number4096 said:
Thaius said:
number4096 said:
Thaius said:
Wait... what? You're saying that good guys don't kill things, so if the game involves killing things you should just be the bad guy?
Good guys have to kill the bad guys sometimes. Bad guys kill for no reason. Good guys kill the bad guys so they can't hurt any more innocent people. There's nothing wrong with that. Your point makes no sense. At all.
Good guys kill the people who are a danger to innocent people. Bad guys kill innocent people for no reason, or for bad reasons (selfishness, because they can, etc.). It's not that hard to understand.
What happens when we play as a bad guy? We get someone like Kratos: an absolute douchebag with very little reason to care about him, and by extension, little reason to care about the story. This is not a good idea.
The fact is, if you're saying all good guys who kill people are actually bad guys, you're speaking out against the vast majority of stories out there. Think about it.
EDIT: Also, murder is killing someone without just cause. Killing an innocent person. If someone is threatening the lives of innocent people, or threatening your life, killing them is not murder.
Again,i understand the hero having to fight,i don't understand why the player who buys a violent video game to kill stuff would want a good guy to do the killing.They buy the game for the violence,why would you want to be a good guy?
Who says we buy the game for the violence? Unless you're psychotic, that's not the reason.
Far as I see it, there are three main reasons people play video games: story, competition, and entertainment. Entertainment, people just want to have fun. Whether it's shooting people or playing Cooking Mama, video games are made to be fun, and some people play them for no reason other than that. Competition, the same reason people play sports: to pit themselves against an enemy in a battle of skill, wit, and coordination. Whether this is chess or Gears of War, it's the same principle. Story is... well, story. I don't play Bioshock because I enjoy killing things, I play Bioshock because it's a thought-provoking masterpiece of interactive literature.
My point is, people don't play games just so they can kill things: violence is an element to the story or competition, and since video games are designed by their creators to be enjoyable, some people play them for no more reason than that. if you play games just to kill people, you need help.
Then why are so many video games centered around killing enemies?And why do so many people find that enjoyable?Why does the story,competition and entertainment all center around the violence?Why is it so central to both games and players?Moreover,why does the protagonist has to be a goody-two-shoe in the middle of all that?
Most games stories have wars or evil forces as their main storyline with every other storylines centering around those two.And players love them for it.Otherwise they would not buy them.
Okay, hope you don't mind long reads... The following post is the result of years of studying video games as a storytelling medium, so... here goes.
Well here's the thing about video games as storytelling: no matter how it tells a story, there has to be a game too. In a game, there is a winner and a loser: if the results are ambiguous, like in a tie or something, it's unsatisfying. Heck, in sports we inserted the concept of overtime into games just to avoid ties if at all possible: in order to have a satisfying interactive experience, there has to be some sort of competition with a clear winner and a clear loser.
Stories are not quite the same way, in that ambiguity can be explored much more. Stories try to make a point, to provide an emotional experience, so lack of satisfaction or a feeling of ambiguity is forgivable, even encouraged, as long as the topic is explored. There must still be conflict, but the resolution of said conflict does not necessarily need to be an obvious, straightforward solution. For instance, in Mass Effect 2, there will often be choices that you have to make: hard choices, choices that you don't even really want to make because there is no clear-cut right or wrong. In the first game, for instance, there's a part where you have to choose between saving one crew member or saving another. No matter which choice you make, you're leaving a squad member, a friend, to die: that's not intended to satisfy you, it's made to test your resolve and your emotions. Its unsettling, and it's meant to be that way.
These are the differenced between games and stories: games are more of a clear-cut science, and stories are freely artistic, existing for reasons contrary to the reasons games exist. Video games try to merge these two opposite forces into one, using a game to compliment a story, or vice-versa. See how this could be kind of difficult?
So what's a kind of story where there's a clear-cut winner and a clear-cut loser? Anything involving dialogue is too nuanced and complex: it's incredibly difficult to create an entertaining dialogue system that works well with the story, since winning an argument or something is not necessarily victory, depending on the story context. And the game would have to have a lot of variables, since you're controlling something at such a micromanaging level as dialogue: check out the stuff that imports between Mass Effect 1 and 2 for an example. Imagine all the differences in what had to happen depending on what you said before! That's a daunting amount of work, and it's incredibly hard to do it right in the first place.
So things like romance and drama are pretty immediately cut out. What is there that can be so straightforward in allowing the player to know whether they have won or lost? Well... life and death. It's really the only thing in a story that is so easy to emulate in a win/lose scenario. If you kill your enemy, you win if your enemy kills you, you lose. Wrap it in a story to give context to the fighting, and there you go.
See how this works? It's incredibly difficult to add interactivity to a story without a clear-cut winner and loser, which is why most games consist of fighting as gameplay, leaving cutscenes to take care of the drama. Few games succeed at anything different. Some would argue that the more talking is in a game, the less of a game it is: visual novels, for instance, are basically just reading and choosing dialogue options: this is the kind of thing non-combat games are.
If you want examples of games that can break this mold, I'd recommend Phoenix Wright: Ace Attorney (DS and Wii), Mass Effect 1 and 2 (they have fighting in them, but the dialogue is done really well: Xbox 360 and PC), and Clannad (though it's a foreign game, so it's kind of a pain to get: PC). Indigo Prophecy (Fahrenheit) is a pretty good example too, and I imagine Heavy Rain will be as well: both involve death, but do not center around killing at all.
That make more sense?
EDIT:
JeanLuc761 said:
The world works in shades of grey, not black and white. Things are not always clear-cut and there will ALWAYS be violence. Participating in this violence does not automatically make you an evil person.
Well said, JeanLuc.