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  • WEDNESDAY JUNE 3 2009 11:00 AM

Hit Play with PixelVixen707: inFamous



I'm no expert on superhero comics. But in the pile of comics in our living room, stuck between The Boys, Walking Dead, and Air, are a few out-and-out good guy vs. bad guy books -- and the best of the bunch is Ultimate Spiderman. Never mind that it's an unusually good retelling of the story of everyone's favorite geek hero. Never mind that Mary Jane has a mean right hook, or that Gwen Stacy went punk. I like the book because it gives us a Spider-Man who's still learning right from wrong.

Spidey taught us -- and say it with me -- that with great power, comes great responsibility. But really, that's just his opinion. And if he didn't have the memory of his dead uncle nagging at him all the time, would he always play nice?

As the SG Gamers group caught on, Cole MacGrath, the star of Sucker Punch Productions's PlayStation 3 sandboxer inFamous, owes plenty to Spider-Man. As the erstwhile motorcycle messenger, you can scale buildings and fall from any height -- not to mention shoot lethal bolts of electricity from your fingertips. Like Spider-Man, when you start out everyone thinks you're a menace: accused of being a terrorist who turned the city into a free-fire zone, you're scoffed and spat upon everywhere you go. But unlike Spider-Man, you live in a city that can't stand in your way. Sometimes the cops sneak out of their hidey-holes to take potshots at the gangs, and the military mans the barricades around the island. But inside the city limits, you are the law. And everybody else looks very, very helpless.

In most games, the run-of-the-mill civilians fall into two extremes: they're either crucial, or insignificant. In a game like Grand Theft Auto, pedestrians are just moving targets. Running down a sidewalk full of people may get the cops on your tail, and a stick-up might bring you a few bucks, but your rampages have no long-term ramifications. The little people just don't matter. At the other end, a real-time strategy game will give you a population to protect or an army to deploy -- and every last one of those folks is a resource. Lose one or two and it's no big thing, but waste too many and you're going to lose the game.

In inFamous, the civilians matter -- but they don't matter much. You can help them, but the rewards are minor. And thanks to that design decision, you'll focus on the role you want to play rather than the points you need to earn.

To be clear, you're also confronted with boldface, lunkheaded moral decisions between a brave act and a craven one, such as, "Do I take a couple bruises from this giant walking trash monster -- or let a dozen people burn to death?" These shift your hero rating as well -- but they're not as interesting as the choices you aren't forced to make.

Choose to be a hero, and you can stop every five feet and heal someone who's wounded and dying on the sidewalk. You get a few experience points for every save, but that's just a "thank you"; knowing that you've saved hundreds of lives is the real reward. On the other hand, have you ever tied your ex's dog to the back of a bus? Or maybe grabbed the last beer in the fridge? If you're the villain-type, inFamous lets you wreak havoc on an already wrecked city, torturing the populace and even draining the last gasps of life from victims dying on the street. All these crimes will nudge your karma toward evil, but in the scheme of things, a few murders here and there don't add up to much -- and anyway, you'll quickly learn how hard it is to do good.

Maybe Spider-Man had time to catch baby carriages and save grandmas from falling taxis. But in inFamous, stray passers-by love to jump in the middle of a firefight, and who the hell has time to protect them? Plus, most of them are obnoxious. I talked to one gamer who tried to play nice, until he got trash-talk from one too many civilians -- so he walked up to the guy and knocked him across the street. Could Spider-Man get away with that?

Yes, he could -- if he wanted to. And nothing made me appreciate the masked webslinger like trying to follow his example, and failing in so many little ways. Don't get me wrong: this ain't Watchmen. The story crams 50 pounds of nonsense in a 5 pound bag, and the hero is just some guy with a squeaky messenger bag and a rechargeable battery for a brain. But the game puts its stubby little finger square on how it feels to be the ubermensch. Nobody can judge you, because nobody can stop you. And yes, all those little people matter -- but they only matter a little.


Rachael Webster (a.ka.a SG member PixelVixen707) is SG's Hit Play games columnist. A game lover and game blogger living in New York City, she also writes at PixelVixen707.com and tweets as PixelVixen707.

 

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Comments
Dr_Pwnage

Dr_Pwnage

Gainesville, FL
February 2005

JUN 03, 2009 11:04 AM

Certainly this is a step forward from the Bioware model of morality in character development.

motorfirebox

motorfirebox

Pittsburgh, PA
March 2004

JUN 03, 2009 11:08 AM

is it? is going grey actually a viable choice with dialog and storyline support?

nicole_powers

nicole_powers

NEWSWIRE

I'm lost

JUN 03, 2009 11:20 AM

Wolverine director Gavin Hood had an interesting perspective about the danger of ignoring the grey and only showing the black and white, good vs. evil in popular culture:

In any movie that is simply about good versus evil, and the hero is on the side of good and he's fighting evil forces, that is in my view putting out into the world and certainly into a mass audience and young audience's mind a rather dangerous philosophy, which is that there is good and evil in the simplistic and easily defined way. I think that's a dangerous way of seeing the world because it denies one's own capacity for evil.

I think that for the last eight years, we've had that philosophy very much prevalent in the Bush administration that if you're on the side of good, at least as you perceive it, then you can do no evil. This is classically the philosophy of any fundamentalist group that somehow they are on the side of God. This, as we know, is destructive, whether it be from an Islamic fundamentalist point of view or from a right wing political point of view. People who believe themselves to be good fighting evil are very difficult to reason with. I think that a far healthier philosophy to recognize...that one has the potential for violence or evil within one's own being.

Twelve

Twelve

Bay City, MI
April 2007

JUN 03, 2009 11:31 AM

motorfirebox said:
is it? is going grey actually a viable choice with dialog and storyline support?



All the high-level powers require you to be utterly good XOR evil to work, so no, not so much.

motorfirebox

motorfirebox

Pittsburgh, PA
March 2004

JUN 03, 2009 12:59 PM

Twelve said:

motorfirebox said:
is it? is going grey actually a viable choice with dialog and storyline support?



All the high-level powers require you to be utterly good XOR evil to work, so no, not so much.


le sigh.

what really irks me about Bioware, specifically, is that the dialog and storylines in their games (Jade Empire, KoTOR I and II) frequently talks about the golden mean--except when it comes to the player character's dialog and story choices, which are all either mindlessly selfless or soullessly evil.

x0mb13

x0mb13

USA
November 2008

JUN 03, 2009 01:06 PM

buzzsaw71 said:
Certainly this is a step forward from the Bioware model of morality in character development.



that is sarcasm right?

Jace

Jace

San Francisco, CA
February 2004

JUN 03, 2009 02:20 PM

When you say ubermensch do you mean superman or overman? wink

CobraR

CobraR

Charleston, TN
August 2006

JUN 03, 2009 02:30 PM

I'm sick of the cheap Black/White morality mechanics in games. It's been done to death and needs to be put to an end. If there's no true advantage to being one or the other (read: a true progressive change in the enviroment and story), then what's the point?

Walstafa

Walstafa

United Kingdom
August 2003

JUN 03, 2009 02:34 PM

buzzsaw71 said:
Certainly this is a step forward from the Bioware model of morality in character development.



Bioware managed a little gray in their own IP. Mass Effect and Jade Empire both had a slightly more evolved morality than the usual "baby-eating mercenary thug vs Christ version 2.0" dichotomy.

But my favorite RPGs are the ones that let the evil characters lie properly. I think Planescape Torment had a bit of this, where you'd get dialogue options like:

1. Good option (you gain good morality points and the good NPCs like you)
2. Evil Option (you gain evil morality points and the good NPCs lthink you're a dick)
3. Good Option (lie) (You gain evil morality points, but the good NPCs still think you're a good guy)

That's how i like my villains, manipulative and conniving!

CobraR

CobraR

Charleston, TN
August 2006

JUN 03, 2009 02:49 PM

Walstafa said:

buzzsaw71 said:
Certainly this is a step forward from the Bioware model of morality in character development.



Bioware managed a little gray in their own IP. Mass Effect and Jade Empire both had a slightly more evolved morality than the usual "baby-eating mercenary thug vs Christ version 2.0" dichotomy.

But my favorite RPGs are the ones that let the evil characters lie properly. I think Planescape Torment had a bit of this, where you'd get dialogue options like:

1. Good option (you gain good morality points and the good NPCs like you)
2. Evil Option (you gain evil morality points and the good NPCs lthink you're a dick)
3. Good Option (lie) (You gain evil morality points, but the good NPCs still think you're a good guy)

That's how i like my villains, manipulative and conniving!



Unfortunately, most devs make evil type characters appear extremely cheesy.

Dr_Pwnage

Dr_Pwnage

Gainesville, FL
February 2005

JUN 03, 2009 03:53 PM

Yes it was sarcasm...I mean, I love great gameplay, but games still pretty much ramrod you into making polar choices, if you have any options at all. This game may be a step forward, but still not a full stride.

PixelVixen707

PixelVixen707

New York, NY
April 2009

JUN 03, 2009 05:03 PM

buzzsaw71 said:
Yes it was sarcasm...I mean, I love great gameplay, but games still pretty much ramrod you into making polar choices, if you have any options at all. This game may be a step forward, but still not a full stride.



Great discussion here, and I'll just pipe in that I think the game's one step forward and one step limping in a circle. The game's script hits you with ridiculous moral choices. And Twelve, you bring up a good point: like KOTOR and some other games, only the most evil or most good characters get the full range of characters. Which never made sense to me, and really restricts your role-playing.

So in the big picture, this is another one of those "do you let the bad man steal the kid's lollipop?" games. But in the day to day details, the little choices it gives you invite some really powerful role-playing. There's no good reason to keep stopping and saving pedestrians, and yet I kept doing it. And I found myself getting really frustrated when I did my best to stem the collateral damage in a full-blast street fight, and still got a rating of "evil" after a mission, because a few too many passers-by got offed.

Still, one great mechanic doesn't a great game make, and I agree with most of the discussion - judging people as good and evil is kinda done.

Motorfirebox - There's no real neutral path here. To stay neutral, you'd have to just be kind of erratic and sloppy.

Walstafa - Good point, and also, D & D has the lawful/chaotic thing to rest on.

Nicole - That quote is awesome.

Jace - Now that you've called out my broad use of the term, you have to spell out the difference! Do you think this character sounds more over- or super-? It's been a few years since I cracked Nietzsche - and now that I think about it, it's been too long since I read Watchmen, too!

Jace

Jace

San Francisco, CA
February 2004

JUN 03, 2009 05:08 PM

Well, it's a difficult thing to do effectively. Every act has to have relatively little impact overall for it to be realistic and not immediately polarizing, but if that's the case, acts lack gravity. How do you balance those two?

The other problem with putting moral components into games is that most people probably lay somewhere in the gray area. They'll do some good things and some evil things, but not many people will push their character to either extreme. The people who do push their characters hard in one direction are probably the ones who have the least gripe with the system, because they really take advantage of it. But most people never go far enough in the direction of good or evil to really see the effects.

And if that's the case, the people in the gray area are put into a really weird position. They expected this awesome moral system, where they're supposed to feel the ramifications of their actions and the real pull between good and evil, but because they're in the middle, the impact of that system is negligible. It should be negligible, since these people are staying away from extremes. But negligible is no fun. Nobody wants to play an average Joe.

PixelVixen707

PixelVixen707

New York, NY
April 2009

JUN 03, 2009 05:25 PM

Jace said:
The people in the gray area are put into a really weird position. They expected this awesome moral system, where they're supposed to feel the ramifications of their actions and the real pull between good and evil, but because they're in the middle, the impact of that system is negligible. It should be negligible, since these people are staying away from extremes. But negligible is no fun. Nobody wants to play an average Joe.



Have you tried playing Fallout 3 neutrally? I have (obsessive) friends who have finished it as good, evil, and neutral, and enjoyed all three tracks. When I played, I ended up saving the world, 'cause that's just what I do. But I also played a hypersmart, snitty and self-interested person for most of the game, who didn't go out of the way to hurt people, but didn't exactly set aside cash for charity, either. Maybe if heroes and villains get dull, crude self-interest would be the way to go.

motorfirebox

motorfirebox

Pittsburgh, PA
March 2004

JUN 03, 2009 05:43 PM

Jace said:
And if that's the case, the people in the gray area are put into a really weird position. They expected this awesome moral system, where they're supposed to feel the ramifications of their actions and the real pull between good and evil, but because they're in the middle, the impact of that system is negligible. It should be negligible, since these people are staying away from extremes. But negligible is no fun. Nobody wants to play an average Joe.


i think it's pretty unlikely that i'll ever consider any universal moral system in a game to be awesome. what would be awesome is an actually complex moral system, where different factions have different opinions of you. one group might think you're the vilest villain, another group might think you're an angel sent by the jesus--and, properly done, they can both be right. for real fun, you can give different factions different priorities, so that even when considering the same set of your actions, they rate you differently. for instance, let's say the Mole Men attack and you fight them off, but in the process there are heavy civilian casualties. the City Government faction might rate you as good, because you saved the city from invasion; meanwhile, the Citizen Defense League rates you as evil, because of the collateral damage. and of course the Mole Men, if they have a faction, think you're pretty much the devil. and on top of all that, there's your intent: how much effort did you expend towards limiting civilian casualties? did you try your hardest, but simply fail? or did you just not care?

Fallout 3 sorta has this, in that there are different factions that can have different opinions of you, but the problem is that there's still the overarching karma component, which presents itself in the game in the form of mostly good-or-evil dialogue options. the conservative/selfish options are there... but they're mostly just extra steps on the path towards choosing either good or evil.

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