Sunday, September 30, 2012

The 'Evil' option in games

What exactly is 'evil' supposed to be in a video game?

There's like this notion that it can just be a seperate 'evil' option that somehow differs from the other options.

But what does it come down to - inefficient actions?

Unless were talking about stupid 'evil', then it isn't inefficient.

In fact 'evil' could be running a research facility that finds cures for various cancers.

What would show up as 'evil' is when the individual shuts down the research, even though it was on the edge of a breakthrough, because even with the breakthrough it wasn't going to make the bottom line.

Except in games made today, the way they are made will mean if it fails the bottom line for the player character, then it fails the bottom line for the player. To not shut down the facility is playing the game stupidly.

The exact parralel between player character and player means 'evil' isn't, as doing anything else is playing the game stupidly.

Which essentially means the game designers would condone it - and they avoid that like the plague, so the games have you only on the up and up.

Then someone wants an 'evil option', so they put in kicking puppies. Because the designers don't want to incriminate themselves (incriminate in the sense of condoning bad things to any degree - I'm not getting legal).

Ala what was often discussed at the now closed forge, it could all do with less exact parralel between player character position and player position. So the player could be winning/gaining points by getting his character into a position where the cancer research is becoming unprofitable.

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