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Nazis, Aliens and Terrorists: Rethinking the "Bad Guy"

Aaah
Thursday, July 02, 2009

Editor's Note: This well-written piece by Omar Yusuf dives into the complexities of conflict in literature and why videogames need to explore them more. And just so I don't scare you off with that synopsis, he talks about shooting stuff, too. -Shoe



Conflict, in its most narrative sense, is a fundamental element in all fiction. Without a source of struggle or strife, literature and films can appear vacuous or inane. Conflict generates a sense of purpose, a hurdle which must be overcome -- whether in the name of peace or triumph.

English classical literature has evolved in such a way that conflict is often categorized into one of several archetypes. These include: "Man vs. Machine," "Man vs. Nature," and the like. For the most part, these categories do their part; they make it easy to understand conflict in whatever context, whether it's between Luke and Darth Vader or between Holden Caulfield and the unkind New York City society.


Conflict in literature, the arts, or motion pictures is rarely physical. Often, it can be psychological or rhetorical, as categorized under "Man vs. Self" or "Man vs. Society." Christopher Nolan's Memento observes the strife which erupts when a man fights with his own memory and past. Isao Takahata's Grave of the Fireflies depicts the struggle which a boy and his young sister have to endure with poverty and neglect. Hell, even Aqua Teen Hunger Force has instances where Master Shake fights obtuse and intangible elements such as reputation, self-esteem, and identity.

Why is it then, that the majority of conflict in videogames boil down to shooting at nazis, terrorists, and aliens?

 

The simple answer? In the context of a videogame, shooting at Nazis is more fun than struggling with depression or heartbreak.

But here is the problem. In videogames, the player almost exclusively interacts with the world via the end of a weapon. Neither plasma rifles nor throwing stars are useful in a conflict which involves ideas, words, or beliefs. Some very story-driven games cross milestones in dealing with non-physical struggles. Max Payne, by the end of the sequel, reconciles with the fact that he is indeed one of the "bad guys" -- only after admitting that in the world we all live in, everyone is bad.

Max Payne breaking the fourth wall.


I'm not asking for a game which involves quick-time sequences where you "tap A" to take three tabs of prozak or "rotate the analog stick" to take yet another swig of brandy. I love shooting things, especially Nazis and aliens (and Nazi-aliens). I'm simply asking for a little more sophistication in the narrative of videogames.

A good many of the articles on Bitmob deal with symptomatic issues which prevent the videogame industry from being considered a viable expressive medium. Art has the capacity to communicate complex issues. I think we'll all agree that pointing an M1 Garand at a Nazi's head is far from "complex."

Games like Call of Duty and Medal of Honor have the capacity to convey a more genuine look at the Second World War. Not all the German soldiers had affiliations to the Nazi Party, and in fact, many Wehrmacht members were Polish or Dutch conscripts. WW2 franchises have the opportunity to display the brutality and senselessness of war, instead of the perceived glory. Nazis are bad. No doubt about it. But things are more complicated than that, and I encourage games to delve into that complexity and expose it.

Perhaps Call of Duty 2 could have portrayed all the members of both opposing factions as being "evil," simply by virtue of taking the lives of one another. It could have just as easily gone the other way, by interpreting all soldiers as innocent casualties to wars which they would never fully understand.

But that doesn't sell. Everyone wants to shoot aliens, nazis, and terrorists. No questions asked.

Half-Life is a game which possesses enthralling weapon mechanics, graphics, and sound production. But the reason it's an important game is because it deals with narrative elements such as inevitability and human futility in a way which is interesting and more vivid.

The "bad guys" in videogames need to emulate (or at least reflect) the "bad guys" in real life, especially if videogames want a bid at being taken seriously. Most things in life have some element of evil associated with them, but the writers and producers of videogames would much rather deal with things that are viewed as being "absolutely evil," such as gun-crazed terrorists or hostile aliens.

The world rarely operates in absolutes. The world is more ambiguous than that. I think it's the job of videogames to highlight that ambiguity...and let us shoot it in the face!

 
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Comments (8)
Default_picture
July 02, 2009
This was a fantastic read, and one of those articles that I wish game developers would read. Very well said - I think part of this problem is caused by limited resources for a game, so the story ends up taking a hit for the sake of gameplay. Still, the games with the most enthralling, interesting narratives are always the best. By the way, I highly recommend Bioshock if you haven't played it. It plays like a great novel.
Default_picture
July 02, 2009
I really enjoyed this. They could start by showing humanity in the opposition. I wonder what gamers would think if after shooting a Nazi they found a note to his wife and kids along with the standard ammo refill.
Default_picture
July 02, 2009
While we wait for more mature storylines with shades of grey.. try playing a Call of Duty with a female friend from germany beside you.. turned me off from shooting Nazis.. for a while
Shoe_headshot_-_square
July 03, 2009
Great piece, Omar. We will be promoting it shortly.
Pshades-s
July 04, 2009
Funny you should mention BioShock, Garret, because while there is a story that unfolds as you play, most of your time is still spent shooting everything that moves. They're not Nazis or Terrorists, but they are uniformly insane and attack you on sight. I still love it, but it doesn't do much to distinguish itself from other shooters as far as dealing with your enemies is concerned. I'd like to see more games put you on the "other" side, in a matter of speaking, and have you play a character that is despised and viewed as evil. Does anyone remember the PS1 game [i]Deception[/i]?
Default_picture
July 05, 2009
Big Daddies were a cool take on "bad guys". They don't attack indiscriminately and tend to ignore everything around them. Despite this, their clunking boots and groans make them a key part of the ambience. A Big Daddy is there with it's Little Sister, and it makes itself known. Putting down one of these creatures feels more emotional than the choice between saving or killing Sisters. In a way, it's like poaching an elephant for ivory.
Pshades-s
July 05, 2009
[quote]Putting down one of these creatures feels more emotional than the choice between saving or killing Sisters. In a way, it's like poaching an elephant for ivory.[/quote] So true! Even though the Sisters actually hold the resources, dealing with them comes down to a simple 50/50 choice and the single press of a button. Engaging Big Daddies is a much more meaningful choice that involves forethought and strategy. They also leave behind a corpse and a grieving little girl, whereas Little Sisters just vanish when you deal with them. I'm not trying to disparage BioShock by any means. It is a fabulous video game and an excellent shooter. I'm just saying it doesn't offer many challenges to the genre's "kill or be killed" ethos. Imagine if you could explore Rapture without fighting off every mad Splicer you came across. What if some of them tried to bargain with you? What if some of them were afraid of you? Perhaps these sorts of things are being considered for the sequel.
Captgoodnight_1a
July 06, 2009
One mod, in particular, comes to mind for COD2 was the German Front mod which set up the player as a member of the Wehrmacht. Starting them in the Normandy invasion and through seven missions, it was supposed to deliver a story of a soldier who only wanted to survive the war to get back home. From what I remember playing of it (the D-Day invasion was demo'd), it even had a letter at the start relaying the thoughts of this soldier as someone who simply fought because he had no other choice. Unfortunately, as is the fate of many other ambitious mods, it was never finished. On your mention of film, 2004's Downfall was a chilling portrait of the last days of Hitler. Roger Ebert perhaps put it best when he said of its subject "Admiration I did not feel. Sympathy I felt in the sense that I would feel it for a rabid dog, while accepting that it must be destroyed.". This begs the question on what the audience is compelled to deal with. Do they want to see Hitler only on truly monstrous terms because it is easier? Or see the monster reduced to an Austrian corporal who treated his secretaries well and those around him with as much familiar charm as we might not want to see coming from one of the most evil men in history? Despite the dearth of believable villains, there have been memorable examples many of which fall into RPGs (and story based titles as you have noted) which, by necessity, tend to devote far more time on fleshing out their characters giving them a distinct advantage over the adrenaline charged steamroller of a typical shooter. As one example, Jon Irenicus (Baldur's Gate 2) comes off at first as a typical "bad guy" until telltale hints are dropped that make you think that he might be doing this for love...albeit without any moral conscience. Vampire: Bloodlines wonderfully blurred the borders by casting you as a vampire and letting you discover on your own who the villains might be without losing your own humanity in the process. Everyone had villainous tendencies and it helped that most of the characters were extremely well written to take full advantage of that fact. But FPS's are not without their own such as Bioshock's Andrew Ryan. Scolar Visari from Killzone 2 is another example that, when examined, adds another layer of ambiguity to the Helghan. Are they truly evil as a whole? Or were they driven to war because of their perception of reality as created for them by Visari? We've got some decent villains out there in gaming where the story is just as important but as you've pointed out, it would be nice if the supporting cast were just as well written to make us think twice about pulling the trigger.

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