Wednesday, 25 January 2012

Gaming Under Ceej: Those Games Ain’t Right


Back in my day, video gaming was more simple and clear cut. It was impossible to get lost, the objectives were clear, and you were always the hero. You knew you were the hero even though you never read the book that came with it, because that’s how gaming worked. And your objective was to defeat the villain at all costs. All costs.

Obviously those costs included shooting, punching, or stabbing anything that moved. Don’t worry. If it’s not a bad guy, you can’t kill it. Even if it’s that damn dog from Duck Hunt. Sometimes you needed supplies, and it was perfectly okay to break into people’s houses and take their grandmother’s medicine. Why? You’re the hero. You need it to save the world.

Your heroism was defined by your end goal. To maintain the status quo. Any disruption to that status quo was, by definition, a villainous deed that needed to be stopped. Sometimes the villain had a noble end too, but he was killing everything that moved to achieve that end. Ergo, you had to kill everything that moved to stop him. It was just so clear. If you’re not getting it, you must be too young to remember.

All of this started to change when they started letting you be the villain. I think games were a little too goody-two shoes for people. Gamers wanted carnage. Gamers wanted mayhem. The first of such games that I noticed was a game where you play Lee Harvey Oswald in the JFK assassination. I have to admit, I tried it because I was curious, but I was just drinking a Coke, when a man told me the president had been shot. Then, I was being dragged away yelling, “I’m a patsy!” Definitely not my kind of game. I hear they canned the sequel where you play Jack Ruby in the Oswald assassination.

The PS2 Grand Theft Auto games were a bit more mainstream. I’m sure there was a story, but I never figured it out. I was too busy... Well, you know. Being a bad guy can be fun.

But, I guess people still wanted to be the hero because, more recently, there are games that can go either way. Oh, boy. Something for everyone.

Well, not really. I was asked to play one before writing this article. You know? Just so I could understand how it works. It’s sort of like those sporks you get at some of the fast food restaurants. They can’t be a good spoon and they can’t be a good fork. If the designer would have just picked a design and ran with it, instead of trying to let me choose what I wanted it to do, it would have been a whole lot better.

The game I chose to play was inFamous. Why? Well for starters, it's a recent game that demonstrates the whole hero/villain dichotomy system. But, more importantly, because I got it for free during the Welcome Back Programme, that PSN was running after the hack. I like getting free games. I should get my personal information stolen more often.


I think the biggest problem is that the main story doesn’t really change, regardless of what you do. But, that’s like saying the biggest problem with my rusty car chassis is that it doesn’t have an engine. Even if it had one, it still wouldn’t really run.

But there are so many other problems with this, perhaps you didn’t even notice that one. For starters, the whole process is so arbitrary. Let’s put aside the fact that bad karma can accrue even by accident, which is understandable in a game that can’t read your intentions. Everything is so black and white. Good and bad. Killing a guy pushes your karma bar into the red by a little. Saving one pushes it into the blue. Sucking the life out of a bad guy pushes it into the red. And, yes. You literally have a karma bar that goes from red to blue. I know how silly it is, but take it up with Sucker Punch Productions (yes, that’s their real name) because I didn’t create it. I just report on it.

On top of that, there are main story points where Cole will tell you what he could do, and why he shouldn’t. Even though he only tells you one thing he could do, that doesn’t mean there are more than two. There aren’t. There are only two possible choices. A good one and a bad one. Just like real life, eh? I wish deciding the right thing to do in life was that clear cut. There’s no middle ground.

Actually, there is. You could alternate good and bad karma the whole game and stay in the middle, but there’s no reward in that. If you want the good abilities, or the gameplay to not get incredibly hard, you’re going to have to pick a side and stay with it. Yeah. There’s another bit of advice that works in the real world. Pick a political opinion and then stay with it at all costs. It is your identity after all. Don’t think about the arguments of your opponents. Never go back on it. If you stick with it enough, one day, you might get the good abilities. Political office.

Where you are on your karma bar also represents what percentage of the people around town like or dislike you. So, if you’re all in the blue, you could shoot somebody in the face with your lightning hands, and their friend would be cheering, “Way to go, Lightning Man!” Yeah. Way to go. Conversely, when I first learned how to save someone’s life, I got the damnedest thanks from some of them. Hey! I just saved your life, buddy. Is that any way to talk to me?

I hear games have been getting better at this kind of thing, but I don’t think gaming is ever going to nail down morality. And, why should they? If we wanted real life, we wouldn’t be gaming. It probably wasn’t very moral to decapitate the boy with the half pipe in Skate Or Die 2 either, but we did it. Is playing as the first player so we can steal the second player’s extra lives moral?


Even while we’re looking at games where you don’t have a choice, there’s a problem. In the last two Star Ocean games, the villain wanted to destroy the world and rebuild it anew. Why? Because humanity was going too far. Its evils needed to be stopped. So, since stopping evil was the villain’s goal, and means is not an issue in defining a hero, would that not make the villain the hero and your character the villain? No, wait. Your goal was also to stop evil. So, by the game’s own logic, the hero went up against the hero? WTF on a stick!?

We never noticed this problem before because they never tried to make it about morality before. When the game is the game, we’re not judging the characters. We’re living vicariously through them because our lives are so mundane, we could use the break. Hero or villain, it’s all the same to us. Besides, a flawed character is more believable. A guy trying to be the hero, but has a small case of the kleptomania. A guy who doesn’t want to care about people, but his heart gets the better of him from time to time. These are more like real people. To punish reality in the favour of an extreme version of Goofus or Gallant from Highlights magazine isn’t just unrealistic. It’s insane.

Morality is a complex social feature that can never be defined mathematically. So, please, developers. I’m begging you. You stick to making games and let us figure out the morality on our own.

The Ceej

The Ceej is the Writer and Director of comedy short films such as Disciplinary Action, and The Hitchhiker Murderer. Spending most of his time expanding his creative horizons, he has become known for his unmatched versatility, and the ability to turn his hand to almost any creative project. His work can be often found at his personal blog, where his sharp wit and comedic edge can be seen in a multitude of  musical parodies, jokes, and political satire.

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