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Devs Weigh In On Playing The Bad Guy

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."

39 comments

  1. When did this begin... by setzman · · Score: 1

    I can't think of many older (NES, SNES, GB, GEN) games that allowed for you to play as the bad guy.

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    C:\>
    1. Re:When did this begin... by Anonymous Coward · · Score: 0

      Can't think of many? I can't think of *any*. There must have been at least one, right?

    2. Re:When did this begin... by scruff323 · · Score: 2, Insightful
      I believe that people got so used to having the good guy beat the bad guy, that the bad guy became the underdog. As stated in a previous /. story (http://slashdot.org/article.pl?sid=05/08/24/15262 52&tid=217 i think it was), people like to root for the underdog.

      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 whether you are the good guy or bad guy.

    3. Re:When did this begin... by Xtifr · · Score: 1

      Crush, Crumble and Chomp! came out in '81 (it was based on an earlier board-game, The Creature that Ate Sheboygan). And, of course, many early fantasy games allowed you to choose whether to be good or evil, e.g. Nethack. And, of course, in non-computer games, there's a long tradition of games where you can be the bad guy. When I was a kid, we still played Cowboys-and-Indians, and someone had to be the Indian. I suspect kids from earlier centuries played crusaders-and-paynim or han-and-mongols or whatever the local equivalent might be....

      And, of course, there's always Leisure Suit Larry.... :)

    4. Re:When did this begin... by Stormwatch · · Score: 1

      I can think of two arcade games:

      Rampage (Bally Midway, 86)
      King of the Monsters (SNK, 91)

    5. Re:When did this begin... by LGagnon · · Score: 1

      A lot of fighting games (such as the Street Fighter and Mortal Kombat series) allowed you to play as the bad guys.

    6. Re:When did this begin... by DeafByBeheading · · Score: 1

      "Bad Dudes"? Okay, no... Syndicate? I guess that's not that old... Dunno...

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  2. Ramifications?! by Hedonist23 · · Score: 1

    Hardly... First of all, you could commit a ton of murders before you ever got a star. And when you finally did, oh no, you get taken to the jail, and you lose your guns. That was most of the fun of GTA. I honestly never felt like I had lost anything when the police busted me, in fact it was most of the fun, to see how long you could last before they took you down. Hell, if you really cared about the guns, you could just put a cheat in to ensure you had them back instantaneously. Look, I don't believe in video games causing violence any more than the next guy, but seriously, don't act like there are ramifications to violent actions in games. And for a game like GTA, that's how it should be.

    1. Re:Ramifications?! by bryce1012 · · Score: 1

      Heheh, now ya just need to "Hot Coffee" Barbara once or twice to keep your guns. ^_^

    2. Re:Ramifications?! by KDR_11k · · Score: 2, Interesting

      Try Elite or any of its offspring. Try attacking civilian vessels. See how long it takes until you're permanently flagged as a pirate and attacked by everyone.

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    3. Re:Ramifications?! by FidelCatsro · · Score: 1

      What i was thinking is that they should include real repercussions for your crimes.
      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 ,suffering brain damage or even death .. where in the game deletes your save file and laughs at you for not obeying road safety rules.

      All in all it would be really really boring

      --
      The only things certain in war are Propaganda and Death. You can never be sure which is which though
    4. Re:Ramifications?! by Hedonist23 · · Score: 1

      I'm not saying that there should be huge ramifications. I'm just saying that developers shouldn't pretend there are serious consequences to violent actions in these sorts of games. It's a cop out to those in the world that blame games for everything. Don't even bother with them. It's just a game!

    5. Re:Ramifications?! by PaganRitual · · Score: 1

      Clearly written by someone that has never had Lance Vance killed by rampaging police for the FUCKING HUNDRED MILLIONTH TIME while trying to get back home after blowing up the shopping mall.

      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.

  3. Not very realistic ramifications ... by dougmc · · Score: 4, Insightful
    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."
    To be fair, you may show that there are ramifications, but your ramifications are not very realistic.

    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.)

    1. Re:Not very realistic ramifications ... by Xtifr · · Score: 1

      > To be fair, you may show that there are ramifications, but your ramifications are not very realistic.

      Uh-huh. And if there's anything video games are famous for, it's being realistic! :p ;)

    2. Re:Not very realistic ramifications ... by patternjuggler · · Score: 2, Interesting

      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.

      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 of nameless policemen with no long-term repercussions- you just hit a save spot, pay-n-spray, or hit a few stars to reduce your wanted level, and all the rampaging you just did means nothing. That makes the game a lot more playable, encouraging continuous play rather than constant reloading- but I'd like to see the series move in the direction of all actions having more long-term consequences (and they can figure out how to preserve playability).

    3. Re:Not very realistic ramifications ... by Night+Goat · · Score: 0, Troll

      If GTA was realistic, it wouldn't be fun.

    4. Re:Not very realistic ramifications ... by space_jake · · Score: 1

      Max Payne taught me one thing, painkillers are like a fountain of youth in pill form. Blasted with a shotgun? Pop a couple of these buggers and move on ya pansy.

  4. Haven't we beaten this horse enough? by toiletsalmon · · Score: 1, Interesting

    Ther always have been, and always will be two schools of thought on this:

    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 different than the "Catcher in the Rye" debates from years past.

    I don't know about YOU, but I have yet to play ANY game that was as immersive as a really good book. Half-Life 2, WoW, and insert-hot-uber-game-here included. So the "yeah, but you're actually DOING the bad stuff" argument doesn't hold water to me.

    We need to just REMEMBER that there have always been crazy people, and there always will be. This is not a new development folks.

    1. Re:Haven't we beaten this horse enough? by KDR_11k · · Score: 1

      Bad is always bad and Jesus saves!

      Yeah, for 10000 dollars!

      --
      Justice is the sheep getting arrested while an impartial judge declares the vote void.
    2. Re:Haven't we beaten this horse enough? by Prophet+of+Nixon · · Score: 1

      There's quite a few games that were as immersive as books to me... Deus Ex, System Shock 1 and 2, Thief: Deadly Shadows, Planescape: Torment, and Beyond Good and Evil all come to mind. All of those games have fairly carefully crafted worlds, with interesting characters in them and lots of detail... they are vivid in various ways.

      And yea, crazy people are nuts.

    3. Re:Haven't we beaten this horse enough? by tulak_horde · · Score: 1

      I'd add the KOTORs to that.

    4. Re:Haven't we beaten this horse enough? by smbarbour · · Score: 0

      I'm sure there are plenty of people who would prefer to read a good book than play a game, but I'm not one of them. I prefer to have at least a sense of control over my entertainment. This is why I prefer games over other, non-interactive, entertainment.

      (And no, "Choose Your Own Adventure" books don't count.)

    5. Re:Haven't we beaten this horse enough? by mink · · Score: 1

      I dislike Kreia in the second one. She even pesters you from a distance about things when you kicked her out of the party for being annoying. They spend way to much time hitting you over the head with how bad it is to help people or be giving of ones self, it makes playing light side a real downer.

      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 blaster or light saber first chance you get.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  5. And the moral is by hey! · · Score: 1

    In GTA the more police you attack the harder the game gets, ultimately resulting in capture or death."

    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.

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    Post may contain irony: discontinue use if experiencing mood swings, nausea or elevated blood pressure.
  6. Real World Repercussions by Mensa+Babe · · Score: 2, Insightful

    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.

    Without any real world repercussions?

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    Karma: Positive (probably because of superiour intellect)
    1. Re:Real World Repercussions by AsiNisiMasa · · Score: 1

      He was using a bot, which is to say he was breaking real world rules regarding a real world service. There are no actual repercussions for muggin someone in L2, just for using bots to do it.

      --
      Help a student gain some exp. http://www.halovariants.com/touchup/index.php
  7. Syndicate by 512k · · Score: 1

    there was a Genesis version of that game...

    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.

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    ------ Work is so much easier when you don't
  8. Villainous Villainy by Trinn · · Score: 1

    I realize I didn't RTFA, but the summary made a disturbing trend clear enough. It is indeed a fantasy. Thus, why does it have to be that the "villain" loses? That the "good guys" are stronger? Why can there not be an equally balanced game, where at the very least both "sides" of a storyline are playable, let alone a game where the entire goal is to play as the villain until you actually succeed? The same game elements are there, tactically work your way through scenarios, beating your opponents, gathering power, etc. Because it is just a game, whether you are the "hero" or the "villain" is just flavor, like whether you are the top-hat or wheelbarrow in monopoly.

    1. Re:Villainous Villainy by Luigi30 · · Score: 1

      You mean like Command & Conquer? You could play as either the good guys or the bad guys, with a mirrored mission or two, unique units for both sides, etc...

      Also, I preferred the car.

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    2. Re:Villainous Villainy by ElleyKitten · · Score: 1

      >>Why can there not be an equally balanced game, where at the very least both "sides" of a storyline are playable

      Sonic Adventure 2

      >>let alone a game where the entire goal is to play as the villain until you actually succeed?

      Blood Omen

      --
      "What is Internet Explorer 7? Are you saying we can't access the normal internet?" - I love tech support. Really.
    3. Re:Villainous Villainy by mink · · Score: 1

      "Why can there not be an equally balanced game, where at the very least both "sides" of a storyline are playable"

      I believe "25 to life" will let you do this.

      --
      Well I've wrestled with reality for thirty five years doctor, and I'm happy to say I finally won out over it.
  9. Who wants repercussions in video games? by Carbon+Copied · · Score: 2, Insightful

    If GTA had realistic repercussions you'd spend 90% of the game inside a jail cell. Games are meant to be fantasy. If you're relying on videogames to teach your kids morals you probably shouldn't have any. I was playing doom when i was 5 and i managed not to shoot all my classmates. Blaming the media for an individuals crimes is just lazy. It makes it easier for us to accept what they did if we believe computer games made them do it rather than the fact they could be mentally ill, immoral or just plain retarded. The mainstream media needs to get off the whole "Video games are evil and if you play them you're evil and so are all your friends" bandwagon and tackle some bigger/real issues.

    1. Re:Who wants repercussions in video games? by Anonymous Coward · · Score: 1, Insightful

      There is a strong difference between Doom and Grand Theft Auto. Doom had you mindlessly shooting large numbers of pixelated cartoony non-humans, where Grand Theft Auto has you opening fire on semi-realistic people.

      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.

    2. Re:Who wants repercussions in video games? by Prophet+of+Nixon · · Score: 1

      The mainstream media only attacks video games since they fear losing people's attention (their viewers, their captives, their profits) to video games.

    3. Re:Who wants repercussions in video games? by sanosuke76 · · Score: 1

      Personally, I don't care about the realism. I'm perfectly happy shooting at totally realistic folks.

      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, line up the body bags 'cause I'm taking them all down. And it'll hurt when it happens.

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      My 229 is all the Sig I need http://thegunwiki.com/
  10. Dungeon Keeper by phorm · · Score: 1

    One of my favorite games was DK2 (why no sequel guys??). In dungeon keeper you play as the "keeper" basically an evil overlord who controls a warren of imps and other nasty little creatures. You have to tunnel through to the "heroes" base and then capture various items or remove key players.

    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....

  11. One thing they missed by Castar · · Score: 1

    Being able to play the "bad guys" is one of the most interesting aspects of games as a medium. The article only touched on the part that makes it so interesting, though: the empathy that arises from playing the other side.

    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 still balances the viewpoints in a way that no other medium does.

    I also think that this makes for better stories - if a player can be "the bad guy", that character had better have as compelling a story as the hero, and good character motivations for being evil. This leads to better character development, and fewer cardboard characters.

    This hasn't yet been fully exploited in games, unfortunately, but I'm looking forward to the day when games can carry these complex messages better than books, movies, or plays.

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