I was reading a post over on Ben’s Laboratory, giving his impressions of the Killzone 3 Single Player Demo, and something he said really jumped out at me. Referring to the opposition the player will face, Ben wrote, “This is an enemy that just seems obviously, and completely bad and that makes them completely dull.”
The more I thought about it, the more I saw the genius of that statement, and how it applies to a genre as a whole. As gamers, we’re used to facing down the Nazi threat, or beating back waves of savage, blood-thirsty terrorists. Or toothy, brutal aliens. The “bad guys.”
It’s easy for us to go along happily killing the enemy and never thinking twice about it. Sure, Modern Warfare 2 had that scene that made us all feel a little sick. But still, it was the evil enemy that made us do it. The blood was on their hands, even if we paid the price in the end anyway.
What seems to get ignored — and not just in video games, but in life in general — is that not every war has a clear cut good side and evil side. Lets look at the American Revolution. It’s easy as Americans to say, “Hellz yeah! We stood up for our rights and kicked those Red Coats back to England! WooT! America RoX!” We’re the good guys, because we won.
What really happened is that a group of us decided that we didn’t want to be part of England anymore, and we were going to take this land for ourselves. We weren’t right and they weren’t wrong. We just disagreed, and fought, and the new ‘Americans’ won. Remember, the victor is the one that gets to pick who the good guys and bad guys were.
But those “bad guys” we were killing? They had families too. They weren’t homicidal monsters bent on killing. They were following orders in a fight that really gave them just as much right to believe that they were on the good side. Right and wrong and good and evil is often very subjective. Why isn’t it in video games?
War should make you feel uncomfortable. It’s ugly. It’s violent. And it’s horrible. But in games, we rarely see the consequences of our action. There’s never really a connection to the droves of enemies we’re killing. And that makes it easy. That faceless, nameless son-of-a-bitch that’s shooting at me? Eat a rocket, jerk!
It’s as much their fault though; how often do you see a scared, overwhelmed enemy cowering in fear? How many games give us an opportunity to capture a surrendered foe? Or give us any option, other than shoot-to-kill? And when the enemy is only out to kill us, why should we care about them? When their end-goal is world domination, or to trigger the apocalypse, and then sit back and chew the heads off of every bunny and kitten on earth, why should we care about them?
Why is it that developers shy away from more ambiguous struggles? Is it because it’s too uncomfortable for everyone involved? Or is it because it’s just easier to make a clear “bad guy” and let the player have at it?
Choice-based character driven gaming is something that’s really starting to come into it’s own. The “war game” genre would be a perfect medium to really hammer this type of play home. Do you believe in what you’re fighting for? And at what cost are you willing to fight for that cause? Maybe you should align yourself with the other side. Any hope for a peaceful solution? Will you show that enemy soldier some mercy, now that he’s outnumbered? Hell, maybe you can even help him escape the battlefield and reunite with his wife and newborn.
That all sounds like a much richer and more rewarding experience to me, rather than walking through five or six hours of faceless, nameless soldiers who amount to little more than glorified target practice.
Connect the player to your game through emotion. The “airport scene” and fighting in the streets of DC (Modern Warfare 2) and defending our homeland from enemy occupation (Homefront) are steps in the right direction, but until you include the “bad guys” as part of the emotional equation, you’re really only working with half a story.
And with the deluge of war games currently set to hit market, and the countless ones currently in development or yet to be conceived, gamers everywhere would benefit from a deep, emotional experience that would set itself apart from the rest.
I urge you, game developers of the world, to make me feel something when I pull that trigger. Something other than, “Die you Nazi bastard!”