Game People Calling: Dark Games Are Good for the Soul

The_ModeRazor

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Kollega said:
GTA series do not give us "moral freedom". Can main character be an artist or a doctor instead of a criminal? No. Therefore, it's not "moral freedom", it's merely a "mission to" - and i quote Yahtzee here - "fuck this world's shit up".
Well, tecnhically, you don't need to steal cars and kill innocents, so I suppose the question is there.
However, I think the article is trying to find deep meaning in video games.
There is no deep meaning, it's just escapism. Ultimately, the goal is entertainment, so if the game makes you feel depressed (because moral dilemmas always make you feel depressed), it's probably doing a bad job.
 

Tonimata

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Jul 21, 2008
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MiracleOfSound said:
Tonimata said:
MiracleOfSound said:
No Russian was flawed.

If you don't fire a single shot at civilians, the mission ends the same way as if you slaughtered the entire airport yourself.
I found a MUCH bigger flaw in the level, and it's the fact that Makarov has heat seeking bullets. Next time you play it, let them get into the van without following them.

"And on the 8th day, God created a magical, heat-seeking bullet-firing Desert Eagle and forgot all about it"

Hence why a single terrorist makes the Russian army engage in invasive armed conflict against the USA. Because of the magical Desert Eagle.
It was either lag or he switched to the 1887s behind your back.

What a magnificently cunning bastard... Gee, those crazy Russians :p
 

Jared

The British Paladin
Jul 14, 2009
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carnkhan4 said:
It's a very intriguing subject to examine, unfortunately I felt the article was too short to cover it in much detail and instead skimmed over it...
Ill agree the article hit some ke points, but, unfortunatly it is somethingso vast a few pages really does it no justice.

None the less, it does raise various points for further discussion at least
 

Adamfast

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Jan 29, 2010
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The_ModeRazor said:
However, I think the article is trying to find deep meaning in video games.
There is no deep meaning, it's just escapism. Ultimately, the goal is entertainment, so if the game makes you feel depressed (because moral dilemmas always make you feel depressed), it's probably doing a bad job.
Afraid I completely disagree with this sentiment. Videogames have always been more than just escapism for me and I want the media I consume, whether that be films, books or games, to challenge me and make me think. Escapism is great - that's why god created Gearbox Software to make Borderlands - but games that put you through the emotional meatgrinder like DQ5 or Silent Hill are just as valid, if not more so.

If a game makes me feel depressed then I bloody love it for giving me a reaction that's not "BOOM HEADSHOT MUTHERCHUFFER", cos I can get 50 of those for every one more meaningful. That's why games that explore darker and more controversial issues win me over and stay with me far longer, even if the overall experience isn't "fun".
 

antipunt

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Adamfast said:
Afraid I completely disagree with this sentiment. Videogames have always been more than just escapism for me and I want the media I consume, whether that be films, books or games, to challenge me and make me think.

If a game makes me feel depressed then I bloody love it
And naturally I find you have a Megaten profile pic. *high five*

Loved the Persona games, btw, especially 3
 

Adamfast

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antipunt said:
And naturally I find you have a Megaten profile pic. *high five*

Loved the Persona games, btw, especially 3
Hell yeah! Not played P3 yet but looking forward to the PSP version later this year. Persona 4 still has its claws into me and there's just something about all those SMT games that just sweats dark awesomeness.
 

JohnTomorrow

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Jan 11, 2010
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I wish there had been more examples of 'darkness' or 'poignant' games, or moments in games.

Personally, the No Russian mission hit home to me very hard. I kept myself in the dark about the controversy, allowing myself to bare the full brunt of what was occurring. Although there is no true reason to participate, i feel that not doing so would be against the message that the game is trying to put forward - do you simply sit back and watch slaughter commence, feeling the fact that you are powerless to do anything about it - or do you participate, sacrificing a part of yourself as well as countless innocent lives for the sake of peace?

More interesting would be if, halfway through the slaughter, the terrorists asked you why you are not firing on the civilians, perhaps questioning your loyalty. Do you then start firing, your choice now taken away with the threat of death on yourself? And even then, would your cover be blown anyways? Alas, that is not given to you, because that takes away the edge of the situation - if you have no choice then the choice has no meaning other then a means to an end. Anybody will kill someone else in order to save themselves (at least a person of weak will, like most people on the internet).

On a side note, a very powerful scene i found was in Far Cry 2. Nevermind the fact that your avatar has superhuman will (ripping pieces of shrapnel out of a leg, pulling a bullet out of a forearm with a multi-tool), but imagine the scene - you've just helped a comrade blow up a convoy full of guns for the opposing faction. You wipe the sweat from your brow, work the bolt to your rusty AK-47 to clear a jam, and stand out of cover - to hear the cries of help from your comrade.

You rush to his aid, finding him lying bleeding amongst scores of dead enemies. He has been fatally wounded - but an injection of your trusty morphine will fix him right up.

However...it doesnt. His pain remains constant, and he asks for another. Then another. Then another...before finally succumbing to the massive overdose of painkillers and drifting into a coma, to which he will never awaken.

...Alternately, you could give him a warrior's end, and put a bullet in his head, looking away as you do to avoid the grisly sight. He even grasps the gun barrel, making sure it is firmly placed on his forehead as you pull the trigger.

Of course, there is very little the game does to adhere the comrades to you, but as an avid 'sucker' (a person who gets sucked into a game and starts role-playing after a while - i personally liked playing as the old seen-it-all-but-doesnt-know-anything-different ex-military russian man), this choice could be quite painful. The choice between a bullet or a pain-free eternal sleep was sometimes hard - seeing as everyone wants to kill you, i didnt know when i would need my panacea in a needle.

Could i risk giving my comrade two or three shots, leaving me with barely any or even none at all? Even then, perhaps forcing me to put a bullet in his brain anyways, which leaves a bitter aftertaste to something that will already leave you with something that you'd rather not have.
 

Towels

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Feb 21, 2010
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MAIN POINT: Good article, this is kind of immersion is why I play games. I would like to add that with my repressed, churchy background my friends would react niavely to games like Doom, Silent Hill, Balder's Gate, Metal Gear Solid. Its just more reasoning that this kind of psychological exploration is healthy for the individual to grow.

MODERN WAREFARE 2:
I agree that No Russian is a flawed example though. Even though the CIA agent's mission goal wasn't clear, Mikael prooves to be too dangerous when he slaughters his own countrymen for political gain. What is stopping me from putting a bullet in his head RIGHT THERE? You keep America safe, save thousands of Russians, and improve American/Russian relations. I even tryied fragging Mikael when the game wouldn't let me shoot him.
But then I learned that was never Shepard's intention all along
Plus it would have made a short game.

OTHER EXAMPLE:
I'm suprised that Silent Hill didn't make the list, so here's my example. In SH1,
Lisa unknowingly reveals her true nature to Harry: She is another one of the creatures that attacked Harry in the hospital but she is still able to keep a sliver of her sanity. She still begs for help, but Harry runs off like she is a plague victim. He wants to help her, but he can't because he doesn't know what will happen, or even if she is not another enemy like all the other nurses.
The music, direction, and ironic hospital setting emphasised the feeling of pity, helplessness, and uncertainty. All good components of Fear.
 

The_ModeRazor

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Adamfast said:
The_ModeRazor said:
However, I think the article is trying to find deep meaning in video games.
There is no deep meaning, it's just escapism. Ultimately, the goal is entertainment, so if the game makes you feel depressed (because moral dilemmas always make you feel depressed), it's probably doing a bad job.
Afraid I completely disagree with this sentiment. Videogames have always been more than just escapism for me and I want the media I consume, whether that be films, books or games, to challenge me and make me think. Escapism is great - that's why god created Gearbox Software to make Borderlands - but games that put you through the emotional meatgrinder like DQ5 or Silent Hill are just as valid, if not more so.

If a game makes me feel depressed then I bloody love it for giving me a reaction that's not "BOOM HEADSHOT MUTHERCHUFFER", cos I can get 50 of those for every one more meaningful. That's why games that explore darker and more controversial issues win me over and stay with me far longer, even if the overall experience isn't "fun".
Fine.
But you really do know that your opinion doesn't change mine, so no point replying.
 

shiajun

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Somehow this article feels too focused on the BIG NAME games in a way that's detrimental to their argument. There are tons of games that explore the dark recesses of human psyche in far more distrubing ways that those quoted. Even the infamous Fahrenheit/Indigo Prophecy goes into more interesting directions in the first third of the game. Any of the Silent Hill games tread more wierd ideas. I could list games on and on, but I would try to reach out to the history of gaming, not just the AAA titles of the last 4 years and come with a much stronger article. As it is, this piece is very weak, and feels out of place among the high quality of most writing on this site.

Of course, all of this is my pre-lunch ranting, so it's charged with hunger-fueled ire.
 

Zulu-Echo14

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Jun 7, 2008
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Stop reading after you brought up "No Russian" as a dark moment of gaming.

It's just bullshit to stir up controversy and so people could should civilians.
 

southparkdudez

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Feb 7, 2010
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no russia wasnt that bad sure its graphic but outher games like gta saints row are a little whose causse you can kill them in more brutal ways and in fallout you can shoot the head off in three direactions while ther body flys one way
 

Rad Party God

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Feb 23, 2010
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I love this kind of articles, it's very interesting, I wonder how I fare... I sold/gave most of my old games/consoles, leaving me with just my sister's Wii and my Xbox 360, I mostly play PC games, I love FPS, I'm not much into RTS, but I have a couple of RTS, recently I'm loving RPGs a lot more than before. My console library reflects this more or less, only by the exception of an added genre on the consoles, the Action/Adventure, like the Zelda & Okami games. I don't keep them too organized, but on a shelf in my room, PC & 360... I think that makes me a Geek/Nerd... right?
 

The Commissar

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Apr 14, 2009
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Great stuff. It's good to see a defence of the darker side of moral liberty within games along lines other than "because it's fun". I did not find "No Russian" fun, however, it served its purpose within the game, making me hate the villain Makarov. It would have been more effective if they (Makarov et al) turned on you if you didn't shoot civilians, but the programming for that would have been complex, and maybe that is a mechanic we will see later. I find moral freedom (in Fallout 3 for example) not only lets me go crazy if I feel like it but it actually gives me a sense of achievement for being good. When I don't kill someone straight off and talk my way out of a situation it almost feels like I beat the system.

Game design is an art form and it is good to see the Escapist both acknowledging and encouraging that. It will lead to less cookie-cutter first-person-shooters after all.