There is a sacredness to life and
death. Every true assassin understands this deeply. We are not wonton
killers, abusing our skills to spread misery and destruction. It is a
tool to change the world around us and not one to be taken lightly.
With the stay or strike of my hand I could end or begin a war. Just a
single life could spare or cause untold bloodshed. There is honor in
the one who dies in order for their people to live. We never forget
this...
As living, breathing brings we intrinsically understand the concepts
of life and death. We understand the emotional and social impacts of
these concepts, and as such, they make wonderful tools within the
world of gaming. We might breath a sigh of relief as our hero barely
evades death, cheer when an evil overlord is finally toppled or weep
when a character dear to us tragically passes on.
One of the most recognized deaths in video game history. (Picture found on this site) |
Despite being fantastic storytelling tools, these concepts
unfortunately do not translate well into actual game play. When death
is nothing more then a minor inconvenience it loses its edge to the
viewer. It becomes a simple matter of numbers and whether or not you
remembered to buy those phoenix downs at the last town you stopped
at.
It's hard to appreciate death when all you have to do is to run back to your body! (My poor paladin!) |
To be fair it makes sense why these aspects exist within the game
play itself. If the game were to adhere with a more meaningful
portrayal it might end up in an extreme amount of frustration on
behalf of the gamer. For instance what if, when you died, that was
it? Game Over: straight back to the opening menu, with your character
deleted, forced to start all over again. Although some games do
feature this in the option of what is known as an “iron man mode," "hardcore mode," or "permadeath mode", most players would not find the challenges associated with this
entertaining. It is for this reason that games use death as a
deterrent for poor decisions and poor preparation while
simultaneously leaving the consequences manageable.
Unfortunately I've found that these very same tools that allow us to
continue to enjoy our gaming experience also tend to blur into the
realms of the individual game's story. Why didn't we just use a
phoenix down on Aeris? Why didn't we cast mass resurrect on Cairne?
When our own character have the power over life and death, why do
/any/ of these tragedies happen?
Now most players will accept these instances because story is story
and game play is game play. When this truly bothers, I mean REALLY
irks me is when this concept of the lack of respect for life and
death leaks into the roleplaying community.
I cannot count how many times I have seen a character on the brink of
death magically spring back to life and leap back into battle within
minutes of their near demise. Sure one of the nicest parts of
roleplaying is the addition of manipulation of reality. It's fine if
you don't want to spend the next few months playing out the recovery
of one's character. But if you do not wish to accept any sort of
reasonable consequence then I have to question what your motivation
for going through all the other motions was. Sadly, I tend to find
that this most often was simply a cry for attention. A dramatic
setting that most people can immediately identify and sympathize with
that forces attention upon the player's character above others.
While I respect people's decisions and do not intend to tell anyone
how to roleplay, I can speak from personal experience the frustration
that often follows such outbursts. While roleplaying in World of
Warcraft, I created a shaman with the power to heal and to mend. I
couldn't tell you how often her home was filled with injured or dying
members of her Tribe all seeking some miraculous treatment for their
wounds. Now I expect a tribal healer to see wounds from skirmishes or
from hunting accidents, but not from the fourth mother-to-be who was
near miscarriage from a fierce battle while /seven months pregnant/.
Not from a tribal warrior suffering from his umpteenth fatal blow
that should have struck him dead on the spot. Even more disappointing
was, upon extensive healing efforts of the part of my shaman, they
would often decide they weren't quite ready to be healed and
magically reopen their wound minutes later for another to pine over
if they did not simply roll over and attempt to die again in my
character's home instead. Not only did this distress my character,
but it bothered me as well. Roleplaying interactions are beautiful
for the reason that they are the cumulative effort of multiple people
often resulting in many interesting and unexpected turns. When I feel
that my actions did absolutely nothing whatsoever, I begin to
question why you came to me in the first place? To use the subjects
of near-death or death for the sole purpose of attention is somewhat
offensive to me.
Now let's talk about character deaths. Though I am not a fan of
killing off one's character, I can certainly appreciate a well
thought out and well roleplayed death scene. However many character
deaths have instead left me with a bitter aftertaste. I have seen
characters killed off in a fit of frustration and/or anger, only to
see them brought back later thanks to a timely retcon when the player
regretted their decision. I have also seen characters killed as a way
to get revenge upon another player, using the sacredness of death as
a tool for revenge. This to me feels like all the wrong reasons to
utilize the effects of death.
At the opposite end of the spectrum, there is another interesting
roleplay potential that I find often tends to turn foul. Pregnancy
and children, the miracle of life. Although I do not expect people to
roleplay out the full extent of a nine month pregnancy (or however
long their race's gestation period is), I also find it hard to accept
when they draw it out into some big dramatic event and then suddenly
rush it to completion in a few days. And never mind the children I've
seen born to characters, only to be forgotten a few days later
because they turned boring. I find so often that because people seem
to universally understand the wonderment of pregnancy and birth, they
tend to get excited when it happens to someone their character knows.
Unfortunately this attention or idea often seems to spread to others,
creating this competitive field where so many characters become
pregnant or bear children that it is hard to keep up and support all
of them in character. Sadly this usually leads to the player finding
the concepts to be no longer fun or entertaining and I've seen many
tragic miscarriages or retcons because of this. Heck, I've even seen
a newborn baby sacrificed to a dark god because the player stated
they “no longer wanted to deal with the kid and their jerk father.”
A few times I've found people who truly nail these concepts, creating
some of the most awesome family oriented roleplay I've seen. However
this only makes the other instances all the more frustrating to
myself.
Lastly I wish to touch upon character resurrections. This is another
tool that, if well thought out and played, can result in some very
interesting developments. However, I find it frustrating when people
use this as a means to patch up their poor decision in killing off
their character or shrug it off like a common occurrence. Although we
typically enjoy playing a character of some significance, it is
generally accepted that our characters are not on par with the
standings of the characters within the story of the game themselves,
such as war chiefs, presidents or corporate leaders. So when a
character intrinsic to the story of the game's world does not get
resurrected by the combined efforts of the untold masses that mourn
their passing, why does this random nobody get brought back to life
for the /third/ time?
In the end I find that the concepts of life and death are a very
powerful and meaningful tool used in the world of gaming and
especially in the roleplaying community. But just as you would not
wish someone to make light of such occurrences in real life, it is up
to us to use these tools responsibly when they lie within our own
hands.
This is a terrific post and analysis. Very well thought out.
ReplyDeleteThanks! (Also if you or anyone else would like to view further discussion on this blog, check out my link to this site from www.wildstar-roleplay.com > forums > Ideal Laboratory > The Sacredness of Life and Death)
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