myfonj 6 minutes ago

> As a result, the game offers no easy satisfaction of hacking and slashing through weaker opponents.

Besides the questionable morality of kill=experience=progress in typical hack'n'slash or roguelike, what started to irritate me in there as I grew older as well, was the stupid mechanics where crowds of enemies described as intelligent humanoids (i.e. not animals or robots) facing clearly overpowered high-level PC (famous, even) never surrendered, almost never tried to flee, attacked one-by-one, and shoved no sign of tactical thinking or self-preservation instinct. Despite being armed and (by description) organised, PC could enter a narrow corridor, defeat dozen of them without taking any damage, yet there will be a waiting line eager for demise by a single hit -- even actively advancing towards it. No attempt to regroup, to take advantage of the number superiority, wait in open space, ambush from all directions, or anything like that. Same applies to most FPS: there is a Doomguy running around at unprecedented pace, slaughtering everything that moves, but we will all keep our scattered positions. (This led me to a thought, whether it would be possible to rearrange enemies in canonical Doom map so that all would attack at once at some appropriate spot and whether it would guarantee their victory or not.)

rootlocus 5 minutes ago

> Before the encounter with the first Troll, the dumbfounded mythical character, Atreus, asks: “We’re going to fight that?!?” Kratos, the main character, answers: “We have no choice,” in a matter-of-fact, almost resigned way, as if shruggingly accepting the design conventions of the game itself.

I didn't see it like that. Atreus thinks he and his father are normal humans, even if he saw his father perform incredible feats of strength such as carrying a huge tree trunk. Atreus has no idea what his father is capable of, and he himself has been mostly sick and frail. The boy is scared. Nowhere does that scene read as "That looks humanoid, I don't think we should kill it". Draugrs are more humanoid and they've been killing some on the way. The troll is incredibly fierce and the largest opponent they faced until now. That's a completely natural reaction from the boy with no moral implications.

It's actually a little later in the game when they're assaulted by Reavers (actual living humans talking about eating them) that Atreus kills one in self defense and remains shocked by the experience. Kratos shows empathy and care when he comforts him and says "Close your heart to it". [1]

There's a deep thread about humanity and the right or need to kill in self defense in the game, and Atreus goes through a rebellious phase where he thinks godhood gives him the right to do anything. But the troll scene? That's reading too much into it.

1. https://youtu.be/_oOZG5-tqpA?si=w6-PyJXjTZ-qSv2q&t=4173

jjhfarmer 21 minutes ago

The first game I thought of upon reading the title of the article was 'Shadow of the Colossus'. There's a particular boss about half-way through the game who resides in a small secluded garden and the process of defeating them involves tricking them in to ramming over columns etc. until they are trapped.

I have a strong memory of being 12 years old, lying awake at night with the melancholic feeling this article describes, with the realisation that those beasts never did anything to me and I was essentially going out of my way to trick and slaughter them.

No other game has invoked that feeling in me since. It's a very special game. It remains one of my favourites and a stellar example of what the medium can achieve.

  • baumschubser 5 minutes ago

    To me, these reflections upon my aggressive and violent behavior in a game are much more impactful than games that put me into dilemma situations, where you are already presented with a nicely arranged moral problem in the moment.

    These are two distinct techniques and I feel the latter almost always failed to impress me much, while the first one is where I feel caught, even shocked by myself and the cold-bloodiness to (virtually) follow any suggestion to kill.

david_shaw 1 hour ago

The Fallout games often exemplify this: nearly every decision you make is morally ambiguous, and often has far-reaching repercussions in the story and world.

CurtMonash 1 hour ago

For a mainstream boss example I nominate the Lonely Giant in Elder Scrolls Online.

There also are plenty of cute-animal mobs that weren't going to bother you unless you started something. An example that still stands out for me is the first set of sleeping bears in LOTRO.

Kovah 30 minutes ago

Another interesting example are hunting games such as Hunter Call of the Wild. I played that for countless hours. While some people simply go for reckless trophy hunting, I thought about most of the shots I took; there's a flock of deer with a single stag, surrounded by does. I knew I would feel awful taking out that single stag, leaving the does behind alone. Could taking it out now be considered "crowd control", how rangers call it? Maybe, under specific circumstances. Or is that just a lie I tell to myself to justify the trophy?

Taking shots on animals living their life in the forest and on the fields imposes a moral/ethical question, especially if you are not being attacked or would otherwise starve to death.

  • thaumasiotes 23 minutes ago

    > there's a flock of deer with a single stag, surrounded by does. I knew I would feel awful taking out that single stag, leaving the does behind alone.

    Assuming the deer were in such a social structure to begin with, they'll be alone for maybe a day before another stag steps up. Deer do not exist in a gender ratio of 6:1.

ajuc 49 minutes ago

No mention of the Witcher? The whole franchise is based on moral dilemmas like that.

  • Aerolfos 33 minutes ago

    Or Nier, which are inspired by and connected to Shadow of the Colossus in the same way as SotC is connected to Zelda (explicitly mentioned in the article)

  • lukwoz 20 minutes ago

    Came here to mention the same thing. It's one of the pillars of the whole Witcher saga, but most clearly it's visible in Sapkowski's short stories - The Lesser Evil, A Grain of Truth, A Question of Price, The Witcher, to name just a few.