Until we have some sort of interface similar to the devices used in the movie Strange Days (great movie BTW). Where emotions/thrill/ fear/terror/pleasure can be recorded and experienced by others just as the original person experienced them; we will never have a game that gets at what the OP is desiring. Especially in an MMO (MMO can't even make moral decisions have any weight).
If any of you are futurists or know of a man named Ray Kurzweil, he predict that such things will come into existance by the year 2040-ish. Soon before the singularity.
A few skips in logical train of thought.. but then again that;s rather subejcutve. Those who market games know what sells and they want to make money. Emprically driven research drives the mule in most cases. The same with psychological effects of video games or MMORPGs on users. Heck the Journal of Cyberpsychology is usually a good place to start there. Then again there is a growing body of research showing all the benifits that MMORPGs provide in terms of learning and psychological treatment. But meh, who cares, cause when someone makes a "How can people cross genders inan MMORPG" or a "Does your character in game represent you in real life" thread we get a nice flow of opinons, some pushed off as fact.
In the end though many MMORPGs have alternate ways of advancement. Take VanGuard's diplomacy and crafting, decorating in EQ2 just to name a few. But yeah looking at most video games, way back to the old 25 cent ones I'd play growing up a lot of it was about killing or smooshing things. There's a reason why the old Dungeon and Dragons had a monster manual and a fiend folio as well... electrum pieces.
Wouldn't I love to know what made you think that... What is important to some might be omitted by many.
I don't think every game should follow the same manual or aim for the same goals.
* Nice boots! What do the inscriptions mean? +10 strenght or violent explosion?
* Nice skulls collection! Where did you get them? in the online store or from those sacred burial grounds?
meanwhile, rather than increasing available mental healthcare for those who need it most, we decide to play the blame game.
cuz you know, we wouldn't want to have to actually sacrifice or work to better the world.
best to just declare the witch hunt on.
LOL!!
Originally posted by lizardbones
I'm not really sure what the intent is here. For some reason, mostly what comes to mind is some kind of TSW ARG.
Short explanation:
(***warning for pure cowards / young kids behind you***)
Just this crappy image is more disturbing than all the footage of TSW (and really any other mmo) that I have seen and I think that is really disappointing.
oh i thought this was about all that bullshit concerning videogames and their clear connection to the massacre of elementary school kids in connecticut.
cuz you know, when im done with an afternoon of planetside2 what i most want to do is kill innocent children. /sarcasm
"There are at least two kinds of games. One could be called finite, the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing play." Finite and Infinite Games, James Carse
oh i thought this was about all that bullshit concerning videogames and their clear connection to the massacre of elementary school kids in connecticut.
cuz you know, when im done with an afternoon of planetside2 what i most want to do is kill innocent children. /sarcasm
oh i thought this was about all that bullshit concerning videogames and their clear connection to the massacre of elementary school kids in connecticut.
cuz you know, when im done with an afternoon of planetside2 what i most want to do is kill innocent children. /sarcasm
I don't want it to be, I am not trying to be deliberately disrespectful.
the only people i am being disrespectful towards are the idiots who think videogames are a prime motivator in massacres such as these.
keep your self righteous bullshit to yourself.
"There are at least two kinds of games. One could be called finite, the other infinite. A finite game is played for the purpose of winning, an infinite game for the purpose of continuing play." Finite and Infinite Games, James Carse
oh i thought this was about all that bullshit concerning videogames and their clear connection to the massacre of elementary school kids in connecticut.
cuz you know, when im done with an afternoon of planetside2 what i most want to do is kill innocent children. /sarcasm
Initially, I thought this was a game concerning the correlation between video game violence and real life violent tendencies. I had to reread the OP and the following posts multiple times to understand what this thread was about.
From what it sounds like, you want a video game where the actions you take a realistic. They have branching consequences that could cause both emotional turmoil should you follow a certain path. Killing that person seems completely realistic, and as a result you treat it like you would in real life. In general, in real life you would never choose to kill someone. Actually, you would generally choose the least violent approach.
I think I have come up with multiple theories for this.
First, I think it has to do with consequences. Games often make violence the easiest and most practical approach. So you kill that one NPC? Or kill that one player? What are the possible consequences that stem from it? It just makes your life easier. In real life, choosing the violent approach is often the hardest approach. There are a lot of future, legal consequences that can result from choosing a violent approach. Now does this mean people always choose the least violent approach? No, if violence is the easier of the possible approaches, then people choose that. Remember, people will naturally choose the easier path to complete something (by easier, I'm including the waying of pros and cons of certain actions). If that path is violence, and the benefit outways the cost, people will naturally choose that path.
So video games would have to make killing seem more realistic. For example, killing an NPC would cause legal trouble in the game and your character could spend time in jail. Not only that, the consequences need to seem real. For example, concepts such as permadeath would most likely need to be employed. I know World of Darkness has proposed an interesting system. We have yet to see it in action, or really any of the game in action, but it is interesting. Basically, if you reveal yourself to humans, or piss off some other player, there can be a bounty placed on your head. Players can then hunt you down and kill you, and that's it for your character (permadeath). This may make you consider your actions.
However, this does nothing for the emotional trama that often results from going through a tragic experience, or even killing someone. When a person who isn't psychotic (by psychotic, I mean a person who is a normal, law abiding citizen who would only ever kill in defense of his/her self/home/family) kills another being, or harms another being, they are often taken over by guilt and/or PTSD. You want this in a video game?
I'm pretty sure this would require more senses than what a video game already stimulates. I mean people already form emotional connections to characters from books/video games/movies. When something happens to this character, generally you either cry, get angry, and by the end you are exhausted (if it's a good book, movie, etc.). However, we all realize that his is just a work of fiction. This isn't real life.
The thing is, in general our minds easily discern reality from fantasy. This, I think, is the core of why we can easily just kill a character in the video game if it's easier to do so. Why there is no emotional turmoil for killing this person. So how do you trick our brains? You would need to first trick our senses. In real life, we rely on more than just our sight and hearing. We rely on all of our senses in order to interact with our world. Games would first need to stimulate all of those senses. It would need to be capable of producing the smell of the world, the smell of death, etc. When you touch an axe, or another person, you would need to be able to actually feel these things. Even pain would most likely need to be recreated.
Next, the world would need to most likely look more realistic. Even the best video games have yet to look completely like reality. Physics are still slightly off. Certain parts of the world just don't interact properly. Trees just stand still. We are limited by the capabilities of the computer in rendering the graphics. We just can't produce graphics that are just like reality yet. And then we need to worry about lighting, etc. Could we ever get to this point? Of course we could. Technology isn't there yet though.
Next NPCs and the world would need to react to your actions properly. NPCs would need to seem realistic. You walked up and punched that NPC? It would need to react like someone would in reality. Everything would have to be in sync. Basically, your actions would need to have a permanent effect on the world.
Now just how detailed the world has to be, I have no idea. There would need to be experimentation. After a certain point, our imagination could take over and fill in some details.
Technology just isn't there yet, however. Maybe in a number of decades, but it won't be any time soon.
Actually I can think of some interesting experiments that could arise out of this.
For a current video game, with current technology, I think the best option would be the first one. It would force you to consider your actions. Should you kill that NPC/Person/creature etc. Who knows what the consequences could be.
Initially, I thought this was a game concerning the correlation between video game violence and real life violent tendencies. I had to reread the OP and the following posts multiple times to understand what this thread was about.
From what it sounds like, you want a video game where the actions you take a realistic. They have branching consequences that could cause both emotional turmoil should you follow a certain path. Killing that person seems completely realistic, and as a result you treat it like you would in real life. In general, in real life you would never choose to kill someone. Actually, you would generally choose the least violent approach.
I think I have come up with multiple theories for this.
First, I think it has to do with consequences. Games often make violence the easiest and most practical approach. So you kill that one NPC? Or kill that one player? What are the possible consequences that stem from it? It just makes your life easier. In real life, choosing the violent approach is often the hardest approach. There are a lot of future, legal consequences that can result from choosing a violent approach. Now does this mean people always choose the least violent approach? No, if violence is the easier of the possible approaches, then people choose that. Remember, people will naturally choose the easier path to complete something (by easier, I'm including the waying of pros and cons of certain actions). If that path is violence, and the benefit outways the cost, people will naturally choose that path.
So video games would have to make killing seem more realistic. For example, killing an NPC would cause legal trouble in the game and your character could spend time in jail. Not only that, the consequences need to seem real. For example, concepts such as permadeath would most likely need to be employed. I know World of Darkness has proposed an interesting system. We have yet to see it in action, or really any of the game in action, but it is interesting. Basically, if you reveal yourself to humans, or piss off some other player, there can be a bounty placed on your head. Players can then hunt you down and kill you, and that's it for your character (permadeath). This may make you consider your actions.
However, this does nothing for the emotional trama that often results from going through a tragic experience, or even killing someone. When a person who isn't psychotic (by psychotic, I mean a person who is a normal, law abiding citizen who would only ever kill in defense of his/her self/home/family) kills another being, or harms another being, they are often taken over by guilt and/or PTSD. You want this in a video game?
I'm pretty sure this would require more senses than what a video game already stimulates. I mean people already form emotional connections to characters from books/video games/movies. When something happens to this character, generally you either cry, get angry, and by the end you are exhausted (if it's a good book, movie, etc.). However, we all realize that his is just a work of fiction. This isn't real life.
The thing is, in general our minds easily discern reality from fantasy. This, I think, is the core of why we can easily just kill a character in the video game if it's easier to do so. Why there is no emotional turmoil for killing this person. So how do you trick our brains? You would need to first trick our senses. In real life, we rely on more than just our sight and hearing. We rely on all of our senses in order to interact with our world. Games would first need to stimulate all of those senses. It would need to be capable of producing the smell of the world, the smell of death, etc. When you touch an axe, or another person, you would need to be able to actually feel these things. Even pain would most likely need to be recreated.
Next, the world would need to most likely look more realistic. Even the best video games have yet to look completely like reality. Physics are still slightly off. Certain parts of the world just don't interact properly. Trees just stand still. We are limited by the capabilities of the computer in rendering the graphics. We just can't produce graphics that are just like reality yet. And then we need to worry about lighting, etc. Could we ever get to this point? Of course we could. Technology isn't there yet though.
Next NPCs and the world would need to react to your actions properly. NPCs would need to seem realistic. You walked up and punched that NPC? It would need to react like someone would in reality. Everything would have to be in sync. Basically, your actions would need to have a permanent effect on the world.
Now just how detailed the world has to be, I have no idea. There would need to be experimentation. After a certain point, our imagination could take over and fill in some details.
Technology just isn't there yet, however. Maybe in a number of decades, but it won't be any time soon.
Actually I can think of some interesting experiments that could arise out of this.
For a current video game, with current technology, I think the best option would be the first one. It would force you to consider your actions. Should you kill that NPC/Person/creature etc. Who knows what the consequences could be.
Do I want that Lawful-Good / innocent persons to be able to experience horrible threats? Short answer: yes.
Long answer: I don't like utopic worlds, so yes if you are good you should feel guilty if you are a degenerate then I guess you should just be thrilled to be part of the turmoil. Isn't that the way irl?
I hope we don't need to wait until technology reaches that ideal state of virtual reality to be capable of achieving a deep involvement. I bet we will see some progress before it comes to that.
Sounds like you want a Fallout 3-esqe game in MMO form, where killing people actually affects the way you can play the rest of the game. Killing Three-Dog or blowing up Megaton, for instance, had permanent consequences and changed the way you had to play. Not sure how this would transate to the MMO world, with other people besides yourself about, but it is an interesting thought.
Originally posted by zimeron Sounds like you want a Fallout 3-esqe game in MMO form, where killing people actually affects the way you can play the rest of the game. Killing Three-Dog or blowing up Megaton, for instance, had permanent consequences and changed the way you had to play. Not sure how this would transate to the MMO world, with other people besides yourself about, but it is an interesting thought.
Fallout 3 mostly affects the game world, I want a game to affect me as a player. That game was good but in that department it didn't left me a lasting impression, I never finished it so I am not saying that there isn't anything potentially meaningfull to me, its just that if there is I havent found it yet, and yes I have reached some of the morally ambiguous choices you get to make as a player.
"there's a line men like us have to cross" I have to play that game.
Edit: btw I am not trying to avoid that question I just have been working on the answer for a while now, I hoped this thread could help me and others brainstorm a little on this subject.
Either that, or check out EVE Online and get into politics, mercenary work or just plain sabotage.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein "Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
meanwhile, rather than increasing available mental healthcare for those who need it most, we decide to play the blame game.
cuz you know, we wouldn't want to have to actually sacrifice or work to better the world.
best to just declare the witch hunt on.
LOL!!
Originally posted by lizardbones
I'm not really sure what the intent is here. For some reason, mostly what comes to mind is some kind of TSW ARG.
Short explanation:
(***warning for pure cowards / young kids behind you***)
Just this crappy image is more disturbing than all the footage of TSW (and really any other mmo) that I have seen and I think that is really disappointing.
oh i thought this was about all that bullshit concerning videogames and their clear connection to the massacre of elementary school kids in connecticut.
cuz you know, when im done with an afternoon of planetside2 what i most want to do is kill innocent children. /sarcasm
it does seem a bit 'opportune' to be discussing this subject at this time, tbh im with Totalbiscuit on this one, the media needs to stop aggrandizing the people in question, and focus more on the victims. but i do understand the sarcasm, games, online or not, are inevitably the scapegoat in the media when people with mental health issues, who also have access to a rather large supply of weaponry, go off on one. Guns belong in the hands of the military imo, and nobody else..
"there's a line men like us have to cross" I have to play that game.
Edit: btw I am not trying to avoid that question I just have been working on the answer for a while now, I hoped this thread could help me and others brainstorm a little on this subject.
Originally posted by zimeron Sounds like you want a Fallout 3-esqe game in MMO form, where killing people actually affects the way you can play the rest of the game. Killing Three-Dog or blowing up Megaton, for instance, had permanent consequences and changed the way you had to play. Not sure how this would transate to the MMO world, with other people besides yourself about, but it is an interesting thought.
Fallout 3 mostly affects the game world, I want a game to affect me as a player. That game was good but in that department it didn't left me a lasting impression, I never finished it so I am not saying that there isn't anything potentially meaningfull to me, its just that if there is I havent found it yet, and yes I have reached some of the morally ambiguous choices you get to make as a player.
Seems to me you are looking for the Age Of Wushu type game. Prison, public beheadings and hunted down by player constables. On top of that your faction will punish you for your crimes.
Everything in the game is player made so become a crafter and run your stall even when offline. Your character stays on in the world and can choose between 30 offline task.
You can actually be in prison for 24 hours so u really cant do anything else while in there. Castration is in the game, some skills are so powerful that they alter the way you look for good.
Everything action in the game effects the world and yourself, there are laws that are meant to be followed and if broken you are held accountable.
I feel so sad because i ganked yesterday horde lowbies. So much blood on Crossroads:( Well yea! I enjoy killing in games, eve, wow, aoc or whatever. That is the point of pvp. Is that mature that is another question but who cares
what the hell is this thread about? its cutting in to my mass genocide of weaker nations in my war games ... so what is the Td;Dl of the op?? anyone know? O-o
Originally posted by zomard100 I feel so sad because i ganked yesterday horde lowbies. So much blood on Crossroads:( Well yea! I enjoy killing in games, eve, wow, aoc or whatever. That is the point of pvp. Is that mature that is another question but who cares
Yeah but thats just mindless and has no meaning, nothing happens to you for doing it and you gain nothing.
Originally posted by zomard100 I feel so sad because i ganked yesterday horde lowbies. So much blood on Crossroads:( Well yea! I enjoy killing in games, eve, wow, aoc or whatever. That is the point of pvp. Is that mature that is another question but who cares
Yeah but thats just mindless and has no meaning, nothing happens to you for doing it and you gain nothing.
Ha you think so They always call some level 90 players and same was yesterday but i got few of my friends in ambush. And even if they do not come you have some kind of weird fun harassing horde lowbies. You know they create fast one ally character and try to whisper you something like you stupid moron, mother f...., die you idiot, i hope you burn in hell. Sometimes i have some fun in this
I enjoy pkilling. While after 20 years of gaming (mostly RPGs) I always appreciate the game, of course (or why bother playing it), there is something specific that draws me continuously back to the hunt of another player.
I'm not going to attempt to play morality games with you and justify what I do. You are mature enough to read this, and I'm sure you can draw your own conclusions. I'm simply going to give you a glimpse into that which you loathe, despise and yet, are oddly curious about. All I ask is that as you read with scorn and derision, you ask yourself why you persist in applying real-world morality to the gaming world ... are you so desperate in your beliefs that you cannot accept that part of the fantasy as well?
I'm not evil by nature, certainly not in real-life. One thing you have to be careful of is disassociating the game world from the real. It's a game. Some play to roleplay, some play to be part of a community, I play to be feared. I enjoy those other aspects too, of course, but they pale in comparison to the thrill of the hunt. But if you find yourself upset in real life because you were pkilled, or displaying any other abnormal feelings or traits that give you pause while you pkill, step back, breathe deeply, and play some Tetris or something.
Does it bother your sense of reality that I'm just a normal, every-day guy, working behind a desk 50 a week and married? That I have short-cropped hair and wear collared shirts? That I have more suits than t-shirts? That I have degrees on my wall, and a group of normal friends? Ahh, you expected Charles Manson, perhaps. I wish I could help you, but I'm not wired "wrong," or anti-social, or sacrificing cats in the background to the light of red and black candles while chanting the 32nd Psalm backwards. In fact I'm listening to CNN right now, typing this, while my wife works out to the latest 'Tai Bo' tape in the living room. I'm not working out my agression on you, or emptying my "harbored angst at the world" into our shared fantasy. I simply "am." And you will deal with me, because the minute you entered this game you made your choice.
There is no honor in gaming period, regardless of what some tell you, so I won't argue whether this thing is honorable or not . I simply enjoy the heart-pounding chase, the imagined panicked look in the player's eyes as he desperately cries out for salvation and finds only a seeking blade. I thrill in the turmoil my soul enters as I smile wickedly, looting your corpse of all of your worldly possessions, while at the same time some vestige of real-world morality plays the Golden Rule game with me. And then I pouch your goods and with a rejuvenated spring in my step, begin the search for a new target worthy of my attention.
Does it bother me on some level that I've destroyed that which you worked for, that if we take it outside the boxes connected to each other that I have in some way harmed you, as you keep reminding me in between all the "fuck you's" and their ilk? No, because my alphabet, unlike yours, has 26 letters. Someone obviously forget to put the G, A, M and E in yours. I don't pity you. You made a choice to come here. I exist simply to remind you of your choice.
I won't reply to you if you ask me "why?" when you re-enter the game. I won't return your goods. I won't listen to your threats, or your promises, or your whining. You are forgotten, lest you raise my ire again, another name on a long list of people who asked the same questions you now ask. I won't give you back your imagined sense of safety that I destroyed, standing over your corpse. The online world is not all pretty pictures and safety, and I'm your tourguide inside the shadow. The laughter you hear in the night, as you flee for safety? You know who's come calling. Run or die.
I don't gloat, or taunt, nor do I brag. I simply do, and I do so with methodical, calculated precision. It's not personal, and it's not business either. It's what I enjoy. I won't rub my deed in your face after-the-fact, because you are defeated, and that crosses a line I simply don't want to cross.
Ironically, you created me. You came to my game, where PvP is law. You thought you could handle it, that the risks didn't apply to you, that your friends would protect you, that no-one would harm you because you harm no-one else, that although it said it was a PvP game, that you would be safe. You're wrong, very, very wrong. It's you I come for specifically, with enlightenment at the end of a pointed blade, with a nightmare ambush from the empty shadow, with a lesson of the harsh reality of this game written in crimson hues on the ground as you crumple for the last time.
Don't whine. Don't bitch to the game masters and admin. Don't ask me to come fulfill your sense of indignant righteousness and fair-play by dueling you, or "fighting you fair." I already did, because nothing's fair here, so everything's fair here. If you cannot defend what you have from the predator, then you don't deserve to have it.
Do not bleat at me, little sheep, for this path you chose of your own free will. You knew the wolves lurked here, you simply chose to ignore them. Well I didn't ignore you, regardless of the cloak of illusion you cast about yourself as you seek your place in this world.
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
As far as MMOs go, I don't know what would fit your description, maybe EvE. For a SP game tho, Spec Ops The Line, does a preety good job of making you question your actions, throughout the story. It's quite deciving, considering it starts off like a generic shooter.
Might want to avoid EVE contrary to the mention of it several times.
EVE is far more methodical than just slaughter. You might not know why the slaughter is happening but you can be assured, there was a reason for it.
Random, unchecked violence tends to happen in games where it isn't really a factor. Go Pirate in PotBS for that sort of thing. You can replace the deeds in short time and the slaughter never ends. Try it in EVE you will just die a lot.
OP needs to cut down on the drugs. If your life is so devoid of emotional experiences that you need to feel these things in games then I suggest you stop gaming and go get counseling. Video games can not emulate the emotional consequences of real life mistakes. That is part of the draw to video games is people can experience a simulation of the human struggle without having to experiance the consequences.
The next logical step in your topic is to have a video game that comes with a midget who knee caps you with a ball peen hammer every time you get shot in the video game. That doesn't sound like much fun to me....
Hmm in one of the first mmorpgs I played, SWG, I started off pursuing the master creature handler profession. I didn't really have to kill anything other than sci-fi critters, and that's mainly because I was taking their young and they attacked me over it.
After mastering that, I went the path of a swordsman. A Rodian swordsman. Rodians are known for their violant culture and dangerous homeworld. I joined the Rebel Alliance and fought against the Imperials. After some time with that, I decided to focus on crafting.
At this point, I didn't need to kill creatures or other living beings. I had to search and scan the land for suitable materials and then set up mining apparatus to recover the materials. I had a house. I set up shop. What did I sell? Weapons, all sorts of weapons. I was on my way to becoming a master weaponsmith. I provided fist weapons, batons, swords, hammers, blasters, blaster rifles, grenades, flamethrowers, and rocket launchers. It was fun
"Fun" is not enough, that is the whole point of this thread. Why these great ideas are never fully exploited? You can, understand the morality of your actions, yet I doubt you can feel their weight or connect with them in a deeper level, in that game, the presentation aspect is always lacking.
Ah, I see what you're after. Some people were hoping that SWTOR "choose your own dialogue" would present the player with Star Wars themed moral choices with consequences. For example, there was a time in testing where your companions could be dismissed or be killed. Lots of people thought this was too extreme, so they changed it so that they could not be permanantly deleted. Before that, you could have talked poorly to them (or get them perma killed) and they would leave - some form of consequence. Another wanted feature (for some), was if you were super evil or good, a companion may leave or even fight you (like in old Bioware games). All of this was avoided in SWTOR. People, like me were hoping the dialogue choices would lead to actual consequences, but they just shifted your Dark/Light side meter - and all that did was allow you to use certain lightsaber colors and buy special gear. Something like if you were super Dark Sided, everyone would respond to you fearfully, or run away from you on sight, because you're downright Evil was not featured.
Comments
Until we have some sort of interface similar to the devices used in the movie Strange Days (great movie BTW). Where emotions/thrill/ fear/terror/pleasure can be recorded and experienced by others just as the original person experienced them; we will never have a game that gets at what the OP is desiring. Especially in an MMO (MMO can't even make moral decisions have any weight).
If any of you are futurists or know of a man named Ray Kurzweil, he predict that such things will come into existance by the year 2040-ish. Soon before the singularity.
Here is the Wiki page listing Mr. Kurzweil's predictions. He has been accurate on 86% of his predictions in the past. Incredibly interesting stuff to read.
Wouldn't I love to know what made you think that... What is important to some might be omitted by many.
I don't think every game should follow the same manual or aim for the same goals.
* Nice boots! What do the inscriptions mean? +10 strenght or violent explosion?
* Nice skulls collection! Where did you get them? in the online store or from those sacred burial grounds?
oh i thought this was about all that bullshit concerning videogames and their clear connection to the massacre of elementary school kids in connecticut.
cuz you know, when im done with an afternoon of planetside2 what i most want to do is kill innocent children. /sarcasm
"There are at least two kinds of games.
One could be called finite, the other infinite.
A finite game is played for the purpose of winning,
an infinite game for the purpose of continuing play."
Finite and Infinite Games, James Carse
I am sure some geeks find your sarcasm funny.
I don't want it to be, I am not trying to be deliberately disrespectful.
the only people i am being disrespectful towards are the idiots who think videogames are a prime motivator in massacres such as these.
keep your self righteous bullshit to yourself.
"There are at least two kinds of games.
One could be called finite, the other infinite.
A finite game is played for the purpose of winning,
an infinite game for the purpose of continuing play."
Finite and Infinite Games, James Carse
Sorry maybe you struck a nerve and I rushed to comment without a clear mind, I accept its my bad. Yes I am also self righteous.
Even these forums have more impact than some games (you should see my face).
Initially, I thought this was a game concerning the correlation between video game violence and real life violent tendencies. I had to reread the OP and the following posts multiple times to understand what this thread was about.
From what it sounds like, you want a video game where the actions you take a realistic. They have branching consequences that could cause both emotional turmoil should you follow a certain path. Killing that person seems completely realistic, and as a result you treat it like you would in real life. In general, in real life you would never choose to kill someone. Actually, you would generally choose the least violent approach.
I think I have come up with multiple theories for this.
First, I think it has to do with consequences. Games often make violence the easiest and most practical approach. So you kill that one NPC? Or kill that one player? What are the possible consequences that stem from it? It just makes your life easier. In real life, choosing the violent approach is often the hardest approach. There are a lot of future, legal consequences that can result from choosing a violent approach. Now does this mean people always choose the least violent approach? No, if violence is the easier of the possible approaches, then people choose that. Remember, people will naturally choose the easier path to complete something (by easier, I'm including the waying of pros and cons of certain actions). If that path is violence, and the benefit outways the cost, people will naturally choose that path.
So video games would have to make killing seem more realistic. For example, killing an NPC would cause legal trouble in the game and your character could spend time in jail. Not only that, the consequences need to seem real. For example, concepts such as permadeath would most likely need to be employed. I know World of Darkness has proposed an interesting system. We have yet to see it in action, or really any of the game in action, but it is interesting. Basically, if you reveal yourself to humans, or piss off some other player, there can be a bounty placed on your head. Players can then hunt you down and kill you, and that's it for your character (permadeath). This may make you consider your actions.
However, this does nothing for the emotional trama that often results from going through a tragic experience, or even killing someone. When a person who isn't psychotic (by psychotic, I mean a person who is a normal, law abiding citizen who would only ever kill in defense of his/her self/home/family) kills another being, or harms another being, they are often taken over by guilt and/or PTSD. You want this in a video game?
I'm pretty sure this would require more senses than what a video game already stimulates. I mean people already form emotional connections to characters from books/video games/movies. When something happens to this character, generally you either cry, get angry, and by the end you are exhausted (if it's a good book, movie, etc.). However, we all realize that his is just a work of fiction. This isn't real life.
The thing is, in general our minds easily discern reality from fantasy. This, I think, is the core of why we can easily just kill a character in the video game if it's easier to do so. Why there is no emotional turmoil for killing this person. So how do you trick our brains? You would need to first trick our senses. In real life, we rely on more than just our sight and hearing. We rely on all of our senses in order to interact with our world. Games would first need to stimulate all of those senses. It would need to be capable of producing the smell of the world, the smell of death, etc. When you touch an axe, or another person, you would need to be able to actually feel these things. Even pain would most likely need to be recreated.
Next, the world would need to most likely look more realistic. Even the best video games have yet to look completely like reality. Physics are still slightly off. Certain parts of the world just don't interact properly. Trees just stand still. We are limited by the capabilities of the computer in rendering the graphics. We just can't produce graphics that are just like reality yet. And then we need to worry about lighting, etc. Could we ever get to this point? Of course we could. Technology isn't there yet though.
Next NPCs and the world would need to react to your actions properly. NPCs would need to seem realistic. You walked up and punched that NPC? It would need to react like someone would in reality. Everything would have to be in sync. Basically, your actions would need to have a permanent effect on the world.
Now just how detailed the world has to be, I have no idea. There would need to be experimentation. After a certain point, our imagination could take over and fill in some details.
Technology just isn't there yet, however. Maybe in a number of decades, but it won't be any time soon.
Actually I can think of some interesting experiments that could arise out of this.
For a current video game, with current technology, I think the best option would be the first one. It would force you to consider your actions. Should you kill that NPC/Person/creature etc. Who knows what the consequences could be.
Do I want that Lawful-Good / innocent persons to be able to experience horrible threats? Short answer: yes.
Long answer: I don't like utopic worlds, so yes if you are good you should feel guilty if you are a degenerate then I guess you should just be thrilled to be part of the turmoil. Isn't that the way irl?
I hope we don't need to wait until technology reaches that ideal state of virtual reality to be capable of achieving a deep involvement. I bet we will see some progress before it comes to that.
Fallout 3 mostly affects the game world, I want a game to affect me as a player. That game was good but in that department it didn't left me a lasting impression, I never finished it so I am not saying that there isn't anything potentially meaningfull to me, its just that if there is I havent found it yet, and yes I have reached some of the morally ambiguous choices you get to make as a player.
You'd probably enjoy Sociolotron.
Either that, or check out EVE Online and get into politics, mercenary work or just plain sabotage.
There isn't a "right" or "wrong" way to play, if you want to use a screwdriver to put nails into wood, have at it, simply don't complain when the guy next to you with the hammer is doing it much better and easier. - Allein
"Graphics are often supplied by Engines that (some) MMORPG's are built in" - Spuffyre
it does seem a bit 'opportune' to be discussing this subject at this time, tbh im with Totalbiscuit on this one, the media needs to stop aggrandizing the people in question, and focus more on the victims. but i do understand the sarcasm, games, online or not, are inevitably the scapegoat in the media when people with mental health issues, who also have access to a rather large supply of weaponry, go off on one. Guns belong in the hands of the military imo, and nobody else..
Well I guess I could... you made me feel evil, thanks.
Seems to me you are looking for the Age Of Wushu type game. Prison, public beheadings and hunted down by player constables. On top of that your faction will punish you for your crimes.
Everything in the game is player made so become a crafter and run your stall even when offline. Your character stays on in the world and can choose between 30 offline task.
You can actually be in prison for 24 hours so u really cant do anything else while in there. Castration is in the game, some skills are so powerful that they alter the way you look for good.
Everything action in the game effects the world and yourself, there are laws that are meant to be followed and if broken you are held accountable.
Yeah but thats just mindless and has no meaning, nothing happens to you for doing it and you gain nothing.
Ha you think so They always call some level 90 players and same was yesterday but i got few of my friends in ambush. And even if they do not come you have some kind of weird fun harassing horde lowbies. You know they create fast one ally character and try to whisper you something like you stupid moron, mother f...., die you idiot, i hope you burn in hell. Sometimes i have some fun in this
Rebuttal to the OP.
Quote:
The Tao of the Hunt
I enjoy pkilling. While after 20 years of gaming (mostly RPGs) I always appreciate the game, of course (or why bother playing it), there is something specific that draws me continuously back to the hunt of another player.
I'm not going to attempt to play morality games with you and justify what I do. You are mature enough to read this, and I'm sure you can draw your own conclusions. I'm simply going to give you a glimpse into that which you loathe, despise and yet, are oddly curious about. All I ask is that as you read with scorn and derision, you ask yourself why you persist in applying real-world morality to the gaming world ... are you so desperate in your beliefs that you cannot accept that part of the fantasy as well?
I'm not evil by nature, certainly not in real-life. One thing you have to be careful of is disassociating the game world from the real. It's a game. Some play to roleplay, some play to be part of a community, I play to be feared. I enjoy those other aspects too, of course, but they pale in comparison to the thrill of the hunt. But if you find yourself upset in real life because you were pkilled, or displaying any other abnormal feelings or traits that give you pause while you pkill, step back, breathe deeply, and play some Tetris or something.
Does it bother your sense of reality that I'm just a normal, every-day guy, working behind a desk 50 a week and married? That I have short-cropped hair and wear collared shirts? That I have more suits than t-shirts? That I have degrees on my wall, and a group of normal friends? Ahh, you expected Charles Manson, perhaps. I wish I could help you, but I'm not wired "wrong," or anti-social, or sacrificing cats in the background to the light of red and black candles while chanting the 32nd Psalm backwards. In fact I'm listening to CNN right now, typing this, while my wife works out to the latest 'Tai Bo' tape in the living room. I'm not working out my agression on you, or emptying my "harbored angst at the world" into our shared fantasy. I simply "am." And you will deal with me, because the minute you entered this game you made your choice.
There is no honor in gaming period, regardless of what some tell you, so I won't argue whether this thing is honorable or not . I simply enjoy the heart-pounding chase, the imagined panicked look in the player's eyes as he desperately cries out for salvation and finds only a seeking blade. I thrill in the turmoil my soul enters as I smile wickedly, looting your corpse of all of your worldly possessions, while at the same time some vestige of real-world morality plays the Golden Rule game with me. And then I pouch your goods and with a rejuvenated spring in my step, begin the search for a new target worthy of my attention.
Does it bother me on some level that I've destroyed that which you worked for, that if we take it outside the boxes connected to each other that I have in some way harmed you, as you keep reminding me in between all the "fuck you's" and their ilk? No, because my alphabet, unlike yours, has 26 letters. Someone obviously forget to put the G, A, M and E in yours. I don't pity you. You made a choice to come here. I exist simply to remind you of your choice.
I won't reply to you if you ask me "why?" when you re-enter the game. I won't return your goods. I won't listen to your threats, or your promises, or your whining. You are forgotten, lest you raise my ire again, another name on a long list of people who asked the same questions you now ask. I won't give you back your imagined sense of safety that I destroyed, standing over your corpse. The online world is not all pretty pictures and safety, and I'm your tourguide inside the shadow. The laughter you hear in the night, as you flee for safety? You know who's come calling. Run or die.
I don't gloat, or taunt, nor do I brag. I simply do, and I do so with methodical, calculated precision. It's not personal, and it's not business either. It's what I enjoy. I won't rub my deed in your face after-the-fact, because you are defeated, and that crosses a line I simply don't want to cross.
Ironically, you created me. You came to my game, where PvP is law. You thought you could handle it, that the risks didn't apply to you, that your friends would protect you, that no-one would harm you because you harm no-one else, that although it said it was a PvP game, that you would be safe. You're wrong, very, very wrong. It's you I come for specifically, with enlightenment at the end of a pointed blade, with a nightmare ambush from the empty shadow, with a lesson of the harsh reality of this game written in crimson hues on the ground as you crumple for the last time.
Don't whine. Don't bitch to the game masters and admin. Don't ask me to come fulfill your sense of indignant righteousness and fair-play by dueling you, or "fighting you fair." I already did, because nothing's fair here, so everything's fair here. If you cannot defend what you have from the predator, then you don't deserve to have it.
Do not bleat at me, little sheep, for this path you chose of your own free will. You knew the wolves lurked here, you simply chose to ignore them. Well I didn't ignore you, regardless of the cloak of illusion you cast about yourself as you seek your place in this world.
- A Shriner, written for ArcticMUD circa 1992
Velika: City of Wheels: Among the mortal races, the humans were the only one that never built cities or great empires; a curse laid upon them by their creator, Gidd, forced them to wander as nomads for twenty centuries...
Give me liberty or give me lasers
Might want to avoid EVE contrary to the mention of it several times.
EVE is far more methodical than just slaughter. You might not know why the slaughter is happening but you can be assured, there was a reason for it.
Random, unchecked violence tends to happen in games where it isn't really a factor. Go Pirate in PotBS for that sort of thing. You can replace the deeds in short time and the slaughter never ends. Try it in EVE you will just die a lot.
OP needs to cut down on the drugs. If your life is so devoid of emotional experiences that you need to feel these things in games then I suggest you stop gaming and go get counseling. Video games can not emulate the emotional consequences of real life mistakes. That is part of the draw to video games is people can experience a simulation of the human struggle without having to experiance the consequences.
The next logical step in your topic is to have a video game that comes with a midget who knee caps you with a ball peen hammer every time you get shot in the video game. That doesn't sound like much fun to me....
Ah, I see what you're after. Some people were hoping that SWTOR "choose your own dialogue" would present the player with Star Wars themed moral choices with consequences. For example, there was a time in testing where your companions could be dismissed or be killed. Lots of people thought this was too extreme, so they changed it so that they could not be permanantly deleted. Before that, you could have talked poorly to them (or get them perma killed) and they would leave - some form of consequence. Another wanted feature (for some), was if you were super evil or good, a companion may leave or even fight you (like in old Bioware games). All of this was avoided in SWTOR. People, like me were hoping the dialogue choices would lead to actual consequences, but they just shifted your Dark/Light side meter - and all that did was allow you to use certain lightsaber colors and buy special gear. Something like if you were super Dark Sided, everyone would respond to you fearfully, or run away from you on sight, because you're downright Evil was not featured.