Showing posts with label fallout 4. Show all posts
Showing posts with label fallout 4. Show all posts

Thursday, April 20, 2017

Murder and Killing in Video Games

Neil Druckmann of Naughty Dog recently interviewed Hermen Hulst of Guerrilla Games about Horizon Zero Dawn and a comment from Druckmann made me think about a certain aspect of video games. That aspect being murder, now that might sound dark but I would like to remind you that I will be discussing the killing of pixels only.

Big, evil and terrifying pixels.

The comment that got me thinking was when Druckmann and Hulst was discussing how people claim to be unable to relate to characters that isn't their gender and Druckmann retorted with "...But you're okay with playing a murderer?", interesting comment. Now I understand that it was a simplification and not a 100% accurate depiction of protagonists in violent games but it still got me thinking, do we as gamers relate to murderers when we play games about killing people?

In some regards we do, but I would say it's more often than not highly justifiable. Gaming is by all means a very childish medium and often paints conflict in a very black and white manner. You, the player, often play as an underdog oppressed by some pure evil force and is often forced into the conflict through self defense or to protect loved ones. Some would say it's murder regardless of the reason but our medium goes to extreme lengths to make it seem like the right thing to do, because if a game made you feel like an actual murderer I'd argue that not many would actually enjoy playing that game.

That said, there are games that more or less intentionally play around with this. Games like Spec Ops: The Line with more on the nose commentary on killing heaps of people and others more subtly. The example I'd like to bring up is Fallout 4 for a very specific area with very specific enemies. I'm referring to the raiders at the FMS Northern Star wreck who unlike other raiders speak Norwegian. Now the other raiders you meet in the game have few redeeming qualities and often speak about horrible stuff they've done or are going to do, but the Norwegians don't. They will say things like "Leave us Alone!" and "Get off our ship!" when attacked, simply put, they're not bloodthirsty raiders but a stranded crew who simply didn't speak the language and couldn't communicate with the locals and ended up having to fight for what was theirs in a cruel world.

What got to me was how this detail would likely be lost on a vast majority of people who played Fallout 4 as most don't understand Norwegian. However as someone who do understand the basics I was rather mortified about learning that they just want to be left alone and that I am in fact the villain who attack them. This wasn't me defending myself from an evil, faceless entity but me going into someone's makeshift home and actually murdering the inhabitants. Naturally I felt horrible and avoid going there unless I have to, and I think that's an important thing to highlight.

Gamers as a whole will try to do good, and that is why it's dishonest to say we identify with murderers. There's a lot of data that will back this up, games that offer gamers the choice of good versus bad a majority will choose to do good. Not only that, but study from University of Buffalo suggests that doing anything immoral in games will lead to guilt and in a sense make us more morally sensitive. Such a study would hardly suggest that gamers get into a killer mindset even after killing thousands if not millions of pixelated enemies. I've personally been killing virtual bad guys for over a decade and I still felt horrible after killing the previously mentioned Norwegian raiders, as a personal experience to back it up.

Not that it can't be interesting when games do turn the tables, anyone who has played Spec Ops: The Line will know that a morally gray game will also be very entertaining. It was advertised as a standard military shooter so when it turned out to be a "Heart of Darkness"-inspired adventure that really tested the moral fibers of gamers. It's quite welcome to actually question if we should feel so indifferent to killing so many and I'd like to see more games where we strike down our fellow man to not be so careless about it. If we want our medium to mature we should ask for games that aren't just mindless shooting galleries, games that encourage other approaches that perhaps doesn't involve shooting the enemy in the face.

It could be even more beneficial for us if games reminded us that it isn't always so black and white, perhaps have the enemies chat about how they're doing bad things for a justifiable reason themselves. Then give us the option to avoid conflict either through dialogue options or stealth. Life imitates art, as they say, and today more empathy couldn't hurt. Considering that such a large part of the modern population play games it could be a very effective way to inspire more care to tell encouraging stories instead of the same old ones where you are the absolute hero and the enemy is an absolute evil.

To mention another game that kind of dabbles in moral gray areas but not really, The Last of Us is a game that put the player in control of a very brutal man, named Joel. Joel is a man who has survived in a cruel world for many years and as a result has become a very cold killer. If it wasn't for his companion, Ellie, someone who hasn't seen as much violence and in turn give Joel a reason to care again, he would probably be the villain in someone else's story. Would overall be hard to relate to considering how cold he is if it wasn't for even more horrifying bad guys in the game. Would've been nice to hear them talk about anything but how they basically enjoy kicking puppies in their free time. It can be fun playing a anti-hero but as a result the enemies often become so absurdly evil to make it justifiable to kill them without feeling too guilty. Breaks the immersion to some extent.

I understand that devs don't want us to feel too uncomfortable playing their games but I do believe that gamers are more mature than they give us credit for. If they want to depict a very morally gray world then don't be afraid to depict it properly, the previously mentioned The Last of Us would be a good opportunity to show us that the enemies aren't necessarily outright evil and that you might prefer to avoid conflict instead of depicting them as monsters that the world wouldn't miss. You could say it's weird how they instead encourage killing your fellow man because he's an irredeemable monster.

Not that I want mindless shooting galleries to disappear, but like I said our medium is still in a very infantile place as a whole when it comes to how it handles killing. Some games that depict a more realistic take on conflict could be good, games where killing does make you feel uncomfortable. Solving conflicts more creatively could be interesting and could be the next step for gaming to take if we want it to mature as a medium.

As a conclusion, it's a false oversimplification to claim that gamers are put into the role of murderers when playing violent games and call them murder simulators. However, it could be interesting to push boundaries by putting the player in a position where killing could be considered "murder" while giving the choice to simply avoid conflict through more creative means.

Monday, May 30, 2016

Essential NPC's Rant (Fo4)

Talking about the immortal NPC's that Bethesda insists on filling their worlds with. I get that NPC's in such a huge and dynamic world are forever in danger and that it would suck for them to die randomly but there's better solutions than making them 100% unkillable.

Wednesday, May 18, 2016

Fallout 4: Settlements Rant [VLOG]

A rant regarding the settlement building in Fallout 4. Don't worry, it's not too negative, if you were a nice person you could even call it constructive criticism;

Friday, March 11, 2016

Fallout 4: Thoughts and Criticism

I've just finished my very first playthrough of Fallout 4 and I'd like to share my thoughts on the whole thing. Not a review as I'm a bit late to the party and overall I'll keep it pretty simple and personal. Also don't worry, I don't intend to drop any spoilers. 

Also, if you don't feel like reading, feel free to watch my video version of this "review":

It may sound weird that I finished the story of Fallout 4 just now, I mean it's been out a long time and all. The thing is for once I enjoyed it so much I didn't want it to end, in the past I've never been the biggest Bethesda fan so I've never dragged their games out any longer than I've had to. Let me elaborate, in Bethesda's previous games like Skyrim and Fallout 3 I've felt the writing and gameplay was rather poor.

Sure they were very open and all that but I need the game to be enjoyable to play if I'm going to enjoy everything else it has to offer. I just couldn't get into their previous games because they felt so stiff in every way, the worlds felt like amusement parks where I interacted with robots and so on. Fallout 4 however did elevate itself to such a level it no longer felt weird, for once the writing was pretty solid and the gameplay was highly enjoyable. I've spent a lot of time just exploring the world without a real objective which I've just never done before in a Bethesda game.

In many ways to me Fallout 4 is a promise of a bright future where I too will be able to get into their games. I say that because it's obviously not perfect, yes I enjoyed it a lot but lets talk about the things I want improved or added. Speaking of additions, settlement building was added to Fallout 4 this time around and it was an aspect I really enjoyed and put many hours into. It's fun but again not perfect, some settlements where just too small to really matter and there were just too many of them.

Fallout 4 effectively welcomed me into the Bethesda fanclub

The way I'd like to see this aspect handled in the future is fewer player controlled settlements but deeper mechanics. I'd like for them to matter more, if I basically own the wasteland I want it to mean something. Would be fun to have some politics involved in this, think of Fallout New Vegas where you could choose to take everything over yourself, this is something I would've liked to see here. Yes I know that's what the Minutemen storyline is all about but they're not really yours to control. What I guess I'm getting is that I want to see a Gta style rise to power where you reach a point where you're a big deal, a point where caravan guards no longer treat you like some ragtag wastelander peasant.

I know Bethesda makes big games and I know you can do insane amounts of things in them, but if there's one thing they've yet to master it's to make the world respond to you in a way that you feel like you matter. Fallout New Vegas (again) did this pretty well, you were given feedback to your actions, if you killed members of Ceasar's Legion at first sight then you'd reach a point where you're vilified in their eyes, you could also become idolized by different factions and communities. In short it felt like your presence was acknowledged.

Moving on, to again bring up the Minutemen aspect, if you want you can pretty quickly in the game become the Minutemen General. A nice title, yet it feels hollow that even after having literally every settlement available under your control you still need to take care of everything yourself. It feels like the next step for Bethesda is to look into micro management, wouldn't be too far fetched considering they've added a big new mechanic such as settlement building. Let me send troops to defend settlements, to take over settlements, to sabotage the enemy or clear out raider camps. Just let me feel like the leader I've worked so hard to be.

Now to bring up something completely different, vehicles. I know there's both negative and positive opinions on this but I really feel vehicles could be a good addition to Fallout. Now I don't think they'd work well in Fallout 4 in particular but they could be added to improve future installments. How, you may ask? Well Fallout 4 felt very dense, not really a bad thing in most cases but this is Fallout, you're supposed to feel like you're in a post-apocalyptic wasteland, yet it feels too "alive". You walk two feet and you stumble upon yet another settlement or otherwise inhabited location. Some breathing room between points of interests would go a long way to capture the feel of the original games and a vehicle would be more useful.

Of course I also bring up vehicles for another reason, in a near future a patch will be released that overhauls the survival mode, one way it does this is by removing fast travel. One point against vehicles I always hear is that you miss out the sense of exploration, that you'd just race past everything interesting. Now my counter point is that fast traveling does this to a much higher degree, at some point the world gets very small as there's no reason to actually wander around anymore. You're just going from loading screen to loading screen. My solution would be to completely remove fast travel, apart from maybe certain locations like Witcher 3, but instead introduce vehicles that allows you to travel faster between locations while exploring the wasteland in between.

Could work a bit like the power armor does in Fallout 4, speaking of which, the power armor in Fallout 4 was both a hit and a miss. First, I do like that this time around it felt like a big, powerful piece of armor. Secondly, not a fan of the Fusion Core system, I get that they wanna limit it somehow to make sure you don't abuse such a valuable asset. I mean it's really against the lore that their batteries only last 30 minutes, it's just wrong in that regard. What I'd suggest is reduce their level of protection so they're not quite as overpowered and don't sprinkle them around the wasteland like they've done here. I'm fairly certain that it can be balanced without messing up the lore much.

There's two more points I'd like to address in this already lengthy piece, the dialogue and choices. Now let it be know that I actually liked having a voiced protagonist, if I spend an hour creating my character I like to see him interact with those around him. What I don't like is that I suddenly can't interact with anyone after having done their quest. What I refer to is that I've literally completed every quest in the game and there's no one I can talk to anymore except traders and those who give radiant quests. Oh and by the way a small thing about that I'd like to see someone but faction characters give out these quests, as an example that chem salesman in Diamond City could always have more ingredients for the player to collect.

Fallout 4 can be pretty lonely

As far as choices go, and this will be my final issue, I would've liked to see a more open story. Now I do feel this was the most well written and interesting story ever to be in a Bethesda game but because it was about searching for your son you're automatically written to be a good character. Even the companions reflect this, there's not a single companion that's outright evil, even Fallout 3 had this so it baffles me that this time around being good (more or less) is your only option. Not that it had to be that way, I could easily see how instead of being a force for good the events in the game would lead the protagonist on a more violent and evil path. Though as I don't wanna spoil much I won't go deeper into that, I would however like to see in the future that you don't define my character this much from the start. Like the voice actor even sounds so kind it's hard to be an evil bastard even if you try.

There you have it, my thoughts on Fallout 4 and where they can go from here. I am very excited for it as I did enjoy playing it a lot. I had spent about 200 hours on my first playthrough and I want more, to me that's a testament to how good the game is.