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New England Gamer
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November 2009
Play and Let Die
Death in video games is something that most people playing them probably think
about in too much depth. Death, in games as much as in reality, is just a fact of life.
Even if the most child friendly of franchises, chances are you're going to off
someone eventually. Sure, the goomba walking your way may be little more then a
mushroom with feet, but in the world of the game it's still alive and when Mario
squishes it, it's just as dead as the terrorist you just shot in Call of Duty. Death has
such a universal presence that for the most part it's something that we take for
granted. Most people probably don't give a second thought about the virtual grunt
they just splattered. For that matter, in the realm of video games most probably
don't think much about their own lives either. First-person shooters have
checkpoints. Role-playing games have save points, and in strategy games your
soldiers exist for the sole purpose of being sacrificed for victory. Resurrection is
rarely more than a button push away, in turn making death almost redundant; no
more than a frustration at best.
The black and white nature of most games doesn't help matters very much. Most
games exist in that wonderful land of the 1980s action film, where you're
unquestionably good -- and muscled -- and your foes are undeniably bad. When
you're facing that kind of scum, why should you care about killing them? Chances
are they deserve it. Some games however, play with the idea of morality as
something more gray. Shadow of the Colossus for instance, essentially puts you in
the shoes of the villain. You wouldn't think it at first. After all your quest has all
the trappings of a typical fantasy. You're out to slay a bunch of gigantic monsters
and in turn revive the love of your life. That said, as the game goes on, it becomes
clear that your foes -- despite being massive, imposing and yes, dangerous when
pushed -- aren't really all that monstrous. Few of them are overtly aggressive; for
the most part only attack you in self-defense after you've attacked them first. These
creatures weren't doing anything wrong, they were just trying to exist; and while
your character's motivations are certainly understandable, it makes his actions no
less wrong.
Similarly, in Bioware's recent RPG, Dragon Age: Origins you are often forced to
make decisions where none of the choices are overtly good. Most games, fantasy
RPGs especially, generally run on the assumption that you are the good guy and
that your actions will serve to right the wrongs of the world. In Dragon Age no
such assumptions are made, you aren't the good guy but rather just one player in a
world where many different parties are vying for power and control. Often you
don't get a choice between good and evil but rather just different degrees of evil.
Having that basic foundation of good removed makes all your actions much more
poignant. In killing one person you might be saving another, but who's to say that
your enemy was really all that bad?
Outside of just making morality more complex, other games have managed to
make death more then just a prelude to a game over. The Fire Emblem games, for
instance, are a franchise whose defining mechanic is its treatment of death. In most
strategy RPGs, if one of your character is killed, all it takes is a spell or healing
item to give them a new lease on life. In Fire Emblem, death is permanent. If one
of your characters is killed they're gone for good. The only way to get them back is
to reset the game and start the level over which can often means giving up hours of
progress. And you'll find yourself in these situations a lot. The enemy in Fire
Emblem pulls no punches, pursuing your most vulnerable units with almost mad
fervor. Unless you're an insane perfectionist, chances are you're going to lose
some people before the game ends.
This wouldn't be so bad if the game's treatment of death were just limited to
matters of strategy. Each soldier in your army is a full-fledged character with a
background, hopes and dreams. If you put in the time, your soldiers in Fire Emblem
can even bond with each other on a personal level, forging friendships and
romances that can even result in marriages and children. The knowledge of what
you're taking from them, even though they're not real, can make letting them die
incredibly hard. Many dislike the Fire Emblem games because of their take on
death. It does make the games really hard, but at the same time it makes them
better. In Fire Emblem, battles aren't just a matter of winning, they're a matter of
life and death.
As video games become more advanced, the spectrum of experiences that gamers
can take part in grow. The most ambitious of games have tried to simulate things
like fear, sadness, love and yes, death. For some games this means transforming the
assumptions we make about video games and for others this just means giving the
player a real sense of mortality to deal with. Either way, one can only hope that the
future will see developers experimenting more with the way they bring us to our
end.
Read more by Stewart Shearer