the 10%). The reason I speculate this is because the people who are emulating themselves onto the game character will generally do what they find to be the right thing to do, because the choices they make are their choices and the people who do the immoral thing do it because they are playing as someone else. (I would go into more detail but that gets into non linearity and bad game design)



The general trend seems to be that gamers only have a relatively small degree of separation from their avatars. This degree changes with each type of game played and how meaningful the game makes the actual decisions. So the next time some guy leaves you to strangle to death in Left 4 Dead, know that he would probably do the same in real life if it meant his team would win.
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I like the blog, and I feel like you're onto something here. The issue you've had is the problem of immersion in games. This idea of immersion is one that developers are currently grappling with in nearly every game. Here's hoping somebody can figure out how to fix this issue.
I thought this was going to be about the XBL avatar, and how everyone (but me) dresses it up differently than how they really look with Halo and Star Wars gear. But this is far more interesting!
While I agree most normal people are good people who want to make the best possible choices in games (and life), there is also a different aspect of being that 10% - it's kind of like cheating. It's fun the first time, maybe even the second time, but once you've become invincible, seen the last level, and got all the guns, the idea of it being a "game" becomes meaningless. It becomes dull. And I think the same can be said of being that 10%.

By being a douchebag, killing the kittens, sacrificing the villages, PKing your teammates, naming your FF7 characters Penis and McJuggerballs, you might get a laugh, initially. But after that moment you're still left with a dumb-named character for the next 30+ hours. Being a dick has the moment of instant pleasure, but gives a life-time of regret.
It's safe to say that most can discern betweeen the temporary consequences of virtual space and the permanent consequences of real life. And when it comes down to making a life or death decision, unless youre a bad judge of character, you should be able to tell whether someone is about to fuck you over or not. You can't tell that through someone's avatar.
I will always attempt to help someone, even if it costs me my own life (in video games). Would I do the same in real life? Honestly, probably not. In a game I do not have some rush of adrenaline and actual fear I am go to die. Attempting to save someone is mandatory by me. Though in real life, I fear I would just run away. I guess I will never know unless I am put in such a situation.
Sorry, but this is too shallow of an analysis to conclude anything. I don't doubt someone would rather save his ass than risking his life trying to save a random stranger, but that really depends on the people, the situation, the risk, and so many other things. It's really difficult to imagine what we would do in a situation like that because, in the heat of the moment, we could act totally different than we previously planned.
I'm generally in the 90%. If it's a real person I'll usually do my best to try and save them... though if it's an AI, I'm a little more ruthless and tend not to care as much (though if I've spent a lot of time with the AI and they are a constant companion, or in a recent case where the companion was modeled after my husband - yeah, I'm much more inclined to save them).

It also depends a lot on the game. In team based games like L4D or MAG I'm more inclined to do what is needed for the team - be it saving someone, shielding another player who is scoring a point for us (even at the cost of using my body as a shield and dying)... or even letting them die. Sometimes letting someone die is what's best for the team and for winning the game.

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