Devs Weigh In On Playing The Bad Guy 39
Gamecloud has an article that goes into detail about the good, bad, and fun of playing a villain in a game. The article refers to several psychological studies, and has developer commentary from across the game design board. From CliffyB's comments: "Video games are a playable fantasy and there are few things more alluring than living out the fantasy of being evil and doing bad or illegal actions without any real world repercussions. As a designer, the best thing I can do when I allow the user to indulge in that fantasy is to show that there are ramifications for those actions. In GTA the more police you attack the harder the game gets, ultimately resulting in capture or death."
When did this begin... (Score:2)
Re:When did this begin... (Score:1)
Re:When did this begin... (Score:2, Insightful)
Players became the badguy to finally see the good guy fail.
As for being harmful, you kill the bad guy when you are good... you kill the good guy when you're bad. There are other aspects of the game that affect the harmfulness much more than wh
Re:When did this begin... (Score:2)
Re:When did this begin... (Score:2)
Rampage (Bally Midway, 86)
King of the Monsters (SNK, 91)
Re:When did this begin... (Score:2)
Syndicate (Score:2)
I don't know how closely it stuck to the PC version, but building a criminal empire through kidnapping, and setting people on fire, and listening to them scream, is fairly depraved.
Ramifications?! (Score:1)
Re:Ramifications?! (Score:1)
Re:Ramifications?! (Score:2, Interesting)
Re:Ramifications?! (Score:2)
Perhaps the Trial mini-game where you can chose to plead insanity with a few Wario-ware style mini-games. after that you either go to a mental institution for 20 years of game time , go to the prison (involving some fun mini-games of soap balancing) for 100 years of game time no hope of parole or get executed
If you get hit by a car you run the chance of being rendered paraplegic
Re:Ramifications?! (Score:1)
Re:Ramifications?! (Score:1)
The ramifications for violent actions in games are there, it's just that they are about as serious as the violence itself in the game.
i.e. not very.
Not very realistic ramifications ... (Score:5, Insightful)
In the real world, attacking even one police officer, even in a minor way, is going to do far more than making life more difficult. You're likely to end up captured or dead very shortly -- and in either case, you can't just hit reload.
Granted, GTA is a game and you play by game rules, but by adding ramifications to `bad' actions, you're not really teaching morality or anything else like that. You're just making the game more fun. (Which is a good thing, don't get me wrong.)
Re:Not very realistic ramifications ... (Score:2)
Uh-huh. And if there's anything video games are famous for, it's being realistic!
Re:Not very realistic ramifications ... (Score:1)
Re:Not very realistic ramifications ... (Score:3, Interesting)
I've always thought there was a wierd conceptual schism in GTA- the sandbox universe vs. the mostly linear missions. In San Andreas, there's an ongoing plotline involving the murder of a police officer, but in the course of the game the player may kill hundreds or thousands o
Re:Not very realistic ramifications ... (Score:1, Troll)
Haven't we beaten this horse enough? (Score:1, Interesting)
1)Bad is always bad and Jesus saves!
2)Bad is only bad for you if there's "something wrong with you".
Stupid people will always be stupid. Crazy people will always be crazy. And when either one of these groups of people have children, they all spend the same amount of time with them, fostering healthy relationships and teaching them how to "get along" with everyone else in the world.
How much time is that, you ask? None.
This is no differe
Re:Haven't we beaten this horse enough? (Score:1)
Yeah, for 10000 dollars!
Re:Haven't we beaten this horse enough? (Score:1)
And yea, crazy people are nuts.
Re:Haven't we beaten this horse enough? (Score:1)
Re:Haven't we beaten this horse enough? (Score:1)
Sure life is never perfect, the strong always prey on the weak, blah blah. They just went about it in a rather heavy handed and bothersome manner.
I agree with VG Cats that the best way to play KOTOR2 is to eat a b
And the moral is (Score:2)
Yes. It's amazing that more people can't see the simple moral should message in this: if you decide to be scum, you prey upon the weak, the disorganized and unarmed.
In other words, live and let live, after a fashion, as it were.
Real World Repercussions (Score:2, Insightful)
Without any real world repercussions [slashdot.org]?
Re:Real World Repercussions (Score:1)
Villainous Villainy (Score:1)
Re:Villainous Villainy (Score:1)
Also, I preferred the car.
Re:Villainous Villainy (Score:2)
Sonic Adventure 2
>>let alone a game where the entire goal is to play as the villain until you actually succeed?
Blood Omen
Re:Villainous Villainy (Score:1)
I believe "25 to life" will let you do this.
Who wants repercussions in video games? (Score:2, Insightful)
Re:Who wants repercussions in video games? (Score:1, Insightful)
I'd argue that a more realistic game has a proportionally larger negative effect on those people who have difficulty with the barriers of reality and fantasy.
Re:Who wants repercussions in video games? (Score:1)
What I object to is undirected carnage. I.e. I would have less of an issue playing a game as an Al-Queda member than I have with playing as GTA:SA's for-his-own-purpose protagonist. The difference is, carnage in the pursuit of a perceived greater good vs an individual desire for more ho's, etc.
On the other hand, if the opposing forces are aliens, zombies, mafia, an opposing government/planet, etc - cool, l
Re:Who wants repercussions in video games? (Score:1)
Dungeon Keeper (Score:2)
The heroes themselves seem like the pompous or inept types (like Farquad from Shrek), and overall the experience is that it's very good to be evil....
One thing they missed (Score:1)
Most games these days don't really emphasize it that much, of course, but I think it's really great that players will see a conflict from, say, the side of the terrorists. Currently games don't give you a background into the reasons why these particular people turned to terrorism, but it