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Those About to Die: Random pedestrians photo
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[It's time for another Monthly Musing -- the monthly community blog theme that provides readers with a chance to get their articles and discussions printed on the frontpage. -- CTZ]

Businessmen. Old ladies. Vagrants. At first glance, they may appear to be simple stage props designed to add realism to games set in urban areas. They walk, they talk, and they sometimes even interact with the player’s avatar.

They also get in the way -- a lot. And for that, they must be considered as passive threats worthy of extermination whenever possible.

I can’t count the number of times that wandering “friendlies” have interfered with my progress. How many El Burro porno deliveries in Grand Theft Auto III did I redo because a woman chose a bad time to cross the street? How many assassinations in Hitman games were foiled by a guy who couldn’t hold his bladder long enough for me to finish garroting my target in the third stall? The answer is the same for both: too many to justify trying to save these faceless “innocents” from a vicious, spontaneous death. Oh, sure, I may earn more points or avoid persecution by sparing them, but at the cost of my sanity, it may be cheaper to leave a path of corpses in my wake.

This “weaponization” of pedestrians against gamers has a long tradition, harkening back to the days of light gun shooters in arcades. Being forced to differentiate between a hostile and a civilian in a matter of seconds, a gamer must recognize clothing and body positioning patterns before pulling the trigger. I cannot tell you how many times I shot down a frantic hostage who leapt out of a blind spot. Even then, the game would penalize you for shooting non-combatants, usually by deducting a life from you. This would, in turn, hasten your eventual demise and force you to feed more quarters into the machine to keep playing. Think about that: the game simulates the act of manslaughter and the appropriate legal punishment.

The negative feedback can build resentment toward civilians. When one dies, I am angry at it rather than myself -- it was in my way, or it looked like a terrorist/dinosaur/alien. I spare them only because I don’t want to be punished. As far as Kohlberg’s stages of moral development go, this system ranks pretty low. Sure, if I were to treat the digital images of people as actual entities, I would feel guilty that they needed to die so that I could shave five seconds off my best race time. But if we treat a game as a systemic construct designed to present goals and provide resistance for the player, civilians become another layer of opposition meant to restrict a player’s actions. I feel annoyed at the game mechanic, not at actual people. But it is this double bind, this play between the physical and digital worlds, that makes pedestrians one of the most sinister enemies to populate games.


I am supposed to want to keep them alive. I should be willing to make sacrifices to protect lives. Why? Because the figures look like people who don’t look like the people trying to kill me with guns. But I know better -- they look like people who want to kill me with their bodies and their poor senses of timing. Their veneer of innocence is but one more weapon they use against us. We must disregard any pangs of conscience that arise from their meaningless deaths, for even their lives are meaningless. Don’t let the appearance of innocence keep you from cutting them down; you may spare them for other reasons (score, in-game negative consequences, convenience), but do not treat them as virtuous scene props.

They live amongst our avatars. You walk by them without a second glance most of the time. There are an infinite number of them, and they can spawn almost anywhere. Do not trust them, for at a moment’s notice, they will interfere with your plans, betray you to your enemies, and generally fuck up your day. The glasses are on, the gloves are off, and yes, Jar Jar, people are gonna die.








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17 comments | showing # 1 to 17
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Tubatic's Avatar - Comment posted on 04/05/2009 19:32
Tubatic
That image really makes Liberty City look barren, despite its increased pedestrian count...

It is a little unfortunate that the AI and detail of these drones is going up, but their gravity as things to avoid is going down. Save for the resulting friction, I rarely avoid pedestrians in open world city games.
The Prodigal Son's Avatar - Comment posted on 04/06/2009 00:59
The Prodigal Son
I will admit that the first time I got in a head on collision (on accident) with a car in GTAIV and the person died (and subsequently fell on the horn) I felt a brief moment of remorse. I thought to myself, this shit is gonna be real. Then I made it a point to see if I could head-on into a car hard enough that the driver was thrown through the windshield. I felt bad for a second, then immediately grabbed the nearest SUV to do it again...

Salutations to the pedestrians -- and great post.
Naktu's Avatar - Comment posted on 04/09/2009 17:08
Naktu
Bloody brilliant.
Mikular's Avatar - Comment posted on 04/09/2009 17:13
Mikular
Couldn't agree more, this article has finally answered the question: Am I Evil?
HORRORBOROS's Avatar - Comment posted on 04/09/2009 17:22
HORRORBOROS
Actually in Midtown Madness - this racing game made by Microsoft like a decade ago - all the pedestrians were fleet enough to dive out of the way of your car. Evidently Midtown was a city of gymnasts, where if you so much as inched next to a pedestrian he'd freak out and forward tuck to safety. When I eventually wedged one between my bumper and a wall, she was apparently able to stave off the negative effects of the car's pressure with her abs.
Stuart Scofield's Avatar - Comment posted on 04/09/2009 17:32
Stuart Scofield
@jimmy:

Same in MC:LA. They're like a bunch of super ninjas.
Edarios's Avatar - Comment posted on 04/09/2009 17:35
Edarios
@jimmy: haha ya, i spent a good amount of time in MM trying to trap pedestrians
PhazonYoshi's Avatar - Comment posted on 04/09/2009 17:45
PhazonYoshi
I spent hours trying to do that. I was so sad when they... vibrated or something.
John B's Avatar - Comment posted on 04/09/2009 17:46
John B
Having become addicted to "Saints Row 2", I bought the original "Saints Row" for $20 and thus continued my addiction.

In what has got to be one of the stupidest AI programming, when you approach anyone at a high speed, they leap as they should -- except that they leap INTO YOUR PATH!! What the FUCK were the people at Volition thinking? Who the hell jumps to avoid a speeding car by taking a flying leap INTO the car's path?

Every single one of those stupid fuckers dies. Period. Whatever the results may be, my guilt is always wiped clean at a Forgive and Forget. And it's worth the $100.
Chronic Logic's Avatar - Comment posted on 04/09/2009 18:02
Chronic Logic
Why feel bad for civilians? Do you know how fucking angry I feel every time some fucking beggar or retard blows my cover while I'm trying to assassinate someone in Assassin's Creed? Not only that, but when my target is running away and I try to jump assassinate him, a fucking civilians gets in the way and I end up shanking the wrong guy, not only does my target run away, but I lose a fucking sync bar. Of course once I have beaten the game, I can kill all the motherfucking god damn fucking shithole subhuman civilians I want.
HORRORBOROS's Avatar - Comment posted on 04/09/2009 18:18
HORRORBOROS
But they can make things...interesting too, when they get in the way. Add an extra bit of weight to your actions. In Hitman, for instance, I had a maid wander upon the scene of a hit. Wrong place, wrong time. She made it about halfway down the hall.

That's when I knew I was pro ice.
Drach's Avatar - Comment posted on 04/09/2009 18:49
Drach
I don't think it's a matter of feeling SORRY for them. I think it's just a matter of honing your gaming skills. Wouldn't "Lethal Enforcers" be just too easy if all the targets were hostile (see also Hogan's Alley for the NES)? Same with GTA, some missions they give you are designed to make you drive without causing attention. As opposed to some missions where it doesn't matter if you drive down the sidewalk (Which I admit was VERY satisfying when I first played GTA 1, and continued up until the present). I think it adds challenge, personally. If you're a criminal, you don't want the police following you and trying to arrest you for random roadkill, right? Same goes for a cop (APB arcade), you can't call yourself an officer of the law if you just shoot everyone in sight when you draw your weapon.

I hear your point. I don't feel bad when I kill someone I'm not supposed to in a game (sometimes it a lot of fun). But I completely understand the mechanic. It adds challenge, and hones your ability to evaluate situations quickly and effortlessly.

Wouldn't GTA be boring if you were just allowed to run around the city committing mass murder without getting a single star? Yeah, it would be fun for the first few hours, but honestly, I like the newer citizens who attempt to defend themselves. I also like that I get chased when I accidentally kill a hapless bystander (I still ENJOY it, but I also enjoy being chased when I do it).


Discretion is the better part of valor.
archimedes17's Avatar - Comment posted on 04/09/2009 20:57
archimedes17
@ Drach

Definitely, peds are crucial to make games more challenging. But, for me at least, that cerebral appreciation for a game mechanic tends to dissolve into a simple "Damn them all!" mentality with enough repetition. They're an appropriate addition, certainly; I just want to strip away some of the sanctity of the "innocent bystanders" in games.
Teta's Avatar - Comment posted on 04/09/2009 22:43
Teta
Mentioning Kohlberg made me want to kiss you.
hood_954's Avatar - Comment posted on 04/10/2009 01:29
hood_954
It shits me so bad when I can't go randomly killing anybody who gets in my way. When I first learned the "Assassin's Creed" I nearly cried, cause I was expecting to be able to assassinate anyone I wanted.
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