"Evil" as it is presented in the modern storylines

cronicler

Lurksalot
It has been a long time since i learned English, i mean started gaming with understanding what i was doing on my Pc (more than 12 years i guess). By a weird piece of chance i started actively gaming with some really bad titles like: The Curse of Monkey Island, Fallout, Jagged Alliance, The City of Lost Children, Albion. Yes there were probably some (a lot) other titles played during the first 2 years of my blitzkrieg but as you can see they are not remembered quickly beside these horrible titles.

These horrible games had 1 thing in common; They either had a good story that made me remeber them or real "bad" guys. None of these had "Bwahahaha im bad" guys... Wel LeChuck and Dedriana were such a bad guys but that was their point. They were satire, ooo look im bad and all powerfull and idiot characters. (Well Guybrush was idiot too but nevermind :)).

These games had people that were doing harm for achiving good end (Killian, Master,), Bad guys were armored in layers of lackeys who had no idea they were working for bad guys (The Mining Company guys in Albion, Some of the guards in CotLC). Where did all those deep stories, characters go?

Nowadays you can't be a belivable bad guy in the games. Heck you cant be a bad guy without becoming an idiot (ala kotor).

**The scenario writer(s) of Mass Effect tried something diffrent. You couldn't be a bad guy in the game, (The whole story was linearly constructed as you being the good guy) but you could at least choose if you were going to be a paladin or a self serving bastard. Too bad that the choices and their effects were all dumbed down, most of the game was designed to be a filler (Thank you but i never liked frogger in amiga and i dont want to play it now / Why the frack cant i deploy a survey sat to low-orbit, have a shower and meal while it maps the mission zone, then drop to the important site? Why the hell cant i have a recon helicopter instead of an apc? / And a lot of smilar irritations) and the story was forced to go on despite whatever you did. It was a nice and bold try as far as the main story goes but it was drowned in a sea of sub-par game & game elements.

Another aspect of the "Evil" in the modern games, stories i hate is the main character's "good"ness and "evil"ness: (Warning: FO3 Story Example) Here is an evil fallout 101 exile of my own imagination:

So after getting out of the vault i helped this town with slavers and raiders, helped them to expand their militia to a full time ranger like organisation, found an Autodoc and dismantled-transported it to the town, found ghoul teachers to teach people medicine-engineering etc. I am a good guy yea?
Hell NO! Look fathead i didnt do anything out of the goodness of my heart. I had to escape from vault thanks to whatever crap "Dear" never be enough damned daddy pulled. I was alone in a fracking deathtrap so i used my assets wisely. Where the hell did you expect me to get treated if i had a disease? Or did you think i was gonna squat in one of these peasant holes?
So i joined into business partnerships with the gains from resources at my disposal (Me, my rifle and loot from unwanted but wealthy idiots). Teachers of forgotten knowledge was a primary concern. Where to find any teachers? Ghould of course. get them pampered a bit and make them feel important, useful again and voila you have the best teachers of wastelands (or alternatively you can have the radioctive hole scavengers who work bt trading with you. Lost and useless tech sells for a lot to idiot Paladins)
Also on a similar note, do you think i was going to let that redheaded, green eyed mechanic be involved with anyone else? My slaves ar MY slaves. (Well a burnette with blue eyes as another mistress and a nice docile vault girl to bear me some brats vouldnt be too bad too. who cares about morals. I own this place)
There were some small time operations in the area. I moved in and cleaned them out. With my gains from those idiots i co-founded the bank. i stole those guys territory and resources for my own use.
How do you think i own half of the new manufactory in town? I meant half of everything in town. Kill slavers, loot them. Get their slaves to a new life in my own manufactories! Give them a loan, educate them a bit and give them work and life. Result? More new ants to produce wealth for me!
Nevermind that instead of just holding them by their balls chained to a slave chain, i have them chained to my use by their wallets, minds and hearts. And they are chained with their own desires and belief and love too, idiots.
You think that i fund those rangers for goodness and protection for the ants? Puha, you are funny. When the day comes some stupid knight or other gets pissed of at me for skinning them alive with my products (everyone has needs! do you think Bos or Enclave can be bothered to make glass? As in windows and such? Made from sand you know.) or some idiot raider tries to steal from me these redshirts will all be standing between me and the danger. More in numbers and more in effectiviness equals more usefull redshirts.
Bla bla bla bla (Insert more self ego boosting evil monologue here) Bla bla bla......

Do you have any hope we will see a "similar" playable character route in "ANY" game? (And dont take this as a FO3 bash, i just used fo3 storyline becouse we are all familiar with the main points of its story) - At last in the past we could imagine the details of what we saw in pixels and dream on starting with the little but creative bits of texts we got as answers. Nowadays since the games try to do the imagining instead of us (and wont let us do it ourselves) it either manages to create a light illusion for a bit or just plainly feels hollow to play most new games. (That require thought not spinal reflexes to play :P)
 
Well most of the time Evil is being portrayed as being a mindless slaughterer who will do anything for a price, but there is barely any shred of 'sophisticated evil' or simple self interest.

Yes some extortion here and there, and sometimes setting people up but that is only barely scratching the surface.

If I were an evil person it wouldn't mean I would go out killing people whenever it suited me, I might not care much for the well being of others, especially when it stands in my own way of financial gain or increase in influence, but I don't exactly hate people for existing either and wouldn't kill or maim if it could be avoided when reasonable possible.
Evil is not being a psychopath, that's a sadist.
 
Do you have any hope we will see a "similar" playable character route in "ANY" game?
Nameless One from Planescape: Torment can be role-played in this way. I tried it after being inspired by his previous incarnation (who was the most evil bastard I've ever seen in any game, book or movie... and everybody followed him) and it worked. There aren't many cruel things you can do in game but almost always in dialogues you're able to choose whether you really believe in helping or you're just manipulating interlocutor. And when there are they are really cruel.
 
Another disturbing trend I see in modern FPS's are:

America is the world's sole superpower of good, shining white knight crusading against the evil, bad, "terrorists" with AK's.
 
Popular culture as an extension of the discursive formation, especially on emotional subjects like gaming, isn't really new, oblisk.
 
Back
Top