games  anime  |  toys
Destructoid is gaming news, community, videos, and sometimes love. Take the tour or jump in with Facebook:

 



sin

This follow-up to the Seven Deadly Sins of Gaming article from a few weeks back asks a much more serious question: how effectively can video games, as a medium, affect the player’s actions with a real sense of consequence and weight? Can video games make us feel the wages of our virtual sin?

Hit the jump for pure, unbridled pretention! Which is somewhat less pretentious now that I have acknowledged it!

Why should games make us feel the wages of sin?

The idea of “sin” is one easily defined, especially within the realm of video games. Killing, raping, stealing, blowing stuff up -- essentially, everything that makes video games fun. So why should we care about making the player feel the consequences of it? Why bother adding weight to something enjoyable in the virtual world?

Why? Because moral consequence will be necessary in the furthering of video gaming as a medium of artistic expression. As long as politicians can point to games like Grand Theft Auto as an example of morally bankrupt, gratuitously violent entertainment without any games to contradict this view, gaming will always be looked at as a substandard form of entertainment.

I’m not suggesting that EVERY game should implement this concept, or even a majority, or even half: games can and should be fun, and the idea of every player’s actions having a definite moral weight doesn’t exactly inspire cheers of fun-loving glee – but that doesn’t make it any less important. For every ten games whose sole purpose is to mindlessly entertain through explosions and gunfire, there is one that aspires to something greater. These games strive to entertain, yes, but they also wish to develop a theme, or convey a message, or make the player feel something other than joy or excitement. Games like Shadow of the Colossus, or Silent Hill, or Façade.

Now, when I talk about consequences, I do not mean that the game should frequently punish the player for his actions (“consequence” and “punishment” are not synonyms), and when I refer to the wages of sin I do not mean that religion needs to have any particular place in video gaming. I simply mean to say that what a player does at the beginning should have an effect on the middle, which should have an effect on the end. The player’s actions should constantly have consequences.

oddworld

 How can a game make us feel the consequences of our actions?

To put it simply, through one of two ways: storyline, or gameplay. Consequence in the storyline is present in a hell of a lot of games (Mafia, for example), but it’s also the easiest to do and relies the least on player control. Storyline consequence is simply a matter of creating a linear path for the player that will always end in an at least marginally unhappy ending. This method of consequence essentially emulates the noninteractive mediums of art such as film, television, and literature.

The other, far more difficult method of implementing consequence is through gameplay.

For consequence to arise out of gameplay, the developer needs to accomplish one of two things: the player must either immediately feel some emotion after completing a task that imbues the action with a moral weight, or what a player does at an earlier part of the game must resurface in a later part of the game (and this later part must be shaped by the player’s actions earlier in the game).

For an example of the first, consider Shadow of the Colossus. The game is totally linear, and yet there is a definite consequence to the player’s actions, delivered entirely through gameplay. This has been discussed in detail in many other places, but when a colossus doesn’t instigate violence, or acts like a confused child, the player feels an immediate moral consequence after killing them. This moral weight forces the player to reconsider what he is doing, or at the very least think harder about why he is doing it.

 

MGS3

 

For an example of the second type of video game consequence, look at Metal Gear Solid 3: Snake Eater -- though MGS3 is one of my least favorite games, it provides some perfect examples of a player’s actions truly influencing the rest of the game. The boss fight with The Sorrow, for instance. While The Sorrow does not attack you directly, he forces you to avoid the ghosts of every soldier you killed up to that point in the game. Each soldier also suffers from the wounds you inflicted on them -- if you sliced a soldier’s throat open, he will walk toward you with blood gushing out of his open neck. In seeing the ghosts of the soldiers he has murdered, the player is forced to come to terms with what he has done: often times, players are astounded at just how many soldiers they have killed through the course of the game. Granted, this type of moral weight isn’t exactly going to force the player into questioning his motives -- if you buy a Metal Gear Solid game, you bought it to either hide in cardboard boxes or snap some necks -- but it does force the player to hold himself accountable for his actions.

If these two examples seem very specific, it’s because they are: putting moral consequence into a video game, immediate or not, is not an easy thing to do. It requires a great deal of effort and thought, and it’s usually not something most gamers are keen on experiencing. We tend to enjoy our violence more when it’s guilt-free.

 

true crime la

 

But then again, there is a third method of forcing the player to feel consequence, one much more common and much more “mainstream” in nature: branching storylines. Take True Crime: Streets of LA, where your ability to complete (or fail) a mission directly influences what your next mission is, and often times which ending you get. Playing the game as a “bad cop” (i.e., shooting innocent or unarmed people, breaking the law) gets you a different ending than if you play as a good one. While the game wasn’t very good, its branching storyline structure was handled adequately, and the player’s actions truly do influence the overall momentum of the game. That being said, the branching storyline gimmick was dumped in the sequel, True Crime: New York City. Whether this is due to the fact that it was too hard to program, or whether it was too underappreciated by critics to warrant its inclusion in the sequel is unknown.

Still, TC:NYC did include, at the very least, two separate endings, a method of consequence that countless games have also indulged in. From recent fare like Dead Rising, all the way back to the PSOne classic Oddworld, games have included multiple endings based on player actions for quite a while now. These multiple endings can usually be broken down into simple terms of  “you win” versus “you don’t win,” but they still must be applauded for at least attempting to integrate player choice with an otherwise linear storyline.

 


silent hill 2
 

And that isn’t to say that only adding multiple endings cannot adequately make the player feel consequence, or some other strong emotion: the Silent Hill series stands apart from the crowd, in this respect. Unlike other games, where an ending is usually determined by one major choice (Fear Effect) or one’s ability to complete an optional, but morally laudable task (saving Mudokons in any of the Oddworld games), the methods by which an ending is chosen in a Silent Hill game remain all but invisible to the player. For example, examining the photograph of a dead loved one too often will eventually force the protagonist to kill himself, or looking at a particular item in a particular place in a particular time will cause a massive change to the endgame. These invisible story branches, while not particularly “fun” (many players were frustrated that they received a “sad” ending without being told why they received it), go a long way in making the player consider what his actions mean in relationship to the character development of the protagonist. Not to mention, they provide a lot of artistic meaning (the suicide ending, for instance, tells us that focusing too much on the past makes you unable to face the future).

So, can games implement moral weight to the player’s actions?

Of course. The aforementioned games have done it with varying degrees of success, and the next-gen will hopefully give developers more opportunities to work player choice into the overall story (Bioshock and Mass Effect look to have fantastic potential in this respect). Of course, all of these games are just part of larger arguments about the ability of video gaming in general: can it be art? Can it ever be truly interactive?

These questions don’t have definitive answers (not yet, anyway), but one thing is for sure: games have always had the potential, if not the desire, to make us feel the wages of our virtual sins.

 


LAUNCH GALLERY (5 IMAGES)
Photo Photo Photo Photo Photo
 

Continue: More Controversy stories





prev next

16 comments | showing # 1 to 16

Snaileb 's Avatar - Comment posted on 01/22/2007 12:30
Snaileb
...I'll admit WarioWare Smooth Moves made me feel dirty. With that softcore Al Gore voice, and gripping the 'baton' firmly. I can't look into my Wii's eyes anymore. IM A DIRTY WHORE!!
Toneman's Avatar - Comment posted on 01/22/2007 12:30
Toneman
Awesome article!
Kif 's Avatar - Comment posted on 01/22/2007 12:33
Kif
Great article. I always loved the idea of a game being able to mess with the player. Eternal Darkness immediately comes to mind for me.
Dymaxion's Avatar - Comment posted on 01/22/2007 13:16
Dymaxion
Everyone should be forced to play Okami. When you feed animals (also forced) the player will not be allowed to skip the cutscene, but instead meditate on life, karma, and their role in the ecosystem.
Everyone should also be forced to beat Postal.
...
Danzuke's Avatar - Comment posted on 01/22/2007 13:37
Danzuke
Shadow of the Colossus had implications I thought the player had to deal with in order to beat the game. There's a part of you that just has the sense you're doing wrong... It was really an incredible weight on your shoulders while you played and made it one of my favorite games ever.
chronohart's Avatar - Comment posted on 01/22/2007 13:59
chronohart
I really like this article... but I have to point out that you didn't mention an even earlier game (not to mention one of the BEST games EVER) that was a good example of the branching storyline... Chrono Trigger!

Seriously, though, great article!
Joseph Leray's Avatar - Comment posted on 01/22/2007 14:01
Joseph Leray
Another excellent showing, Rev. As usual.

I second CH's movement to include Chrono Trigger; however, the multiple endings didn't seem related to any moral decision the player has to make.

Also, Oddworld is a winner.
ironic_name's Avatar - Comment posted on 01/22/2007 14:06
ironic_name
Fantastic article. You're totally right about SOTC. My girlfriend and I went through that together, talking about how as we saw our physical changes, we thought about what we were doing, and that it felt wrong. As a result of that, the end game really hit us hard, leaving us both in tears.

Diamond hard, totally manly tears that cured cancer, of course.
maximum0v3rdriv3's Avatar - Comment posted on 01/22/2007 14:08
maximum0v3rdriv3
@Dymaxion

You can skip the animal feeding cut scenes. It's right there in the upper right hand corner. "Skip -start buttion-"

Sorry.
Dymaxion's Avatar - Comment posted on 01/22/2007 15:44
Dymaxion
oob.
i know max. that was my suggestion to better influence the psychology of the people playing video games.
and props to Postal for being the only game where you can throw a molotov cocktail in the middle of a marching band
DJKoolaid's Avatar - Comment posted on 01/22/2007 15:47
DJKoolaid
Great article, definitely elaborated on a few thoughts of mine I've had for some time.
Ndizi's Avatar - Comment posted on 01/22/2007 17:19
Ndizi
Stupid Metal Gear Solid 3. I was playing at extreme and had killed like 2 billion soldiers. 2 billion is a pretty large number, can you imagine how hard it was to come all the way to the end just to die? How the hell are you supposed to figure out that you should eat the friggin pill!?
Kex's Avatar - Comment posted on 01/22/2007 19:46
Kex
I love video games with a great storyline. You get a feeling of the characters and world that they created. I hate when people skip the text in games because they just want to beat it and not enjoy the story or game in general. It's amazing the emotions and consequences that influence gamers. Excellent article. <3 -^^-
LostCrichton's Avatar - Comment posted on 01/22/2007 20:51
LostCrichton
Great article...reminds me of Second Sight. During the first part of the game there's a section where you are crossing a lobby and kill a guard at a reception desk. Nothing really bad until you use his computer to access information and you notice he's been Instant Messaging with his wife at home. I was amazed at how intricate that scene played with emotions.
TheBrain's Avatar - Comment posted on 01/23/2007 20:22
TheBrain
Yeah, it took me a really long time to play through The Sorrow. I'm such a bastard.
daveyc02909's Avatar - Comment posted on 03/29/2008 21:16
daveyc02909
yeah I'm really late on this but I think another game that did something similar was the first God of War (SPOILER ALERT)

on the part where you have to drag the guy in the cage up to the room to be burned alive as a sacrifice to the gods. It was a long, and to an extent, torturous process-not because you had to fight a bunch of enemies but due to the soldier's constant supplications that you have some humanity and let him live. I truly felt bad when I played through that part.
prev next

Comment with Facebook





Click connect and comment instantly!

Comment with Dtoid





New? SIGN UP - it takes 5 seconds

Comments policy

Destructoid is an open discussion community. You don't need to "audition" to post a comment - just speak your mind. We respect differing opinions on the site, so have at it. Be smart, funny, insightful, clueless, or cute -- but back it up with substance. Keep your cool, keep it fun. We only ask that you act respectfully and above all: don't be a troll and ruin it for everyone else. Don't bring down gamers or we'll, you know, gently shoot you in the face and stuff you into a flaming mailbox. Each comment is your opportuntity to make this community awesomer. Is that even a word?

Avoiding the banhammer only requires common sense: spamming, trolling, racism, NSFW stuff, and other forms of sucking will not be tolerated. If anyone is griefing please report abuse. Be good. Don't suck!

 
New on Destructoid.TV play all videos

Loading
Loading Destructoid Videos


    Win this!
    Dive in! meetup+play for a chance to win a PC

    Dtoid Twitter    Got news?   tips@destructoid.com

    Reviews & Previews
    Assassin's Creed 2 review
    Crossfire Remote Pistol review
    Resident Evil: The Darkside Chronicles review
    Left 4 Dead 2 review
    Call of Duty: Modern Warfare Reflex review
    more reviews
    Driver
    Avatar
    GT Racing Motor Academy
    Bad Company 2 beta dishes out meaningful experiences
    Legend of Zelda Spirit Tracks
    more previews


    - The Dtoid Army is 50997 strong -

    Showing Cblogs with 3+ faps   show all

    Call for entries: do the wrong thing

    New to Dtoid? Read the survival guide




     Originals
    Ashley Davis: Badass of the Month Club: Terry S. Taylor





















    More Destructoid Originals




     Popular now more






















    Team Destructoid   tips@destructoid.com
    Nick Chester
    Editor-in-Chief
    Niero
    Founder, publisher
    Jim Sterling
    Reviews Editor
    Hamza Aziz
    Community Manager
    Dale North
    News Editor
    Rey Gutierrez
    Video editor & director
    Anthony Burch
    Features Editor
    Colette Bennett
    Tom Fronczak Brad Nicholson
    Ashley Davis Ben Perlee
    Conrad
    Zimmerman
    Chad Concelmo
    Jonathan Holmes Jonathan Ross
    Brad Rice Jordan Devore
    Will Maddock Matthew Razak
    Dyson Joseph Leray
    Topher Cantler Samit Sarkar
         
      Dexter
    Adam Dork
    Daniel Lingen
    Hollie Bennett
    Joe Burling
    Mikey
    Stella Wong

    Josh Tolentino




     

     
      get involved

    register or login
    post a blog
    post a forum
    enter a contest
    contribute a news tip
    suggest a feature
    be a guest editor
    support

    new member's guide
    login assistance
    tech support
    report abuse
    email our editors
    read our dev blog
    nuclear crisis?
    keep in touch

    RSS feed
    Twitter
    Facebook
    Myspace
    Flickr
    Game nights
    Meetup+play online
    seriously

    about Destructoid
    advertising
    terms of use
    privacy policy
    jobs at MM
    buy our crap
    our network

    Tomopop
    Japanator
    Despingation?




    Destructoid is an independently-run publication forged by our love of video games and the gaming community's need of accountable enthusiast press
    living the dream since March 16, 2006