1. Bainespal says:

    I am very glad to see this.  I’m not actually a real gamer — I’m more of a wannabe — but I love all kinds of digital games and gaming communities.  I’m particularly interested in how interactivity relates to narrative, how games can be used to tell stories in more personal and satisfying ways.  I’m a great fan of a type of indie game called interactive fiction, where the whole game is described in text like a novel, and the player types what the protagonist/player character is supposed to do with imperative sentences.

     

    The main point he made in the article was never do anything in a game you would not do in real life.

    I have not followed any such rule, but there have been times when I have quit playing an adventure game because the content disturbed me, and forcing the player to command the player character to do things that the player would not do in real life can greatly increase the sense of being disturbed.  Your rule may be a very good one for many kinds of gaming situations.  However, I don’t think it fits for those rare RPGs where the player is supposed to act in-character as a wholly imaginary person or for adventure games driven by an unalterable plotline.  Or maybe it fits there, too, I don’t know.

    I just don’t think the human player can be held more responsible for the fictional actions of the player character in the game world than a writer can be held responsible for the fictional actions of the characters in the novel.  That is to say, the writer is responsible for the actions of his or her characters and can do great harm through them, but there is still reason to write evil characters.  As gamers, I think there may sometimes be valid reasons to play bad guys.

    Trust me, when you play with kindness and integrity, you tend to stand out, much like a candle does in a dark room.

     

    I think we can play bad-guys with kindness and integrity too. For instance, in the MMORPG Battlestar Galactica Online, I’m a Cylon, and I try to kill the humans (Colonials). The game is set up almost completely around Player-versus-Player conflict. When I made my first player kill, I couldn’t take on any of the big ships that tend to duke it out in the middle of the game-map. So, I evaded enemies and flew to a part of the map where low-level Colonials hang out. A Colonial player, who was 1 level above my own level, was fighting a low-level NPC and didn’t notice me. I waited until the player defeated the NPC, and then I said (or rather, I caused my Cylon PC, Grimbas, to say) “Dance with me, human!” and I attacked. It was a really close dogfight, but I barely managed to defeat that other player.  I was the evil Cylon enemy, but I hope that by adding a touch of in-character drama, I was able to bring the real person behind the Colonial character a genuine moment of surprise and fun.

    • Great point Bainespal! There is a difference (I think) between the role you choose to play and the choices you make as a player that evolve who you are as a character. In the original Knights of the Old Republic games (not the new MMORPG), the choices you made lead you either towards the light side or the dark side. I never went to the dark side. Why? Some of the things you had to do disturbed me (good choice of word Bainespal). So I never explored that side of the game.

      However, when the Death Knight hero class came out in World of Warcraft, I created one of those characters. At the beginning, you are corrupt and evil. That is part of the storyline. But as you go through the story, your character begins to realize what has happened and at the end of the beginning storyline, you choose to fight against the Lich King and join the forces of good.
      I think it comes down to what is the end result of the choices you make. Do you become an evil dictator who takes pleasure in torturing and killing innocent people? Well, I would have a problem with that so I wouldn’t choose that storyline.
      Also, there are always two sides to a battle, and as in real life, there are good and bad people on both sides. You said you played the Cylons. I like to play the Horde in World of Warcraft. Both are considered the “enemy”. But the Cylons (if I am remembering my Battlestar Galatica lore correctly), basically want what humans want: a purpose to live. That’s not bad. But sometimes it puts them at odds with humans.

  2. Very good points. I played World of Mythology and Civilization III, and I currently love to play those Facebook games my creaky old computer can handle, and have made online-friends from around the world that way.
    I once started playing the Facebook game Dexter— based on a novel and TV series I love, about a serial killer who only kills other killers. But one of the tasks in the game was to prepare a ‘kill room’ for Dexter. I love you, Dexter, but I’m not going to prepare a ‘kill room’ for you and become your accomplice. Sorry.

  3. Julius says:

    You have no idea how happy this made me– first today is Homestuck day, and now a well thought out article on something I’ve thought about myself! 😀

    I’m with you, especially when it comes to games like Skyrim (and mostly Fallout 3/New Vegas). I play according to my convictions. It’s weird to think about, but I just couldn’t bring myself to do bad things in games like that. I think in some ways, games are practice. Like, I can practice in a safe environment, with fictional choices, what I would do in a real situation– today, I’m choosing whether or not to help this kid who can give me nothing to clear out mutated ants, tomorrow I have to choose between myself and a friend who desperately needs a favor.

    I think good games, the ones with great stories, are a lot like books. Final Fantasy VII and XIII, Fallout 3, and even to some extent the story of Age of Mythology are all surprisingly moving and meaningful. As  Istart to run low on books to read, I’ll go back to RPGs like Fallout or anything made in Japan and they help fill the void in me that wants Story.

    I think a lot of people use games for what I use books for, to fill that need for story. FF7 was really influential in my imaginative life as an impressionable kid. What a medium that Christians just haven’t touched!

    • Bainespal says:

      I think the interactivity and player agency in games has great potential to reach even deeper than non-interactive stories can, making the narrative experience all the more moving and meaningful.  I wonder if the most ancient forms of story telling were a little like games today; you had the experience of sitting at the feet of the mystical Story Teller, hanging on every spoken or sung word.

       

      I think in some ways, games are practice. Like, I can practice in a safe environment, with fictional choices, what I would do in a real situation– today, I’m choosing whether or not to help this kid who can give me nothing to clear out mutated ants, tomorrow I have to choose between myself and a friend who desperately needs a favor.

      I think this demonstrates all the more that fiction fulfills one of the greatest functions of fantasy (or perhaps Story itself, more generically) — showing our mundane lives to be significant by casting them in extraordinary settings. Interactivity allows us to be personally invested in the consequences of the player character’s actions.

      The greatest thing about games is that they go beyond using our digital devices as a delivery method; the whole format of the narrative takes advantage of our increasingly-ubiquitous digital technology.  Interactive games deserve to be considered a new meta-genre of literature, alongside novels, theater, movies, and poetry.

      Okay, I’ll get off my soapbox now. 😉 

  4. Kessie says:

    And then there’s sandbox games like Minecraft that take courtesy to a whole new level. 🙂
     
    If you’re on a co-op map, you don’t tear up other people’s stuff they’ve built. You don’t screw up the terrain and you don’t steal resources. It’s amazing how inconsiderate people can be online.
     
    Good article. It made me think about my own game interactions with people online, like in World of Warcraft. I always tried to be nice and helpful, but it’s gotten to where I prefer to only group up with people from my guild. You never know what weirdo is going to try to ninja the boss loot. The most fun I ever had in a game was when my entire extended family had a raiding guild, and we’d run dungeons twice a week.

    • Bainespal says:

      The most fun I ever had in a game was when my entire extended family had a raiding guild, and we’d run dungeons twice a week.

      That sounds like nothing but pure, epic, transcendent awesomeness! I’m excited just by the very thought. I wish my family were like that!

  5. Galadriel says:

    I only play one computer game–Doctor Who MMORPG “Worlds in Time..” Because of the main character’s nonviolent nature, it tends more to a puzzle-solving game–even “fights” just knock the enemies out. There’s a PC game coming out soon, and I think that one has the Doctor role as nonviolent, but River does do some shooting…

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