The Dark Shadow Of Good

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zorgonstealth

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Nov 18, 2009
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This is a trend that?s been bothering me recently when I go to the movies or play video games. This is about the representation of evil. Understand this; people are not evil. Of course there are people who do evil things, and while I, and most other people would call them evil, they themselves would rarely agree. Perhaps a better introduction would be people are not good or more accurately yet, people are neutral, and will do what they think is right for themselves 100% of the time, without exception.

The problem is that people have the ability to justify just about anything, any conceivable act of staggering cruelty you can imagine; and many you can?t. Every atrocity you hear about had someone on the other side who thought themselves completely in the right. The people who flew themselves into the world trade centre really believed that they were vessels of God; they were looking forward to spending eternity in the special garden of paradise reserved for martyrs, with friends and loved ones they had lost, for all time. In other words, they were human beings.

That?s just the way the world is, but while environment plays a crucial role in who you are, you ultimately make your own decisions in life, and evil must be punished. Most people have a good sense of right and wrong, there are natural morals built from your evolutionary heritage, most people don?t murder, or steal, or lie compulsively; from tribes living in the Amazon to rural Hertfordshire, people are generally good. It?s up to each of us to seek out good and reject evil, and decide which is which for ourselves. These are the aspirations we often see in movie heroes or when we jump into the protagonist of the latest action game.

It's only one side of the story, an adventurous tale of obvious good over obvious evil, with evil often depicted as a dark shadow that drifts in and out of the plot; evil for evil?s sake. Real life is never so black and white. People have motives, people have desires and fears, both the good and the bad, and understanding these things about the character yields a much better experience and emersion. If you understand why the protagonist is doing what she?s doing and more importantly, why the ?bad guy? is doing what they?re doing, then you feel the investment a lot more in what?s going on, and end up routing for whomever best fits your own moral test, which may not always be that of the traditional heroes we so often see.

By motives, I mean I want something more substantial than, ?bad guy wants to take over the world", though there are ways of doing that right and of doing it wrong. The Modern Warfare and Transformer series being one of many examples of the disastrously wrong, Bioshock and Apocalypse Now, of the refreshingly right. Evil must be explained, or its presence is meaningless. Did you ever wonder what Sauron intended on doing after he?d destroyed all of Middle Earth and is left with millions of dirty orcs? Or why Drake doesn?t retire on what he?s already made before he gets arrested for temple robbing and murder on the scale of a small genocide?

Less so with movies, but if games want to move into the realm of a respected media art-form (pretentious! Moi?) then it has to get more mature when it comes to representing evil in the narrative; yes it?s cheaper not to develop characters in a meaningful way, and yes it?s easier to feel hate towards the Locust Horde than it is towards a sympathetic villain, with motivations and reason, easier to churn out simple, white, American space marines than to develop a real-world complex character, with confliction and doubt; but this is lazy, and it is the consumers who feed their lazyness when we don?t demand better story-telling in games, and thus a more accurate portrayal of the human soul.
 

Zhukov

The Laughing Arsehole
Dec 29, 2009
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Don't they teach paragraphs in school any more?

It's a shame, because some of what you wrote was actually interesting.
 

Loop Stricken

Covered in bees!
Jun 17, 2009
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I agree, but the problem with movies is, if they take the time to characterise the bad guy, the audience will not only feel conflicted when the good guy inevitably beats him, but it'll take time away from the oh-so-important love interest plots and 'deep introspection' of the main character.

And sadly, people don't seem to want to think when they plonk themselves down with a tonne of butter popcorn and point their oculars at a massive advertisement screen.
 

Sixcess

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Feb 27, 2010
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I think games have always thrived on the concept of 'acceptable targets' - when you're gunning down the enemy by the hundred you don't want them to be at all sympathetic. I'm reminded of the cutaways in Austin Powers where you see the friends and families of the henchmen our hero casually murders.


(This scene and another like it were actually cut out of the US release of the film, though it's right there in the international version)

So you get...

Space Invaders - Aliens
Wolfenstein 3D - Nazis
Doom - Demons
Quake II - More Aliens
Call of Duty - More Nazis
Left 4 Dead - Zombies
Call of Juarez: the Cartel - black people Er... nevermind. Bad example. Bad bad example.

Actually, thinking about it, I'm not sure it would be possible to have a game where the enemies were characterised as anything other than baby-eating-evil-incarnate, or not characterised at all.
 

zorgonstealth

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Nov 18, 2009
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I don't mean to say that we shouldn't have armies of aliens at the disposal for much needed stress relief, but it's all about the context. Half the time in GOW or COD i have no idea wtf is going on, or why i should care. In portal, for example, i understood my motivations; trapped, confused and slighlty paraniod that thing's aren't adding up. I wanted to be free, and the portal gun was my means of escape; i wasn't just fucking around with some toy i found. I felt my character's thrill at getting behind the scenes of the facility and then confronting the "evil". In GOW it would just be another grey level.
 

Ramin 123

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Apr 23, 2010
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I agree to what you're saying and I find this applies to Gears of War 3 a lot.*SPOILER WARNING* I'm going to try and summarise this pretty quickly; the locust just wanted to survive that is all they wanted to do and the humans pretty much screwed them over, so they naturally thought "right these creatures are trying to take away my right to survive so I will kill them"

I personally felt myself egging on the locust if anything throughout the storyline and not the humans as they humans were inflicting misery on another race and (as Queen Myrahh said)brought the whole war upon themselves.

Let's look at the locust, they are a multi-cultured society working together (in I would assume) in harmony for the benefit of their queen. And we look at the humans who just...destroy everything and then themselves continuously. If anything it reminds me of Halo, ever notice how Halo is full of jacked up similar looking G.I. Joes who are the good guys and yet the multi-cultured society accepting any into their ranks are the evil ones...?

Yet at the end the humans are so victorious, locust die so do the lambent...yay life.

*sigh* I suppose I should remind myself I shouldn't have expected Gears of War to really be deep in any way whatsoever I just thought it is something quite often over-looked.
 

Moonlight Butterfly

Be the Leaf
Mar 16, 2011
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You are right of course no one does evil for the sake of being evil, They always manage to justify it to themselves even if they are crazy.

Perhaps that's why we like 'evil villains' because we can say well I may have stolen my coworkers sandwich from the work fridge but at least I'm not THAT guy.

It's just another level of self justification.

One of the things I hate most in movies is when the bad guy is shown as being made miserable as he's growing up or being constantly mentally or physically abused. Then everyone thinks it's a-okay and not tragic at all for the good guy to bash his head in when he finally snaps and becomes a monster.

Great message for our kids...
 

Vegosiux

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May 18, 2011
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It has one purpose only:

To dehumanize the enemy so the average gamer who just wants to kick ass and feel awesome doesn't feel remorse when bashing their skulls in.

I prefer more in-depth characterization than that. Hell, now and then I want a bittersweet ending, not a lame return to status quo.