I was reading an article today about video game storytelling (link for posterity) and it touched a nerve.
Specifically, it talked about how in Watch_Dogs you can kill a bunch of pedestrians/innocent low level employees on your way to get to the true villains, as well as robbing those same people. This was expressed as a fault; "How can you be the hero when you're a murderous psychopath?" This attitude is one I see come up a lot when talking about open-world games, particularly as a fault in the writing ("The main character talks about how they don't want to kill people in cutscenes, but in gameplay they are murdering dozens at a time!"), so I wanted to get something off my chest:
[HEADING=3]YOU DON'T HAVE TO KILL THE INNOCENT[/HEADING]
Seriously, you don't. You are in an open world role-playing game. That means you have an open world full of possibilities to explore, and the need to play a role so that you fit in that world. If there is a break between how the character acts in cutscenes and how you act in the game, that's because you are making the conscious choice to not act as the character you are supposed to be portraying would. If you're playing Watch_Dogs and you don't want to kill a bunch of innocents or strip their bank accounts, you don't have to; you have non-lethal weapons, stealth, and targets like Blume that are both rich and in the wrong (you can rob banks if you want a "victimless" crime to fund your vigilante justice).
I come from a background of tabletop role-playing games, and if you acted there like most people play open-world games you'd be called a murderhobo, someone who wanders around and solves all their problems with violence, no effort to put down roots or fit in; someone who carries an assault rifle openly on the sidewalk, guns down targets in the street, murders any cops who show up to stop them, then steals a car and flees. Part of an RPG is the freedom to make choices without someone telling you that it is explicitly bad or good. Ham-handed systems like morality meters and desynchronization (from Assassin's Creed) are supposed to show you how your actions are being perceived, and what the character you're playing would do, but the game shouldn't have to slap your fingers and take the controller away.
If you want to be a hero, then you have to actually be one (and yes, that means that life is harder; being good is sacrificing yourself for the benefit of others). Stop calling the people who give you a multitude of options hack writers because you chose the easiest path.
Anyways, that's my rant. Thoughts? Have you seen the same wrong-headed thinking, or do you think I'm being stupid and overly critical?
EDIT: To clarify, I'm not necessarily saying that going on a murder spree is badwrongfun, just that people shouldn't blame the game for making a murder spree possible while discouraging you from doing so. Play how you want, but don't accuse the game of being "immersion-breaking" when you are the one choosing to cross lines.
Specifically, it talked about how in Watch_Dogs you can kill a bunch of pedestrians/innocent low level employees on your way to get to the true villains, as well as robbing those same people. This was expressed as a fault; "How can you be the hero when you're a murderous psychopath?" This attitude is one I see come up a lot when talking about open-world games, particularly as a fault in the writing ("The main character talks about how they don't want to kill people in cutscenes, but in gameplay they are murdering dozens at a time!"), so I wanted to get something off my chest:
[HEADING=3]YOU DON'T HAVE TO KILL THE INNOCENT[/HEADING]
Seriously, you don't. You are in an open world role-playing game. That means you have an open world full of possibilities to explore, and the need to play a role so that you fit in that world. If there is a break between how the character acts in cutscenes and how you act in the game, that's because you are making the conscious choice to not act as the character you are supposed to be portraying would. If you're playing Watch_Dogs and you don't want to kill a bunch of innocents or strip their bank accounts, you don't have to; you have non-lethal weapons, stealth, and targets like Blume that are both rich and in the wrong (you can rob banks if you want a "victimless" crime to fund your vigilante justice).
I come from a background of tabletop role-playing games, and if you acted there like most people play open-world games you'd be called a murderhobo, someone who wanders around and solves all their problems with violence, no effort to put down roots or fit in; someone who carries an assault rifle openly on the sidewalk, guns down targets in the street, murders any cops who show up to stop them, then steals a car and flees. Part of an RPG is the freedom to make choices without someone telling you that it is explicitly bad or good. Ham-handed systems like morality meters and desynchronization (from Assassin's Creed) are supposed to show you how your actions are being perceived, and what the character you're playing would do, but the game shouldn't have to slap your fingers and take the controller away.
If you want to be a hero, then you have to actually be one (and yes, that means that life is harder; being good is sacrificing yourself for the benefit of others). Stop calling the people who give you a multitude of options hack writers because you chose the easiest path.
Anyways, that's my rant. Thoughts? Have you seen the same wrong-headed thinking, or do you think I'm being stupid and overly critical?
EDIT: To clarify, I'm not necessarily saying that going on a murder spree is badwrongfun, just that people shouldn't blame the game for making a murder spree possible while discouraging you from doing so. Play how you want, but don't accuse the game of being "immersion-breaking" when you are the one choosing to cross lines.