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By Loyd Case on 7/31/00
Article
Discussion Forum
Good
and Evil versus Right and Wrong
While a vast
array of game titles focus on the conflict between good and evil,
few of them seem to deal with right and wrong. There is an "the
end justifies the means" mentality in a lot of game design, and
part of the problem is that the conflicts are framed in such stark
black and white terms. Face it: real ultimate bad guys, like Adolf
Hitler, are few and far between, but was Napoleon Bonaparte evil
with a capital "E"? Was Alexander? Julius Caesar? You tell me.
Yet most games that have conflict in them seem to focus on creating
an adversary that is of such pure evil that any means justifies
the ends, when, in reality, evil can come in much more banal forms.
But
even that is a cop out. Even if you are fighting the ultimate evil,
there is no excuse for creating an environment in which anything
goes. Lord of the Rings is a wonderful story
that deals with this very issue at some length. Boromir is a very
good man, corrupted by his very goodness and his desire to defeat
evil. In the end, his redemption lies in a heroic deed that costs
him his life, and as this happens, he is very aware of the consequences
of his decisions.
The end of Tolkien's trilogy deals with the consequences of heroism,
of doing the right thing. Aragorn becomes the crowned king, but
with the crown comes huge responsibilities. Frodo returns to a Shire
that is corrupted and must be set aright. But even he is no longer
the same, unable to sleep without dark dreams and living in constant
pain. The elves make the supreme sacrifice, giving up their very
existence to do the right thing. Lord of the Rings is really not
a story with a happy ending. Yet the ending seems "right" somehow.
Recently,
I have spent a lot of time with Age of Wonders. There is
one facet of the game that disturbs me because the designers almost
got it right, but in falling short, they may teach the wrong lesson.
When you take over a neutral city, races currently allied with
your adversary may hold it. The correct thing to do in gameplay
terms is to "migrate" in a race friendly to your side. In the
real world, this is called "ethnic cleansing." But In fact, you
can positively influence neutral races by handing a city over
to them. Would it not be great if there were some way to win the
inhabitants of the city, whatever their race, over to your cause?
Would this not add another dimension to the game?
In a game like Tiberian Sun, the soldiers you recruit are
mere cannon fodder. Send them into harms way to be slaughtered,
just so long as it weakens the enemy. After all, you can always
build more. I was somewhat touched, yet somewhat disappointed,
in the Joan of Arc scenario in Ensembles Age of Kings,
where a character is killed. After his death, another character
comments, "Alas, he gave his life for France." It was wonderful
that the dead character was acknowledged, but then the game simply
moved on, stopping at that. How about a burial and blessing?
Tragedy and Triumph
Curiously,
the one event that set me along this path of reflection was last
year's hit movie, Shakespeare in Love. I am not
going to suggest that it was great art by any means, but the way
it managed to end in both triumph and tragedy was, for me, a moving
experience. Certainly no game has ever brought a lump to my throat
in that way.
Yet perhaps that is both the problem and the opportunity with
game. Movies, theater and literature, while able to engage the
viewer or reader to a certain point, force you to give up control.
Games give the player a huge amount of control over what occurs,
and since most of us are averse to pain and also like to "win,"
we would much prefer a triumphant game ending to a tragic one.
What many game developers seem to have missed is the inherent
opportunity in the experience that is gained by "losing." Let
the game be winnable, but when a gamer does lose, create an experience
that really drives it home, not just "game over."
Characters with Character
Now that
the fourth chapter in the Tomb Raider series is out, we are finally
going to learn a little more about Lara Croft: her history, what
drives her and even a bit of a relationship. I am only sorry that
it took three games to get to this point. Contrast this with Indiana
Jones; certainly Indy is as much a pulp character as Doc Savage,
but we still know something of his fears, his family and his history.
It makes him more real to us somehow.
But games do not have to focus on a single character to give them
substance; there are other ways to make them seem real. Another
game I have played lately is Combat Mission, Charles Moylan's
magnificent attempt to reinvent the computer war game. It is a
fascinating game, once you get used to the unique approach to
the old "turn-based versus real time" argument and the 3D battlefield.
What is really cool is that you start to get really attached to
the men in your company. They have names; they get scared; they
break. They also perform acts of incredible bravery. Some of the
"near run" battles have a level of tension which I have never
before experienced in games. It is not quite a moving experience,
but the promise is there. Maybe if the designers force you to
write letters "home" for every soldier that is killed...
Moving Experiences
To end, I
do not think every game needs to aspire to artistic pretensions.
But I would love to see more games try to create an emotional
response, and I do not mean anger because your sound card does
not work with the game. And that is my challenge to the game developers
of the world.
Go ahead. Make me cry.
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