Let me Murder!
This is something that I’ve
started noticing with RPG games such as Skyrim, Witcher 3, FO4 and also the
Bioware titles. You simply cannot kill NPC’s the game deems essential, in the
case of the witcher it’s not even essential it’s everyone other than the
designated enemies that’s unkillable. While this is done in an almost
every game it’s most notable in role-playing games due to their inherent
nature. I think this is bad design and it’s a limitation that drives away from
the potential games can offer. Every game should allow their npcs to killable;
it will only add to the suspension of disbelief and not take away from it.
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I am dead. Really. For sure this time. |
Look at a game like Divinity
Original Sin, the player can finish the game even if he killed the entire
population inhabiting a town and the game still gives you ways to carry on,
whether in the form of notes or other actual clues such as bloodstains etc.
Similarly in Dark Souls the player’s progress is independent of the NPC’s, they
are people that just exist. Now, if these npc’s were invincible in the game
then you will never feel that relief, that indescribable feeling of being
amongst one of your kind. In the Gothic you are allowed to kill everyone
in the world. This interaction creates a tangible world, a world which feels
alive because the inhabitants abide by the same rules as the player. Similarly,
Morrowind holds the highest regard when it comes to the Elder Scrolls series
because the game world felt like it had rules, and everyone was bound by it, you
can kill every npc in the game if you so wish.
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He was planning on taking the arrow to the knee. Things didn’t go as planned. |
Death is very important in any
medium because it gives every character more meaning, the act in which existence can be taken away makes it more meaningful. In Dark
Souls, every npc in the game is mortal and the npcs take the lives of each
other too. And you the player also belong in this world, the
npc’s go through the same plight as the player, the npcs are not just npcs,
they are people. And when you kill them their character arc just ends, there is
no resolution, there is no meaning and this is actual death. Similarly in
Gothic you are nothing but one of the many prisoners and even among prisoners
the act of taking a life is a savage act.
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Hah! Like your playacting is going to fool anyone. |
The act of killing is to beat a
person till he collapses and then to turn him over and stab him, this lends the
game world a weight that most other games lack.
The worst are the games where
they make npc’s invincible for arbitrary restriction, such as the immortals in Fallout 3 and Skyrim, the civilians you cannot kill in the witcher
etc. These exist as nothing but arbitrary restrictions that the developers put
in to force us to play a certain way. In witcher this is because Geralt
does not kill random people, but why is a game restricted by such reasoning.
What if he kills, wouldn’t it have lent the world weight if the people reacted
appropriately and divert the story mildly.
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Set dressing |
Rather than creating a shallow
world with arbitrary restrictions, wouldn’t the world be more alive, won’t the
people be given meaning? They no longer will be just random background
characters filling the screen. And when it comes to fun, look at
games like GTA, Saint’s Row etc. Ignore the missions and the most fun a player
usually has is when he or she bumps into an npc, the cup in the npc’s hand
falls down, he starts a fight, you being the player shoots him,
the cops show up and it all escalates from there. Why must the developers limit ways of
play, why force linear play rather than giving options of play.
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The game that gives you one of the best options of play; the karma system is alright I guess. |
One can argue killing the NPC’s
break the quests and even the main-quest, won’t the player be unable to
progress any further due to the story NPC being dead? This will happen if there
is only one path to the ending, an alternate path maybe a less compelling path can be implemented. Take this further and maybe you can see sides to characters you otherwise never would have seen.
A game like Divinity Original Sin does this well, even at the worst the player can still finish the game through the countless alternate paths. If a character was going to tell the player to go to a certain place or give him a certain item, then the location can be mentioned in the journal of the character in his house or in the case of the item the character could have it on hand or again mention it in the journal. Or generally can leave clues in his room or something, all these small designs further add to the immersion. The game becomes a tangible world and not just a movie with gameplay.
A game like Divinity Original Sin does this well, even at the worst the player can still finish the game through the countless alternate paths. If a character was going to tell the player to go to a certain place or give him a certain item, then the location can be mentioned in the journal of the character in his house or in the case of the item the character could have it on hand or again mention it in the journal. Or generally can leave clues in his room or something, all these small designs further add to the immersion. The game becomes a tangible world and not just a movie with gameplay.
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If you are obsidian, then go crazy. |
Even if you kill an npc
accidently one you didn’t intend to kill, you might miss his content, but won’t
living with the consequences make that game experience better. When you
eventually replay won’t you have a different experience waiting for you the
next time? Every NPC in every game should be killable not just RPG’s either
because the interact-ability and tangibility is what separates games from other
mediums.
Now you can also argue that
missing these conversations and creating branching paths can dilute the
content, so the players experience will end up mediocre. No, why should the
players experience end up as mediocre, maybe the player will find the path
where they have to deduce clues rather than the melo-drama to
be the superior one. And again won’t
each playthrough be different and worth experiencing.
Even if the content is brilliant
and can improve the game significantly it shouldn’t be forced upon the player.
In MGSV the arc of quite, the only the complete arc in the game, when
you first encounter her you can kill her if you so wish and thus miss out on
the best story in MGSV but yet the game allows that. And the vast majority of
the players won’t kill her, mostly due to her being a female and flaunting her
sexual appeal in most of the trailer should've been enough for most male species to
not kill her. The point is, if you make an appealing/good character the
player will think twice about even trying kill them, in Gothic the action of
killing a person was added so much weight that, the 1st time I
killed someone I just Alt+f4rd cause I felt guilty, I felt like I was a
horrible person. And regardless, for the most part players will not kill everyone in their
sights for no reason at all. But, even if they do and miss the content it shouldn’t
be a crime, the thing about games is they allow you to get more than one type of experience, so why forcefully limit it.
The ability to kill npcs is more
important in role-playing games because it creates role-playing opportunities.
Look at a game like New Vegas the setting and the game allows the mechanics to
create tangible differences, it allows you to be a psychopathic killer with low
iq if you so choose to be, in D&D spectrum the game allows you to role-play
from anything from True neutral, Chaotic evil etc. You are what you choose to
be, and this is why it’s very essential in rpgs, the whole point of rpgs is to
let the player be what he/she chooses to be.
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Kingdoms of Amalur also allowed killing anyone in the game, the game's lore and narrative backed this up by making you the fate weaver, quite literally you are what you choose to be. |
Dragons Dogma is one of the best
rpgs I’ve played, while it most certainly limited in its role-playing scope,
the game allows you to roleplay your
character. It also allows you to kill most in the game, they give you a
warning, but due to the limitation of having a single slot the game respawns
them in a week, which is one thing I can’t stand by. But the point is, the game allows it and the
mechanics back that up.
Now look at a game like
borderlands, if the game allowed you these opportunities of making tangible decisions
the games narrative would have had more weight. If the game allowed to kill an
npc when the npc says to go do x for me and I’ll give this item you need, if it
allowed you to kill the npc and take the item. RPG characters usually lack
personality so they are mostly blank slates to role-play, but the weight of
killing will be even more interesting in an action game hero with an
established personality.
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Lilith is already quite the psycopath |
Just like Geralt killing random
people, Lilith killing good (questionable) npcs. The developer can adapt her
personality to twist according to the players actions (by the end she is a
psychopath), this can turn even the most uninteresting and narratively bland
games into an existential crisis and create personal drama.
Games aren’t books, aren’t
movies, comics and whatever else, and so limiting its potential by the
restrictions enforced by other mediums are just silly. Games have the
possibility to truly create another world, where we have the potential to make
an impact. We have a medium that can embrace the best of the other mediums, infact
we can put other mediums in our medium and evolve them. Rather than creating
simple shallow worlds with little intention, creating worlds where the player
can truly inhabit will be something that’s more than just time-pass more than
just a story. At the end it creates worlds where the player feels like he is a
part of it. And it’ll elevate the game to be more than just a game.