Do you play evil characters in RPGs?

The problem of evil has vexed philosophers for centuries. But fortunately, we now have a solution! I call it Sim Evil, or alternatively, “What happens if I pick the evil options in RPGs?” You can practice being evil in your own little world and see what happens.

And the answer is … nothing much really. You still get to save the world/ grow the kingdom/ max out your gold in the auction house and you probably also get all the best lines. Yet, some of us still are reluctant to play as evil in games, even when it may be advantageous and certainly has no drawbacks.

With that in mind, I love the way Bioware has moved away from good/evil and towards diplomatic/ blunt/ sarcastic on their choice wheel in Dragon Age 2. You can still do plenty of evil things, such as knifing random criminals personally instead of turning them over to the town guard for justice (note: this would probably be considered evil if more people did it iRL, in games it’s par for the course.) Yet your capacity for being a real evil mastermind is very limited – it’s more of an on rails game than a city simulation. You can’t just decide to leave the mages and templars to murder each other while you go off and become a crime lord/ lady. There are limits on how good you could be also, no pacifism in computer RPGs!

But there are genre conventions to be observed. And that’s genuinely more important for good storytelling than unlimited character options.

So imagine my new kingdom in Sims Medieval  (once I had gotten some help from the twitterati in doing the first tutorial quest, thanks all!). As soon as I decided that I’d go with an evil sorceress-type queen, things suddenly got far more interesting.

Her traits are Vain, Scholarly and (naturally) Evil. Her throneroom is decorated in an evilly magic way. When she isn’t busy, she goes to the castle library to read maniacal books which seem to mostly be about tentacled monsters (I missed a trick in not naming my kingdom Innsmouth, really). And she is always extremely horrible to the good priest.

If there was any justice or proper storytelling in the game, the good priest would be constantly warning her about her evil ways and eventually a huge seamonster would probably come and eat her, and drown her kingdom. But because it’s a computer game, none of that will happen and she’ll probably be really successful.

But in my mind, the good priest will be right in the end. I like playing evil characters, but that doesn’t mean I always want them to win.

Good, Evil, and other Genre Conventions

I always play good characters in games. I have never set out to be evil just for the sake of it.

When I murdered the child in Redcliffe (in Dragon Age) it was because I was saving the world from a worse evil. If that’s not heroic then I don’t know what is! If Mrs Spinks kills the odd few hundred people in Tarren Mill, it’s to protect her homeland. And it isn’t as if she hasn’t helped to kill a lot of dangerous dragons too, even though she totally could have forged a sick note and got out of it.

Or we could just say that I like dark fantasy which involves murky noir-esque moral setups. So when I have a choice, I lean towards the in-game faction or options which let me tell stories in that genre.

I wonder if all good vs evil choices in games really do boil down to letting the player pick their genre. Even a game like KOTOR, in which playing as evil involves scheming, betrayal, random nastiness, and power grabbing for personal gain is just a more hardcore version of the dark fantasy. With some Randian philosophy thrown in for kicks.

The problem with good or evil in games is that either people complain that the choice doesn’t matter, or else there’s one clearly superior option, so it isn’t much of a choice. i.e.:

1. It’s just colour. Or flavour. It might affect what race you play or which faction. It may affect the twists and turns of the story. But your choices are so restricted in other ways that you can never really go all out evil, or all out good.

2. One side will usually have the game mechanics behind them. For example, if a game strongly encourages cooperation then the side which can best cooperate will always win. If a game encourages selfish, backstabbing behaviour, then the side most prone to do this will always win.

It is a dilemma that can be solved. But the game would need to be focussed on playing out the conflict between the different philosophies. Give them different but balanced game mechanics and then see who wins. I’m jonesing to try playing Anti-Monopoly someday, because this is exactly the approach that the designers take. You can either play as a monopolist or as a free marketeer. The mechanics support both. And then fight it out on the board to see which philosophy wins.

But to do that, we need to get away from ‘good’ and ‘evil’.

Alignment and Alpha Protocol

Given these genre musings, I was intrigued at the approach with Alpha Protocol, the upcoming spy action game, takes. Instead of letting you loose to pick good or evil, players can instead pick between Bond, Bourne, or Bauer. Three different genres of black ops style storytelling. Each with its own definition of good or evil.

For example, you’ll never see James Bond court-martialled for fraternising with the enemy. But you’ll also never see him in a situation where he’s in an actual no-win situation where he’s forced to make dark moral choices either.  Other genres could take you deeper into different types of stories. And as a bonus, people who are fans of the genre will know who Bond, Bourne, and Bauer are, so it’s a meaningful choice for them.

I’m not a fan of action games so I won’t be trying this one. But I find the approach far more interesting than just being asked to pick good or evil.

The Alpha Centauri Angle

Alpha Centauri is one of my favourite games of all time. It’s like Civilisation set on a new space colony, with an underlying storyline and where each faction has a very distinct philosophy which is underlined by the game mechanics.

The game itself is sheer genius. You can pick your philosophy by picking the faction which shares it. And then you can use it to conquer the world. Military supremacy? Mad science? Economic win? Be one with nature? There’s some very very clever game design going on in there, and it works brilliantly.

And again, there’s no clearcut choice between good and evil to be made anywhere at all. Instead, you get to choose how you will define good and choose how you will define evil. And to my mind, it leads to a stronger gaming experience overall.

My hope for SWTOR is that Bioware will have learned from previous outings that good vs evil isn’t really interesting enough to stand alone. And instead, when you pick a class, you will really be picking a genre for your space opera. And any good vs evil choices you get to make while playing are more about letting you tailor that genre to your own preferences.

Do you like games where each faction has a distinct philosophy? (Warcraft kind of manages this for Horde, but not so well for Alliance in my view.)

Are bad factions more popular?

Every time a new game launches which has more than one faction, where one is identified as ‘the good guys’ and the other as ‘the other guys’ we end up wondering whether players in general prefer to play as good or evil.

In WoW, the Horde vastly outnumbered Alliance on PvP servers at the start, and still does. In WAR, Destruction vastly outnumbered Order on all servers at the beginning. A friend who plays Aion noted that Asmodian seemed more popular than Elyos on all the servers he checked recently.

The population balance isn’t always for the same reason. In WoW Horde really did have better PvP racials and classes (shaman) at the start. Destruction always looked much cooler than Order in WAR. When I took a look at the Aion beta, my first reaction was that Asmodeans looked cooler than Elyos too and I thought most people would prefer them.

So I see a few common points:

  1. Designers find it easier to make the evil factions look cool (where cool is some combination of look and styling that appeals to gamers). How a character looks is probably the single strongest reason for a gamer to pick it initially.
  2. Tied to #1, evil factions often have a backstory that primes them as being very tough and badass. Instead of heroes, they are portrayed as anti-heroes to make them more powerful as enemies. The bad guys also often have more interesting stories in general – is it just easier to write lore about evil or savage races?
  3. ‘Evil’ factions follow a morality that supports how gamers play (i.e. go out and commit mass slaughter and looting). They have more ‘fun’.  So many gamers find it easier to relate to them. This is one of the reasons a lot of PvP type players are drawn to the bad boys in game.
  4. Even though many games had a majority of the evil faction at the beginning, this often balances out later. There are lots of reasons for this. Some are natural balancing factors, others are devs rebalancing to lure people to the weaker faction. One of the big balancing factors in a PvP game is that the less played faction gets more fights. Either because there is a battleground mechanic that limits how many of each side can play, or in an open world game, they’re just more likely to encounter enemies when they go roaming.

Frank@Overly Positive reminded me about this with a post about faction balance in Star Wars. Fans on the SW:TOR forums are complaining that Bioware is making the Sith seem too cool. I think the fans have lost it – Star Wars has some of the most badass good guys in cinema. The Sith have to be very cool indeed to lure players who planned to be Han Solo over to their side. And if Bioware’s game is going to rely heavily on balanced PvP then there need to at least be some Sith in game.

Star Trek is going to have similar problems. All the films and TV series are about the Federation. So how to lure people into playing enough of the ‘bad guys’ that there’s going to be some people for the good guys to fight.

Some of this will be resolved by hardcore players deciding that only pansies want to be Han Solo et al and again picking the side that is likely to be less numerous because it’ll give more PvP and a badass demeanor. And even if PvP in these games winds up matching the numbers of the more popular good side against the hardcore badassness of the bad side, at least that’s atmospheric.

No, the problem comes a few months down the line when the hardcore guys are winning enough of the fights that lots of other people join them. At that point, the side that was less numerous at the start ends up being more more hardcore and more numerous. Some of the hardcore switch sides, and the cycle begins again.

Do you feel drawn towards playing the bad boy antiheroes? Like the goth Asmodean styling? Does it make a difference whether it’s a heavily PvP game or not?