5. Forcing
me to be a villain.
This is the
easiest one on the list. Simply create a level in which you, the player, have to
do a truly heinous act to be able to continue the game. There are several
examples nowadays. Like –as a terrorist-
shooting civilians in Call of Duty. Or torturing a person in the latest Grand
Theft Auto.
This is the
easiest of them all. And I don’t really like it. But the game forces me to do it if I want to
continue and (eventually) finish the game.
A more
‘open’ choice was given in the first Fable game. The whole premise is that the
player can just as easily become a villain as a hero, depending on the choices
the player makes throughout the game. In the end, however, these choices were
rather black-and-white. Kill the good guy/kill the bad guy. A more nuanced or deceitful
choice would have made the games far more interesting. Which is the main
critique the game got at the time.
Interestingly
enough, in the game Saboteur, I can drive my car over -God knows how many-
civilians, shoot them even, and at the
end of the game I’m still the good guy. So, strangely enough, this ‘forcing me
to be a villain’ only works when the game emphasizes the fact that I am playing
a villain.
As a final
thought: In Silent Hill 3 you go around the gameworld killing monsters. Then,
late in the game, a character named Vincent mentions that those weren’t
monsters at all. That you were in fact killing innocent people. He’s only
joking. But that would have been an interesting twist. Going in the game
thinking you are the hero, end up becoming the villain.
4. Forcing
me to love.
“Aeris
lives”. Anybody who knows what this means can read on. The rest, continue to
the next paragraph.
In Final
Fantasy 7 Aeris dies. Murdered by Sepiroth (that bastard). At the time I didn’t
understand why it hurt me so much as it did until I understood what had
happened. Real life happened.
Imagine
your first true girlfriend or boyfriend. You invest time in the relationship.
You are still trying to figure out if the two of you are going to be together
forever. You hang out, cuddle, kiss until BAM a drunk driver kills her/him.
That’s what happened in Final Fantasy 7. I had spent hours leveling her
character to get a strong member for my party (plus I always preferred the more
feminine girl over the more tomboy Tifa-character. So I often picked her for my
party.) and without warning she got stabbed.
So part of
me was struck because I lost the girl I really liked. But another part of me
was shocked because I just spent hours invested in her that – in the end- were
unneeded.
Naturally
the second time you play this game you don’t spent a lot of time levelling
Aeris, she’s going to die anyway. As it turns out Tifa is a lovely girl also.
3. Forcing
me to be a pervert.
Silent
Hill: the room. Like any other Silent Hill game is a horror-story which
–partly- involves you killing monsters but with one fun twist: For large chunks
of the game you are stuck in your apartment unable to get out. After five minutes in that apartment the
walls really start closing in on you. You can’t turn on the telly, you can’t
read a book, in short; you are bored stiff. So you start looking out the
window, spying on your neighbors.
Then you
find a whole in the wall to your (attractive) next door neighbors’ bedroom and
you start spying on her. Anything for some human contact.
What
happens later on in the game is even more fun. Like Hitchcock’s Rear Window, your
next-door neighbor is in danger. And you are incapable of helping because you
are still locked in your room. This creates tension because –through your
voyeurism- you’ve become attached to your neighbor and now there’s a danger
that you might lose her; lose the human contact.
I thought I
bought a horror-videogame but as it turned out the game explored my peeping-tom
side which I didn’t know I had.
2. Forcing
me to flee.
I like to
take thing head on. If there’s a problem I want to deal with it right away.
Now, I’ve been perilous situations several times in my life and each time I noticed about myself that I
was reviewing the situation. “Can I do this? Can I do that?”
The point
is, even in extreme situations there is a choice: you can either fight or flee.
Now; take
the game Clock Tower. In this particular game they take away this choice. There
is only one choice: flee.
The game is
simplicity itself. You are a girl named Jennifer. Locked in a mansion (without
a front door apparently) trying to get
out. There is demonic child chasing you holding a large pair of gardening
scissors. Each time you hear him coming your need to run and hide. And that’s
the only thing you can do –run and hide.
Knowing
that heightens the tension. You are constantly afraid the scissorman is coming
for you. Forcing you to find another hiding spot. Forcing you off your quest to find the exit of the mansion.
The same
happens in the last act of the aforementioned Silent Hill: the room. Suddenly
evil spirits start to come out of the walls of your apartment. This boring room
you were locked in suddenly becomes a dangerous place to be with a fun fact:
you can neither (truly) fight, or flee. Panic!
1. Forcing
me to be God.
S.O.S. by
Vic Tokai. A capsized ship. 2100 souls on board. You’ve got one hour to escape
a bring as many survivors with you as humanly possible (seven in total) or the
ship will sink. Play it alone, you can get to the boiler-room/ exit within ten
minutes – five even if you try really hard. But then the ending will tell you
that you died.
Now, if you
want the best ending you’d better get some survivors with you. And herein –as
the Bard would tell us- lies the rub. Because each survivor has his or her own
problem. So sometimes a survivor doesn’t want to go with you just as readily as
you’d want. It takes time to convince him/her.
Example:
two girls. One is deaf and in shock, the other one won’t go with you if the
first one doesn’t go. How to get them? By spending several minutes writing and
trying to convince the deaf-and-shocked girl to come with you. Several minutes
you don’t have.
So the next
time you play the game you decide not to take these two girls along because
they take too much time. Instead you only take the ‘easy’ ones. So you find
yourself walking past these girls while they (or at least the talking one)
scream at you to help them. It’s like playing God. You get to decide who is to
live and who is to die.
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