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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"?

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  1. Planescape:Torment by der_joachim · · Score: 5, Interesting

    (spoiler alert:) The Nameless One faces three "end bosses", a purely good one (an angel), a purely evil one (a hag) and a purely neutral one (a previous incarnation of the Nameless One himself IIRC). Just like the alignment system of 2nd ed AD&D. However, every one of them behaves in a manner atypical of "their" alignment. The hag played around with Nameless because she loves him and the angel has been corrupted into imprisoning an entire plane of existence.

    Other incarnations of the Nameless One were either very good or very evil (one of them taught Ignus to burn haha).

    Of course, finding out about the Nameless One's history was the point behins the whole game, and it is still the single best game I've ever played.

    --
    Geek runner, motorcyclist and professional know-it-all