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Posted by prismatic 23 hours ago

The Melancholy of Slaying Monsters(thereader.mitpress.mit.edu)
244 points | 113 comments
rootlocus 9 hours 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

br121 7 hours ago||
Atreus' question come out of fear, but Kratos' response is what the article focus on. Kratos does not take any joy in killing, he does that out of necessity and would have loved for that necessity not to arise. He could have boasted "I have killed bigger things", but instead he choose words of resignation against a kill or be killed fate he was trying to escape
gchamonlive 5 hours ago||
> he does that out of necessity and would have loved for that necessity not to arise

Which I believe is in contrast with the older games. Haven't played them but from what I've heard he'd pursue conflicts because he enjoyed them. I think this change is because of his ongoing process of coming to terms with being a father which takes the act of killing and twists it inside out.

Tanoc 2 hours ago|||
Kratos in God Of War Chains Of Olympus through to God Of War III (if we're speaking Chronologically) didn't enjoy conflict. He was originally a soldier fighting the Persians that was then cursed to be a representation of war. He had a family that Ares took them away, and so he willingly took on the curse in order to kill every god and free humanity from their helplessness under the gods. A huge thread of the sequel series is him realizing that the Pantheon were not the only gods, and that killing them all isn't as powerful as enabling humanity to defy them. And he sees his own son as the bridge that will link the humans to their own innate potential. Kratos has been entrenched in blood and warfare since he was a teenager, and has come to see conflict to be a result of those unwilling to separate their needs and wants.
gchamonlive 54 minutes ago||
So basically a nietzschean prometheus
dmbche 2 hours ago|||
Nope that aint it - look it up its nicely done
Cthulhu_ 6 hours ago||
That segment of the game does take a bit of suspension of disbelief though - it's like Atreus was born yesterday, instead of growing up there.

I may have missed or forgotten the explanation behind that though. I suppose he was always stuck in the safe area around their house?

That aside, the new God of War games are great, and the whole franchise is a good example of how they took a fairly straightforward character - savage, angery fellow - and evolved his story and character over a long span of time, subverting itself etc.

(The Valhalla DLC is where Kratos goes to therapy lolol)

Tade0 6 hours ago||
> suppose he was always stuck in the safe area around their house?

"Don't go there - there are mines there" is what my mother would say occasionally back when we were living in Kuwait in the mid 90s.

I guess it's a similar situation.

zoogeny 25 minutes ago||
My own anecdote related to this idea was on a playthrough of Skyrim.

I was between objectives and wandering through the map. I came across one of the ubiquitous caves which I decided to enter. I was attacked by some generic low-level bandits and I cleared the cave.

After dispatching the enemies I was looting through the cave and came across some letters. They detailed a tale of a family that came on hard times in a nearby town and were forced homeless by circumstance, how they were trying to rebuild their lives, etc. I looked around the cave and could tell the individuals mentioned in the letter were accounted for in the cave. I mean, they were generic bandit models but the designer had matched them to the narrative.

I thought about the situation. I was this extremely high level wizardy kind of build trekking though the wilderness and I came across an encampment. When I barged into their makeshift home they rightly were like "get out". And then I slaughtered them all with no reason and was now deciding if the clutter was worth packing and re-selling.

I more or less stopped playing Skyrim after that.

belval 2 hours ago||
Perhaps not a monster, but in "It takes two", there is a particular scene where you have to murder a friendly stuffed elephant to get your in-game daughter to cry.

I have been playing video games for decades at this point but that one really shook me up. You pretty much execute a toy begging for its life. As soon as that scene was over it genuinely took me a few days to come back to it.

That was a hard rewatch: https://youtu.be/12FNU8bNEbE?si=BKZCynsHhoz5GN2m&t=65

gainda 1 hour ago||
Long time gamer here too and this also really got me. I'm not sure exactly what it was; perhaps a turn to a darker tone where I wasn't expecting it. For all the interpersonal disagreements the game is generally 'whimsical.' It was the desperation of the elephant that really got me ... the bargaining, the confusion.

I find that as I get older I respond more to media like this. I'm not sure if it's emotional intelligence, being more present, or something else.

amiga386 2 hours ago|||
The ending credits show her patched back up with needle and thread, but they know what they did.

https://www.youtube.com/watch?v=0bnKr0M1Tzs

SV_BubbleTime 2 hours ago||
I’m apparently a heartless monster or something, but that elicited less than zero for me. I wanted it to end because the squeeky annoying voice and over the top cuteness was for effect.

I’m happy for you that you felt that was dark. Well, IDK, maybe I’m happy for you, hard to say.

myfonj 9 hours 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 9 hours ago||
While I agree it's incredibly jarring in some games, I'm always thinking back at a presentation by David Rosen on procedural animation: "First, do no harm to the gameplay". He's talking about animations in particular, but I feel that should be a core pillar for any game designer.

Many things are unnatural in games: you don't instantly recover from a beating by eating one apple in real life, but we're ok with it in games because it makes the gameplay fun.

https://youtu.be/LNidsMesxSE?si=fGFCTCHm77OJiYu3&t=260

SubiculumCode 9 hours ago|||
This is, IMO something that has infected modern mainstream TTRPG: Monsters hardly run away, even if a fireball just killed half of you. One thing B/X AD&D got right were the heavy use of Moral Checks, e.g. Check their morale on first death in enemy party, when half have died, etc. In fact, fighting is deadly and scary. And these morale checks differentiated undead as that enemy that knows no fear and had no morale checks, unless forced upon them by a Cleric's Turn Undead.
bee_rider 1 hour ago|||
I wonder, could Morale checks have been inherited from Chainmail? I could see them coming from a wargame…
SubiculumCode 41 minutes ago||
I believe it did, actually. Morale checks are pretty common in war games.
SubiculumCode 4 hours ago|||
I'd fix my typos and spelling now that I have my coffee, but it will not let me.
bee_rider 1 hour ago|||
IIRC the “Fallen” in Diablo 2 would sometimes run away. This is sort of funny because they actually did have a type of guy that could revive them.

I think the Grunts in Halo would run too.

Mostly it seems to be treated as a gimmick or joke in FPS and RPG. Individual enemy AI is usually pretty bad in these genres, so they probably just don’t have the capacity to act smart enough to act scared.

Of course, it’s a main feature in some tactical games, like the Total War series. That’s more of an explicit mechanic though.

pprotas 9 hours ago|||
Game developers (mostly... hopefully?) try to optimize for the "fun" aspect of a game, not the "realism of the flight/flight instinct" aspect
myfonj 9 hours ago|||
Sure, but I don't think they must be mutually exclusive; on the contrary: in the late stages when your character is a tank, swarms of minions that posed a challenge in early stages become just a nuisance, mostly. You are walking legend slaying dragons for breakfast, everybody and their dog knows about your invincibility … but instead of giving you some respect, they try to bite your heels on the first sight. I guess the "fun aspect" of seeing them flee and not restraining your movement at all could be slightly more satisfying than taking them down in a single hit one-by-one for the thousand time.
amiga386 4 hours ago|||
Other than the meta-answer that the game designers made it that way, or that you may need to farm kills for something in future, there is also the Zerg Rush answer: some creatures are literally bred to swarm their enemies, that's how the hive has always survived before. It doesn't matter how outmatched they are, provided every needling damages you at least a little bit.

It's not unknown in human warfare either:

https://en.wikipedia.org/wiki/Human_wave_attack#Use

There's a similar human need to protect what is precious. Defending your family, defending your motherland. Cities being seiged by a superior opponent don't just abandon the city in cowardice, because they know the opponent will just gain ground and still come after them. They don't want to, they'd rather you stopped, but they have to defend their territories, even if it means their annihilation. If you win, everyone gets killed, ravaged, enslaved, ... If they only have sticks, and you have missiles and jets... they have to use sticks. Can you imagine how they feel?

But yes, you're probably thinking of RPGs where the enemies are preprogrammed with the same hostility no matter what the circumstances, even if you're a God-killer and they're defending 5 coins and half-eaten sandwich in their den.

lukan 6 hours ago||||
Some games did that(in part).

The original Gothic for example. When you were high level, other low level NPC would rather run.

I also thought hard about the concept, how to make FPS games still fun, but a bit more realistic. The thing is, in most settings this means reducing lots of enemies - as realistic would be, once you start shooting, they all come for you. Not 3. And then maybe another 2. And so on.. and then you would not have a chance, unless you get special powers (or quick save and quick load part of the mechanics)

card_zero 7 hours ago||||
Similarly, a mindless swarm doesn't present much opportunity for tactics, compared to a group with individual self-preservation instincts, and a manipulatable group morale level, or individual fear level mechanisms. On the other hand it's true that realism is not the goal. Reality is no fun, that's why we're playing a game. But it's a sort of distorted echo of reality, I suppose.

I see somebody in another comment complaining that enemies who get frightened rob the player of the fun of battles. So it depends what it's all about.

Jensson 6 hours ago|||
> I guess the "fun aspect" of seeing them flee and not restraining your movement at all could be slightly more satisfying than taking them down in a single hit one-by-one for the thousand time.

Chasing enemies is much more annoying than them coming to you, so that would be a punishment to the player.

Players don't like when you punish them in that way, they want to kill the monsters they don't want an upgrade that makes you more powerful make it harder to kill monsters since now they start running.

myfonj 5 hours ago||
> Chasing enemies is much more annoying than them coming to you, so that would be a punishment to the player.

It seems I've failed to express myself clearly. The idea was that at some point, "low-level" adversaries simply stand no chance against a "high-level" PC, which should be obvious to both sides -- so acting accordingly on both sides would make sense without taking the fun out of the game, because -- and hear me out -- at that point in the game, chasing the low-level minions should be the last mechanic the player is forced to endure. When you are going for a dragon, you should not be forced to stomp your way past overly self-confident "newts" or mow down swarms of goblin youngsters…

Naturally, if the PC chooses to chase minions fleeing in terror after they took out the most courageous (or silly) third of their clan, that should be an option… and arguably it could even bring some satisfaction after the PC's low-level struggles, perhaps. But should this be the main mechanic? Definitely not -- at least not in the kind of game my thought experiment addressed.

SamoyedFurFluff 2 hours ago|||
I think games don’t have to be fun. There’s plenty of games where fun would be super inappropriate and yet the games are very popular. This applies to a lot of psychological or survival horror games. I think better is that a game must be compelling. There must be something encouraging you to play more, more so than any frustration or conflict the game introduces.
bob1029 9 hours ago|||
It sounds like you might be interested in the idea of a PvP multiplayer game. I've never found myself concerned with the morality of camping/flanking/wiping an entire squad in BF6 without mercy because I know they urgently wish to do the exact same thing to me.
Cthulhu_ 6 hours ago||
But one where death is permanent / seriously bad; in Battlefield you just respawn so dying is not a major issue.
butlike 2 hours ago|||
Check this one out: It's a F2P war game that ships with every new console. You only get one life in the game, so if you die, you can't play it anymore. It's not required to play, but heavily encouraged since it comes pre-installed.
bob1029 5 hours ago|||
World of warcraft and battle royale variants exist. One life across a 90 minute game is pretty high stakes, relatively speaking.

https://store.steampowered.com/app/3028330/Battlefield_REDSE...

Modified3019 7 hours ago|||
>CalebCity: “How fearless minions are in ANY video game”

https://www.youtube.com/watch?v=OC375rujZhs

arc-in-space 9 hours ago|||
The monsters running away when wounded is a basic element in the Monster Hunter games, which are still very unique in how they present the relationship between the player character and the world.
AlienRobot 39 minutes ago|||
That's because the only thing that became "realistic" were the graphics. People don't really want realism anywhere else, because realism means infinite complexity. They just want to hack'n'slash.
arjie 8 hours ago|||
There's a mod for Battletech (the video game) where people act realistically and it is catastrophically boring. The second you get sufficient advantage over an enemy they panic and promptly eject to save themselves at the cost of their company's mech. Yes, yes, it's what you would do, but it means I only fight 50% of the enemy.
no-name-here 4 hours ago||
Googling returned ‘PanicSystem’ https://www.nexusmods.com/battletech/mods/461 which says it builds on 2 other mods - I don't know if you used this one or another it built on etc?
yomismoaqui 9 hours ago||
The solution for your problem is playing a Souls game
jjhfarmer 9 hours 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.

throwatdem12311 7 hours ago||
Shadow of the Colossus came out around the zeitgeist of when people really started earnestly debating if videogames were art. After that game there was no more debate.
59percentmore 6 hours ago||
Yes, it confirmed that the key was conveying a complex and intentional artistic vision through the gameplay. If a game is effective, but removing the gameplay makes it ineffective, then, as a game, it's art.

Ikaruga and Journey should be mentioned in the same conversation. More recently, Undertale and Death Stranding, pick up similar conceptual throughlines ("choice" and "connection", respectively), albeit in less elegant ways, owing to their expanded scope.

throwatdem12311 3 hours ago||
Ikaruga mentioned! Don’t even get me started, that game consumed my life for nearly 2 years when it came out for the GameCube. The emptiness I got when I finally achieved a 1CC only to quickly fill that hole with an obsession with scoring afterward… that is a feeling that has only been achieved by a number of games I can count on one hand.

Funny enough, I enjoy Death Stranding for many of the same reasons that I enjoy arcade-style games: routing, resource management, and failure that feels meaningful, as well as the satisfaction of successfully executing a plan. The story is pretty cool too, but the gameplay is what I really like.

baumschubser 9 hours 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.

LandR 9 hours ago||
The Uncharted games are weird like this. They get lauded for their storyline, yet Drake is out their killing hordes of guys for what ? Some treasure ?
rybosome 3 hours ago|||
I believe that exact framing of Uncharted is the origin of the term “ludonarrative dissonance”, where the character’s motivations and morals are in contrast to the extreme violence they are committing because of the nature of it being a video game.

Definitely one of those things I didn’t question when I was younger, but as I get older it’s hard not to see it.

EDIT: I was wrong, the term originated from an analysis of Bioshock, but Uncharted was later held up as a strong example of this. And it’s more generally about the contrast between narrative and gameplay mechanics.

underlipton 2 hours ago||
I know that it was originally coined for BS1, but I think its application to BS:I is an interesting case. That was a game about American violence, and featured gratuitous amounts of violence... though it only works from that birds-eye view, right? In terms of the ground-level story, it feels distinctly weird - maybe even grody - to be mowing down hundreds of people, literally tearing their faces open with a mechanical device, in the process of trying to save the Disney Princess deuteragonist (who actually calls you out on your actions early in the game).

Except... the game is ALSO about how time, and the shifting (lost) priorities and understandings of an ideology, are often at the source of violence disconnected from reason. The game is full of people doing things divorced from the original rationale, a veil of manufactured righteousness thrown over it all (patriotism, revolution, a debt that must be repaid), and taking their behavior to an extreme because they don't really understand the true core of why they're doing what they're doing. Kind of like... playing a game that attempts to say something meaningful and sophisticated about society, but that's built on the bones of a gameplay loop that originated with full-throttle demon-slaying action. (Well, actually, Nazi-slaying. Hmm...)

...I don't know how clear I'm being, but the gist of it is that I think Infinite knew what it was doing a lot more than people give it credit for. It's kind of a jumble on purpose.

ArmadilloGang 4 hours ago|||
I thought about this playing Just Cause 2. So I go to this island, blow up all of their oil, gas, and power infrastructure, killing hordes of security guards who are just locals working the few jobs available to them.
nwsm 1 hour ago|||
Going through the effort of creating a HN account to comment on an article you didn't even open..
shawn_w 8 hours ago|||
When I tried to play SotC, I got too distracted exploring the world to actually go after the bosses. Should blow the dust off it and try again one of these days.
IAmBroom 5 hours ago|||
Long ago in the previous century, it was D&D that provided this scenario. DMs would offer us scenarios where "killing all the orcs" was detailed into "including the women and children in the cave", just to see how we'd react.

Are orcs as bad as zombies? They are supposedly born LE, and could not (then) be reasonably expected to change. But killing an orc innocent?

probably_wrong 8 hours ago||
The first game I thought of when reading the article was Shadow of the Colossus, mostly because the article opens with a screenshot of the game and talks about it in detail.

I appreciate the honesty of recognizing that you commented without reading the article, but could you not? Your experience could have added so much more had you placed it in context with the rest of the article.

tptacek 41 minutes ago||
Well, Ebrietas and Rom in Bloodborne are the only two monsters that aren't actively hostile, and both have lore backstories (including their genetic relationship) explaining that. Killing Ebrietas is optional, which works against the idea that the game is setting you up to question the ethics of monster-killing; many players don't even realize they can walk away from Ebrietas, because the game absolutely primes you to just get in and start whacking.
david_shaw 10 hours 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.
superxpro12 2 hours ago||
IDK if i'd go that far... there's usually clear paragon and renegade pathways. I'd agree that they do include a few morally ambiguous quandaries, but they are not regularly encountered.
alansaber 7 hours ago||
Fits the setting well. Especially New vegas.
gchamonlive 5 hours ago||
That reminds me of the Bhagavad Gita, where Arjuna and Krishna have a long conversation before a battle where the former is supposed to perform his duties towards the people he's sworn to protect, but which would mean most likely killing close relatives that he cares about.

There is no honor in killing, only in exercising your duty towards serving and protecting others.

stared 2 hours ago||
I love how the game SOMA deals with taking (or not taking) someone's, or something's, life. It is never an easy moment. And with no commentary (with some haunting exceptions, https://youtu.be/pmC6naegRgo?t=161), no external reward or punishment, you need to carry the burden of your own decisions.

Some people says they will be judged (only) by God and history. In SOMA, there is neither.

serallak 7 hours ago|
I've just finished playing Metro Exodus, which is another example.

The "good ending" depends on your behavior in the three open areas of the game.

You can still kill "monsters" (mutated humans, animals, cannibals, bandits) without impact, but you should minimize killing other humans, such as slaves, or even hostile but "misguided" NPCs (people that just want you to stay out of their settlement, that you are required to traverse, and who will shoot you on sight).

This is something you can actually achieve pretty easily, just by using stealth.

But reading older posts on this game, many people found this difficult, as the game made easy and satisfying to kill from the shadows.

superxpro12 2 hours ago|
It's interesting that metro and Stalker both feature this sort of decision tree. I wonder what it is about that culture that leads to this gameplay element.
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