Issue 29 - Metal Gear Pacifist

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Pat MillerBeneath the stealth action of Hideo Kojima's genre-defining series lurks a message that many gamers probably never notice. Pat Miller explains how gameplay can be used to convey messages in ways that other media can't.
 

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Original Comment by: f h

MGS (i haven't played it) is certainly not the only game which
promotes finishing a task without killing people.

deus ex machina let's you finish the game killing *one* single person (who
is almost robot anyway ;-)
and that by uttering a code word and not actually "killing" - the word
just initiates a destruction sequence...

then there was thief, oh yes, long long before splinter cell (at least for
me ;-) .
on the hardest difficulty level you were *not allowed* to kill a
single person (ok, only zombies, but
technically speaking you cannot kill a zombie, it's already dead...)
because a thief is a thief and
not a murderer.

i am sure some other people could name some other games, i play just
recreationally, not profesionally ;-)
 

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Original Comment by: Munir

You see this is why it confuses me when Kojima-san himself would agree with Ebert in saying games are not art. Surely if a game has a story, a meaning, or a certain style visual or otherwise, it can be made as art. As far as I know art has always been interactive, though not to this extent.

He says: "'I don't think they're art either, videogames,' he said, referring to Roger Ebert's recent commentary on the same subject. 'The thing is, art is something that radiates the artist, the person who creates that piece of art. If 100 people walk by and a single person is captivated by whatever that piece radiates, it's art. But videogames aren't trying to capture one person. A videogame should make sure that all 100 people that play that game should enjoy the service provided by that videogame. It's something of a service. It's not art.'"

A game can be a service and art at the same time cant it? Like you said in the article, the majority of people would buy MGS for the entertaining game mechanic and not the interesting meaning/feeling within the game. And even if all 100 people who play the game understand that message or the feeling the artist wants to put across, surely its still art. It's like he wants to berate his own work and say it is purely an enjoyable game mechanic and nothing else. And even then, creating an enjoyable game mechanic that works is something of an art as well.

I just dont get it. :s
 

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Original Comment by: Slartibartfast

While not exactly a plot/storyline motivated game, you can get through all of Ikaruga with firing a single shot, but it's really more of a prestige thing if you do so.
 

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Original Comment by: Pat M.

When I first read about that, I thought he was talking about was the industry behind the games. Games, by and large, are not made from sheer artistic inspiration like, say, a painting or a sculpture, which can sit around and wait for that 1 person to come by and call it Art.

However, the same would seem to apply to film. Film has an industry pushing it just like video games do, and it is devoted towards making sure that all 100 people who watch that film enjoy the "service" provided by it because it needs to be profitable. And sometimes film - and games, for that matter - ARE created from sheer artistic inspiration. There are games out there with undeniably political messages, games that sure as hell better be artistic and meaning-laden because no one on Earth would play them otherwise.

So. Perhaps Mr. Kojima is merely giving Ebert a friendly poke in the ribs?

Personally, I think he answered the question the way he did because he doesn't want to bother himself with the debate about whether games are art or not. Having followed it for quite a while I can say that the debate comes down to one's own definition of art, and that, usually, is like porn - we know it, well, when we see it. What is much more meaningful to me is that he treats games like they are a real medium, and uses the medium to tell stories that just can't be told outside of a game. Whether you call that Art - well, that's up to you.
 

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Original Comment by: Tortanick

Tell me, are you sure that the pasafict messages are inentional? MGS1 probobly wasn't, Snake is the ultimate soldure so he can't be bad at fighting, the poor combat system was probobly uninentional. As for MGS2 & 3, not fighting is harder than a mix of fighting and stelth. Lots of games give you bonusus if you do something extra than simply winning. Can you prove this is diffrent?
 

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Original Comment by: SKTurner

It isn't whether Snake is good at fighting or not, it's whether or not he wants to kill. The article cites parts of Metal Gear Solid in which Solid Snake seems to have trouble with the idea of killing. Besides that, the idea of a Tactical Espionage game is somewhat to avoid people, which would severely limit your ability to kill them.

The point isn't really the pacifism in the game anyways, it's that Kojima was trying to make a statement through the game that relied on what the player did. Instead of saying "Killing is bad" in a cutscene, the player learns for himself when walking through the river ghosts example that he must accept the consequences for his reckless actions. Movies often have points which are explained to the viewer through the actions of the characters, since a movie is a passive medium. Kojima is one of the few to share a point with the player through the active participation that is essential to a videogame.

Or perhaps there's many. I don't know.
 

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Original Comment by: Patrick Dugan
http://www.kingludic.blogspot.com
Not only is Kojima trying to apply a pacifist message in the gameplay, there is an intricate politicalworldview not-quite in the subtext of his games, particularly in the writing of the (non-interactive) dialogues. MGS2, in particular, painted a brillaint dystopian vision: http://kingludic.blogspot.com/2005/10/metal-gear-solid-2-sons-of-liberty.html
 

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Original Comment by: Olumide Edu

First let me unleash the fanboy rage about your star wars comments... you probably know where this is going but oh well. WHAT ABOUT BLEEMING KOTOR!!!? One reason why I like that game so much is how it well it captured the feel of the original movies (even better than the new ones). The main story was ok but what really made the game special were all the side stories you came across as you played through out the main game. They really gave you the feeling that you choices had real consequence. There is one moment in the game that defined it as something awesome for me, and no, it wasn't the big twist either (though that was pretty good even if it was half expected).

*Spoiler ahead*

It happened towards the end while following the dark side. It was right after the big confrontation with Bastila on the roof of the temple after I had turned on, and killed, two of my former allies who were with me at the time. She (Bastila) and I then returned to meet our other party members who were now waiting by the Ebon Hawk on the beach. I informed them that would either follow me or be destroyed. It was here that I experienced one of the most gut wrenching moments of my entire gaming life. One particular party member by the name Mission Vao (a twilek teen) and her Wookie friend, Zaalbar, refused to join me (the latter promising me death). It was then that the despicable option of 'use force persuade' came up. Wanting to play my dark side role to the fullest, I used it on Zalbaar. I then commanded Zaalbar (who was now under the influence of the force) to kill Mission. The way she was pleading really screwed me up. It was like she was not really pleading for her own life, but for me to turn back from the darkness. She kept saying things like how she knew I was better than this and how the (me) she knew would never do this even as her friend who swore to protect her till death cut her down. After all this had played out I was so shocked that I put my controller down and stared at the screen for several minutes. I felt like I had reached a brand new low in my existence has a human being. Later on, on my way to towards the end baddie, Zalbaar awoke from his spell and realised what he had done. He attempted to kill me but only ended up dieing as a result of my (or was it Bastila's) lightsaber penetrating his think hide, concluding the entire affair. No other game had ever come close to bring up feeling of guilt or regret or remorse as a result of action I had taken in the game and I loved it.

Kotor2, despite its hopelessly hackneyed overall storyline (due to the game being rushed), was also had some impressive emotional and insightful moments, most of them during your conversations the twisted Kreia (who most of the time is more deviously wise and clever than Palpatine). No other star wars game, movie or book has tackled the nature force, Sith or Jedi with such complexity or brilliance (at least that I've seen). Another impressive, more specific, area is when you enter a secret tomb hidden in the Shyrack Caves on the Sith home world of Korriban. There, your character, who was a major player in the Mandalorian wars a few years back, is forced too literally relive the actions of his/her past, confronting demons wearing the name tags of guilt and inadequacy (from being constantly compared to the hero of the first game, Revan). It is not perfect and could have been done a tad more subtlety but it works extremely well. It sounds similar to MGS example and I think you would able to appreciate it.

*spoilers done*

That went on longer than I intended. Anyway, the point is... the point is...

*thinks for a while*



YES!!! The point is that fundamentally I agree with you, but i think there are alot of game out there that you might not have yet played that exemplify those qualities you mentioned very well (like the fanboy fave Planetscape Torment).
 

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Original Comment by: Watson

II very much agree with the content of this article and would just like to say that I'm playing Deus Ex for the first time and I'm doing my absolute best not to kill anyone. I never really like stealth games before, but Deus Ex really makes it worth my while- not because of the bonuses I recieve, but because of the way it shapes the character I'm controlling and the game I'm playing.

When I replay it, though, I'm going to try being a bloodthirsty maniac to see how that goes.
 

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Original Comment by: khkg
http://www.khkg.com
As Olumide Edu says above, Knights of the Old Republic was a great example of old school RPG choice based storytelling. The combat system may have sucked, in fact gameplay wise it probably wasn't anything special.. But it was a wonderful choose-your-own-adventure style interactive narrative. I got a great deal of satisfaction everytime I heard the "light side points gained" theme.
 

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Original Comment by: Wandering Taoist

One thing I loved about Deus Ex when playing for the first time was to find out that if you actually went through the first mission, you realized that all the way up to the Liberty statue you were killing the GOOD guys. I restarted the game immediately:)

Also, KoTOR (and sequel) was one of the first games that really made me think "Which way I want to do it?", as I am not a lying type, for example. Only other game that did it for me before was Planescape: Torment. That is why I consider the three of them the REAL RPGs - you are really playing the role you elect, and your playing has its significant consequences. Not a case in Diablo, really :)
 

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Original Comment by: jlaakso
http://7178.blogspot.com
That bit about MGS3 sounds _very cool_ indeed. I haven't seen it myself, yet, but considering how much I liked the most memorable bits of MGS and MGS2, that ought to be a blast. Kojima has always managed to push the boundaries of gameplay and storytelling, no matter how convoluted the actual plots may be.
 

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Original Comment by: Patrick

Notice how, in the games that provided the most meaningful choices, what we call "gameplay" took a backseat to the narrative decisions and dialogue trees. This goes for KOTOR, Planescape, maybe MGS. Dues Ex too, to a degree, though that probably takes the crown for integrating gameplay and story.
 

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Original Comment by: Matthew "Sajon" Weise
http://game-eaters.blogspot.com/
Bravo, Pat. Metal Gear is everything you say and more. I've been harping on this for years, but no one seems to listen. All anyone seems to be able to see about Metal Gear is the long cut-scene, which makes them immediately write it off as failing to be truly interactive in comparison to competing morally conscious games like KOTOR. But you are utterly right. As the Sorrow sequence beautifully illustrates, Kojima probably has a deeper understanding of how to manipulate the conventions of videogames to get a "message" across than anyone else. Lord knows how many times he'll have to prove it before people get a fucking clue.

http://gamecritics.com/review/mgs3/main.php
 

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Original Comment by: Ahmed Hazyl
http://hazylium.blogspot.com
I have to disagree when you say Metal Gear Solid 2 gives the player no incentive to go the pacifist route in the game. Far from it! Assuming that you don't just plan to ditch the game after your first play-through, then you'd really, really want to collect a whole bunch of dog tags so you could get the coolest and most useful item in the game- the stealth camouflage that renders Snake (or Raiden) invisible when you wear it. It's such brilliant fun to use that most of my friends (all impatient teenagers at the time) actually bothered to try and collect every dog tag they could just to get it. Though I must add that some of them just killed the guards after getting the dog tags. I personally found it distasteful but there it is. The game gives you that choice. Metal Gear Solid 3 sounds like it develops the pacifist theme much further, though. Ironic, considering I've heard it described as a playable action movie by many. This certainly makes me want to play it more.

KOTOR never felt like it was giving me any meaningful choices at all because the dark side choices were just so over-the-top that I couldn't be bothered to use them. And I felt that the healing powers light side Jedi got were just better, in gameplay terms, than any power a dark side Jedi could use.

Planescape: Torment, though, is quite brilliant in the way it sets you up to make hard moral decisions throughout the game. I'm currently playing it and I gotta say, this is the first game in which I did something that actually made me feel morally repugnant afterward, though the action itself wasn't obviously "evil" either. To those in the know, it's part of the side-quest that let's you join the Anarchists faction.
 

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Original Comment by: jlaakso
http://7178.blogspot.com
What games need if they want to really explore morality and ethics is some middle ground. I'm really tired of everything being black and white - KOTOR's "evil" path being a case in point. There was some good stuff in there, too, but mostly it was just ridiculous.

I feel MGS' "do I kill the guard or just stun him and hope I can get away before he wakes up" gameplay achieves the same much more effectively. I really feel like a cold killer when I kill the guards in MGS (unless they open fire first), precisely because I know I've got a choice in the matter.

Torment was great in the way that it sported some multiple choices which were not obvious in their outcome. KOTOR had some of this, too, but not enough. I particularly like situations without a right answer: those make you think about what you really value and what kind of person you are (or the role you play is).

I really don't understand why many games have multiple choice situations where there quite clearly is only one right answer. Why bother?
 

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Original Comment by: nex
http://err.antville.org/
ah well, thanks a lot for that article. i read it tuesday evening, went out and got MGS2, played that until wednesday midnight, fooled around with it some more today, then re-read that article. _lots_ of potential productivity down the loo. and i didn't enjoy it all that much. i felt it had an even higher ratio of non-interactivity than MGS, and the conclusion was _so_ damn unsatisfying. sure, the attention to detail is awesome, but for rather casual gamers like me, who play through it only one time, most of the neat little things remain undiscovered.

non-violence ... ah yes ... it might not be enforced as much in the second MGS, but at least it pays off to be sneaky. after i had played through deus ex as a hacker, stubbornly relying on my wits above all things, i played the first level -- which had taken me around an hour the first time around -- again as a soldier/warrior. rambo style. i finished it in about 10 minutes. and thought, boy, i'm a sucker. would have been much easier that way.