Heroes and villains have been a staple in gaming since its inception. Of course, this is the same in any storytelling medium, as prototypical stories must contain conflict, and the most direct way to fashion conflict is to introduce a struggle between good and evil and between heroes and villains. It’s universal, and it’s boring.
There’s no hiding the fact that struggles between good and evil have grown tiresome, and the many calls for a renaissance of good and evil in gaming show just how badly many of us want to see stories that discard simple black and white for shades of gray. There have been plenty of efforts to this end, but have any of them truly been successful? We still complain about how poor moral choices have been done in games, as what is meant to be a true moral decision ends up being simply a matter of choosing the good or evil path. It’s not a revolution at all, but simply a new set of curtains covering a stained, broken window.
So, where can good and evil go in games now? Is there a way to truly transform the ways that games treat good and evil? Of course there is, and it’s perhaps not nearly as difficult as a lot of people make it out to be. In fact, there’s a fairly recent game that, for my money, handled the conceptions of good and evil in an impressively original way, and it’s a choice that might surprise you.
Hint: It’s a JRPG. Really!
While dozens of games lately have attempted to put the weight of good and evil into the hands of the player,
Tales of Vesperia tells a linear story, and one that, when taken on the surface level, doesn’t do a whole lot differently. The basics of the story involve an evil force that’s threatening to destroy the world, and a villain who hopes to dominate the planet and will do whatever it takes to achieve this goal. What’s impressive, though, is how various characters who seem so unambiguously good surprise you. So let’s take a look at some of those characters who truly seem to distance themselves from what we normally consider heroes and villains. You don’t need to have played the game to read this post, but if you want to avoid spoilers, you might consider putting this aside for now.
Yuri
Yuri is the main character in
Tales of Vesperia, and being the main character, is tasked with saving the world. Sounds like a job for a hero, right? In some ways, this holds true for much of the game. Yuri is the type of character who simply acts to do whatever he thinks is right, and most of the time, the character will agree with him. He sets out to recover a stolen item that controls water in his city, and thus his journey begins.
Then, all of a sudden, on a dark city street, Yuri encounters a minor villain in the game, Ragou: one whom you haven’t had to fight at all, as he’s not the fighting type, really. Sure, it’s clear that he’s not your friend, but in the realm of villains, he’s no Sephiroth.
So, on this cold, dark street, what does Yuri do? He assassinates the unarmed Ragou and tosses his body into a river. Hard. Core. The best part? He hardly struggles with the decision.
Later in the game, yet another villain meets the same fate. Cumore is a bit more of a bastard, basically taking an entire town over and using its citizens as slaves. One night, Yuri sneaks into Cumore’s room, wakes him up, chases him out to the desert, and backs him up against a pit of quicksand until he falls in. Then Yuri just watches as Cumore is buried alive by the sand.
Hard. Core.
After this scene, we get to see a bit more about Yuri’s justification for his actions, which essentially comes to down to fact that he had no faith in the ability of the justice system, so he went off and exacted his own brand of punishment. His husband (not really), the ideal knight Flynn, gives him a healthy chiding for his actions, but Yuri doesn’t waver from his opinion that the only way to truly stop evil is to stamp it out completely.
The great thing about the game, and where it allows Yuri to succeed as a character, is that it, as a game, never seems to take a stance on the issue. I feel like so many other games fail in moral ambiguity because they write one good choice and one bad choice, and expect
us to be the ambiguous ones through the choices that we make. It is not up to us, as players, to create moral ambiguity in your games. It is up to you, writers and developers.
Estelle
Annoying princess character with a sheltered upbringing? Yep. Healer character? Yep. Crappy voice acting? Yep. Wish she was dead after about thirty minutes? One thousand times yep.
Yet as the healer character, Estelle is later given one of the more interesting roles in the game. See, she’s the only character in the game who is able to naturally heal characters not only in battle, but any wounded NPC that the party might come across. Because of this, she’s celebrated throughout the game by nearly everyone you meet.
That is until some flying bird thing calls her an insipid poison, which doesn’t really make any sense, but let’s focus on the poison part for now. Indeed, later in the game, you do find out that she is literally a poison. Her healing ability uses “aer” (stupid term for a familiar thing? Check!), which the world requires in a certain balance. If this balance is interrupted, oops, the world is broken.
So, you come to find out that every time Estelle has used her healing ability, she has killed the world a little bit. That’s heavy.
In all honesty, though, it’s a fantastic way to put a spin on something that we so often see as a universal good. While, in their struggle to defeat the villain of the game, they unquestionably require Estelle’s healing, they also have to come to grips with the fact that it’s destroying the planet. Keep using it and the planet turns into a giant unhappy face. Stop using it and your friends probably fail in their journey and die. It’s a tough choice, and those are the sort of choices in games that make us truly forget about the lines between good and evil and think only of what’s necessary.
So, what can other games learn from this? There’s nothing,
nothing in this world or any other world that we should ever treat as universally good or universally evil. The real world does not work that way, so why should a game world? Stop thinking in terms of good and evil and simply think in terms of characters: what does one character want, and what is he or she willing to do to get it? It is this consideration that makes for realistic morality, and, properly executed, will give us far more rewarding games than the cut-and-dry morality of many of this generation’s attempts.
I liked the post and the detailed examples you gave to support your point! Games where a protagonist can have shades of grey without being a total anti-hero are hard to find. I'll have to give this game a play at some point after I dig myself out of the fall/winter avalanche o' games.
Interesting tidbits there...and from a Tales game at that! Thanks for the write-up. :)
Gah, I stopped reading half way because this is coming out on the PS3 inthe west hopefully, and I fully intend to buy it. However, I do agree with Yuri's view on evil, the only way to stop it is to stamp it out, but, like my avatar suggests, with the justice system having a role in it. But we don't need people like Miles Edgeworth filling up the courts, of course!!
Are you fighting for good or evil in Tetris?
@ The-Excel
Evil! Killing poor defenceless L-blocks mercilessly.
Unless you look at it from an eco perspective, in which case you're destroying buildings for the sake of the planet.
The Pitt DLC for Fallout 3 is another great example.
@LsTr: True, but the S and Z blocks deserve it, and are well worth the price.
Tetris = Fighting for good.
One could argue that anyone who kills (in other words, most if not all heroes) has some evil in them, and anyone who cares deeply about something (in other words, most if not all villians) has some good in them. I suppose a good compromise is when both sides have an ideal they strive for even if they never achieve it.
Also, Tetris is a survival game, so by definition it is neutral in outlook.
Good read. It’s much more interesting to look at a characters motivation than to outright say they’re good or evil. I may try this out if it comes out for the PS3.
On the matter of Tetris; we need to ban that sick filth!
Way of the Samurai, 1, 2 or 3.
choices without hamfisted morality.
Nice... I like the twist on the "healing" aspect. I was going to argue the point about there being no universal good or evil... for example murder is regarded as evil, but I can think of many situations where it's regarded as good (mercy killing)... then I was going to say the murder of children, but in some societies it's actually not regarded as evil - eh, you're right that there is no "universal good/evil" I guess.
Interesting read, although I feel like I'm missing out on a lot because I never played a Tales of game before. Is this bad?
@Jack: Yes. :) I really do enjoy the series, despite hating so much about it. But, as you can probably tell from the writeup here, I thought Vesperia did a lot of things right, and man it's a wonderful-looking game.
You don’t need to have played the game to read this post, but if you want to avoid spoilers, you might consider putting this aside for now.
Awwww, man. I was just getting into it too!
Agreed, ToV was not just a fun JRPG but the characters were really well done. In fact when I read the title I thought of the Ragou and Cumore scenes right away, and lo and behold, you use them in the same blog! Also, I do think that Yuri is one of the best JRPG protagonists ever.