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Suicide as an Emotional Catalyst in Gaming

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Monday, November 16, 2009

Editor's note: Suicide is never an easy topic to discuss, but as Richard shows us, it's one that comes up often in video games. Do you agree with his conclusion about the effect of these suicides on gamers? -Brett


*As this article is about death in gaming, and character death is often a critical turning point in the plot, be warned that this article is filled with spoilers.*

As long as there has been death in games, there has been the ability to commit virtual suicide.

At first, with an onslaught of barrels, alien invaders, and ghosts, simple inaction was an easy way to kill one's own character. Of course, the player was punished for such an act, either by having to restart the level or the entire game from the beginning. And in those days of coin-operated enjoyment, there was a negative financial consequence for death as well: a wasted quarter.

When games moved from the arcade to the home, narrative evolved along with graphics and gameplay. Parts of games became scripted, and the player simply watched brief snippets of the story unfold. Suddenly, the player was no longer able to control every action of a character. By the time of the 16-bit era, suicide had become a plot point in these more sophisticated game narratives.

 

Suicide first appeared in gaming as a heroic sacrifice: characters choosing to kill themselves in order to save others. Palom and Porom in Final Fantasy 4 are an early example of this. They decided to kill themselves by turning into stone to save the party from being crushed to death. Similarly, near the end of Super Metroid, the baby metroid uses all its energy to save Samus' life and allow her to finish off Mother Brain.

Today, this type of noble sacrifice is by far the most common form of suicide in gaming. During the final cinematic of Star Wars: The Force Unleashed, for example, the Secret Apprentice absorbs the Emperor's lightning until it kills him in order to save the founders of the Rebellion. In Final Fantasy 10, both Tidus and Yuna secretly intend to give their lives to save the world -- though only one succeeds. Several cyborg ninjas over the course of the Metal Gear series also give their lives in heroic attempts to save others.

The heroic sacrifice is an archetype deeply ingrained in our cultural consciousness. True heroes sacrifice themselves to save the world, or even just to save a friend. Being able to act out this archetype, even in the setting of a game, evokes a strong emotional response from the player. Simply put, being noble makes people feel good. And games like those mentioned above allow players to feel as if they have performed this most selfless of deeds.

The more tragic form of suicide -- the one most people associate with the word -- has been in gaming nearly as long as the heroic sacrifice. In Final Fantasy 6, after the mid-game climax, the main party is thought to be dead, along with everyone else in the world. Stranded alone on an island, Celes, the remaining party member, decides to end it all by jumping from a cliff into the sea. What follows is perhaps the most emotionally charged event of the 16-bit era, and easily the saddest.

A more recent example, God of War, begins and ends with Kratos' attempt to join his family in the world of the dead after avenging them in the world of the living. And in 2009's Brütal Legend, Ophelia, heartbroken and alone, kills herself in the same way as her Shakespearean namesake while Ozzy Osborne mournfully sings "Mr. Crowley" in the background.

While the heroic sacrifice archetype taps into a player's feelings of compassion, courage, and pride, the tragic suicide archetype taps into a sadder spectrum of emotions. This is, in many ways, harder for a video game to pull off, because the player must not only care about the character in question but be emotionally involved enough to empathize with that character at their lowest moment.

Why would players want to mirror the emotions of a depressed and suicidal character? Because embracing the low points in the character's life -- in addition to the high points -- makes them feel more real. A good story needs emotionally driven conflicts to remain interesting, and this archetype, done well, can be the driving force for the rest of a game.

Recently, a third type of suicide, in which characters mirror common suicidal images, has become popular in gaming. In the game Shin Megami Tensei: Persona 3, characters use gun-like devices to "shoot" magical personas out of their heads. Each character commits his or her "suicide" in a different but realistic way, complete with gun sound effects, impact recoil, and skull fragments. The entire point of Sony's downloadable title Pain is to "kill" your character in the most grotesque way possible by catapulting them into a crowded city. And in the fantasy game Dragon Age: Origins, mages may gain a full refill on magic if they slit their own throats and shower in the accompanying geyser of blood.

This graphic, non-fatal form of suicide is shocking and disturbing, but most of all, exciting. As with anything taboo, there is a charge from seeing it carried out. A suicide or a death in general is not something many of us will ever see. Yet games allow this taboo to be experienced in a safe way. No one is killed, no one is mentally scarred. The image of suicide is exploited, but the emotional impact and horror of the actual event are left alone.

There is no doubt that suicide is a taboo topic in today's world, and while it should be handled with respect, that doesn't mean it should be ignored. Suicide has been used to great effect in video games. When used well, it serves as a tool to deepen the player's emotional connection to the game -- something that improves the art of gaming as a whole.

 
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Comments (11)
Pshades-s
November 12, 2009
Can you think of any games where the player has the [i]option[/i] to commit suicide in order to serve a greater good? Not just as part of a cutscene, but an actual choice by the player? That would be a hell of an ending to a game, if properly utilized.
Default_picture
November 12, 2009
The original ending to Fallout 3 is exactly that sort of choice. The problem is that you are railroaded into it. There are several party members who could do your suicidal task and not die. Yet if you ask them, they refuse, mumbling something about it being your job to die and save the world. It was an epic plot hole. Of course, with the expansions packs it was rewritten and that all changed.
Default_picture
November 12, 2009
I don't know- sure suicide can be used to evoke quite a reaction from the player, but so can beastiality or cannabalism and other graphic, horrendous acts. Just because it gets a rise out of people doesn't mean you should use it. I'd think suicide should be used sparringly and in very specific context, not just so some anime teen can go on a magic fun trip. @Daniel, you can sacrifice Crono to Lavos as opposed to Schala in Chrono Trigger, I believe. But it's kinda bullshit because he comes back to life one dungeon later.
Bhhdicon_copy
November 16, 2009
Call of Duty 4 has a couple of instances that are completely relevant to this entry (SPOILARZ): There's the suicide of Zakhaiev's son shortly before he's captured and the option to take the "Cowards way out" by holding the "X" button when in Last Stand during multiplayer; an actual choice to commit suicide.
Brett_new_profile
November 16, 2009
@Ed: I'd forgotten about the option to kill yourself to deny opponents points in COD4. Great example!
Picture_002
November 16, 2009
While an interesting and creative gameplay mechanic, I'm not 100% sure suicide to deny points in COD4 multiplayer was something I cared much in a game. I appreciate it as competitive tool but - this reads so awkward - I prefer my suicides to have more meaning. I agree with Travis's point that any horrendous act can be used to get a rise but doesn't necessarily need to be used. I'm not going to jump on Persona's case primarily because the range of activities I've seen anime teen participate in lead me to kinda sort of accept anime teens and I aren't hanging out very many evenings in my lifetime. Looking at Final Fantasy, I never thought much of the series' treatment of death, suicide or otherwise as even Yoshinori Kitase alluded to death being more convention as the characters were generally brought back to life or replaced, until (in series order, not when I played them) FFVI and that sequence with Celes. I'm as irreverent as anyone I know, but somethings just should carry weight. And while death as mechanic cheapens the concept in games as a whole, really having VI convey that sense of despair in the World of Ruin that would drive not just people in the background of the story but a main character to want to really end it all did so much to make the story mean something to me. She doesn't die, but that she makes the attempt was very powerful to me.
November 16, 2009
Ophelia's suicide was a really beautiful scene, a great example of visuals and music together. It's impact was diminished, however, knowing that she would be coming back soon. Eddie's efforts to bring her back legitimized the plot as a whole, at least. A lot of shooters have suicide as an option, COD just has a button for it. If you go into the pause screen of most shooters, "Suicide" is right next to "Options." Also, in Killer 7, there was a character whose power was unleashed whenever she slit her wrist. I don't think it was necessarily suicide, but the imagery was certainly there.
Default_picture
November 16, 2009
I'm not sure about anybody else but I don't equivalate self-sacrifice with suicide. Sacrificing yourself to save another's life is a noble and humble act. Committing suicide is selfish and disgusting. We only have one life to live and throwing it away should never be an option. Looking back at the Last Stand perk in MW, I realize now that most of the time I would wait to bleed out or get shot by the enemy. I'm not sure what that says about myself but I rarely held the X button down (360 owner here).
Default_picture
November 16, 2009
"There is no doubt that suicide is a taboo topic in today's world, and while it should be handled with respect, that doesn't mean it should be ignored...it serves as a tool to deepen the player's emotional connection to the game -- something that improves the art of gaming as a whole" @ Richard, I really enjoyed reading your article! Great conclusion and I completely agree. It's how a game handles these sensitive issues that elevates it as an acceptable form of discussing real social issues.
Shoe_headshot_-_square
November 16, 2009
Very well-written article!
Waahhninja
November 17, 2009
Indeed, a great article. Just your mention of Celes shot me back to being 12 years old and hysterically crying, clawing at the screen. I shut the game off in an attempt to stop it all.

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