On Making Videogame Heroes, Villains Realistic
Thanks to the IGDA for its 'Culture Clash' column discussing the increasingly complex nature of heroism and villainy in videogames. The writer suggests: "The white hat/black hat dichotomy of heroes and villains (PC and NPC) in most games is no longer sufficiently believable to the player, but is still theoretically acceptable given the earlier limitations of the medium", and goes on to argue: "Audiences respond poorly to blatant noseleading, and increasingly demand escalating shades of gray." Do you enjoy stereotypical portrayals of good and evil in gaming, or do you find, as Daryl Zero needed to be told: "You realize... there aren't any 'good guys' and 'bad guys'... there are just... just a bunch of guys"?
I think I agree with the point being made here. Deus Ex: Invisible War did a wonderful job of providing you a story with nothing but shades of grey. Technical difficulties aside, this is the only game I know of where there is no clear right/wrong path (feel free to suggest others). Even the first Deus Ex didn't do that. Playing even the first few maps of this game, you are confronted with a lot of possible paths you can take, most of which conflict with each other. I actually had a difficult time making decisions (as I probably would have if presented with similar choices in real life). So, yes, I believe that the future of gaming (or at least more realistic gaming) lies along this path.
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