Tuesday, February 07, 2012

Pacifism in Video Games

Gamers seeking a challenge go non-violent because violence is too easy. There's a moral there somewhere. [Link]
Killing is easy in the moral vacuum of videogames. So when Daniel Mullins needed a challenge, he gave peace a chance.

Mr. Mullins, 19, is the creator of "Felix the Peaceful Monk"—his character in a videogame called "The Elder Scrolls V: Skyrim." The game gives players wide latitude over their on-screen characters' appearance and actions. Felix, who is half man, half cat, has become a small-time Internet celebrity for his steadfast refusal to kill.

In videogame excerpts Mr. Mullins has posted on YouTube, Felix roams an icy fantasy world doing things like soothing angry wolves with magic. In one video, he explains how to turn away threatening skeletons, noting Felix won't even harm the undead. And when an assassin tried to gut Felix with a knife? While most players have swords and arrows for would-be hit men, Mr. Mullins hit his with a calm spell.
"Apparently someone wants me dead. But that doesn't mean [the assassin] deserves to die," Mr. Mullins explains.

Videogames have long been assailed for their violent themes and gruesome imagery. But a small slice of players has embraced a new strategy: not killing. They are imparting real-world morals on their virtual-world characters and completing entire games on a "pacifist run"—the term for beating a blood-and-guts adventure without drawing any blood.

The cool restraint of pacifism can bring bragging rights and even a taste of online fame. Videogame enthusiasts routinely post videos of their accomplishments on YouTube.

Kotaku, a videogame blog, has done posts on a handful of pacifists, including one who conquered the post-apocalyptic world of "Fallout: New Vegas" without taking a single virtual life. A number of violent videogames award virtual "trophies" to anyone who can complete the game without killing.

Stephen Totilo, Kotaku's editor in chief, says videogame pacifism isn't usually a moral decision but rather "an urge to break the rules"—and dial up the difficulty of the game. "One of the most interesting challenges is to get through the game without killing," he says.
I think the best part of today's more sophisticated games is the option to not kill. The idea that all problems do not have to have violent solutions is a good one.

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