There's Something About Overlord
Wednesday, November 14, 2007
No, that wasn't intended as a charmingly witty reference to a Farrelly brothers film. Instead, do something that you're Lit professor in college would have flayed you for: take it literally. There is, indeed, something about Overlord. The game. Where you play a wicked, wicked man.
After deciding that homework was a tool of Satan and by doing it I was merely edging closer and closer to feasting from the tree of knowledge - thus condemning myself (and my entire species) to a world of sin and hell on earth - I thought it was in humanity's best interest to spend my "study break" with my 360 controller resting comfortably in my lap. Ironically, or perhaps in a clever ruse to make Satan think he had already turned me, I decided to pop in Overlord for the first time. I was playing it not for what I assumed was GTA with swords and arrows, but mainly because I've found myself addicted to the Fable/Oblivion sandbox-but-still-kinda-like-Zelda genre of RPG that has glommed on to the 360 like an ocean full of hungry leeches. My assumption about the content (being SUPER EVIL YO) was the primary reason I never touched the thing because I'm the gaming equivalent of a choir boy. The most badass I've ever been is playing a Chaotic Good character in Dungeons and Dragons and my character in Fable was so sickeningly virtuous that rainbows literally shot out of his ass. In fact, I opted not to engage in the marriage-to-the-mysterious-royal-lady quest simply because my character was already in a relationship and I felt guilty. That's right. I refused to cheat on my digital spouse.
I, ladies and gentleman, am a complete pussy.
So you can imagine why I thought Overlord would never really be my thing. I can play GTA because although you may be a "badguy" you're a hell of a lot better than all the other creeps you meet in the game. So much so that by the end of it you're still standing high atop the moral pillar of shiny righteousness, despite the fact that you've run over nearly two dozen prostitutes and old ladies. And possibly one puppy. Playing a game that put you in the role of the evil guy killing good guys just seemed... tacky.
"But wait!" I hear you say, "Overlord is not like that at all!" And 'lo you would be correct. Imagine my surprise when I readied myself to don the cloak of smelly black soullessness and found myself running around a halfling village attempting to take back another village's stolen food supply. Or when I actually had the opportunity to do something truly evil the game warned me that I might pay dearly for my actions. So again, I found myself thrust into the role of boy scout (a very creepy, well armored boy scout)and the only truly evil thing I ever did was boot that annoying ass jester character in the face once or twice. A session.
I wouldn't go so far as to call this a flaw in the design. Nor would I say that the developers neutered the content of the game in order to appease the increasingly dictatorial ESRB. Everything about being "evil" in this game is tongue in cheek and the whole thing ends up being a parody of Fable rather than its antithesis. In fact, looking back on GTA, I realized the same thing is going on here. GTA is certainly more violent and grittier but the fact is you're still a good guy. You're pushed to the limits and have to play dirty, but plot wise none of the main characters are truly bad guys. In fact, most of them spend a good chunk of narrative screen time musing about how disgusting and vile their fellow co-criminals are, and the game goes out of its way to separate you from them morally. Nothing exemplifies this more than Vice City Stories, where one of your "bosses" is an alcoholic, wife abusing redneck who is designated the antagonist the moment he steps on screen. And you loathe him for the same reasons you'd loathe any badguy: he's morally inferior to you.
For all the bitching that the media does about the morally bankrupt video game industry, it's amazing how few games (if any) have you playing a truly terrible characters. Even Overlord is so absolutely grade school evil (think NoHeart from Care Bears) that it's impossible to take the content seriously. Sure, you can massacre a few villagers whenever you want but take that route and soon simply walking into a town is going to have a hoard of very angry peasants on your well armored ass. Most of the time your running errands for them like a well trained puppy and occasionally your minions will insult them behind their backs. That's right. You're playing the high fantasy equivalent of an irate Wendy's employee.
It seems that interactive narrative has a problem. Telling a story about a bad person - be it in book or movie form - is much easier because the audience are not participants. They don't HAVE to relate to a character in order to enjoy a film. Hating a protagonist can be just as rewarding as relating to one, and its that degree of separation the audience has as a VIEWER that video games can't duplicate easily, forcing even the grittiest of games with the worst of characters to have SOME kind of moral justification for their actions. Otherwise, the player is just going to be put off by it.
The question that I've been bouncing around my head for the last few days is: how do we change that? Do we want to? How powerful would interactive fiction be if it could put the player in the role of a concentration camp guard? A KKK leader? A rapist? Imagine the political messages that could be delivered - and the level of disgust that could be generated - when forcing the player to act out something he or she finds morally reprehensible?
Or maybe its not possible at all. Maybe we've accidentally uncovered a truth when creating interactive fictions that books and movies have managed to blur: that people, no matter how terrible, need to justify their actions. And perhaps, when playing as those characters and absorbing their own justifications for what they do we can understand them. Perhaps we find it difficult to model moral bankruptcy in our simulations not because we are afraid of it, but because it doesn't exist.
After deciding that homework was a tool of Satan and by doing it I was merely edging closer and closer to feasting from the tree of knowledge - thus condemning myself (and my entire species) to a world of sin and hell on earth - I thought it was in humanity's best interest to spend my "study break" with my 360 controller resting comfortably in my lap. Ironically, or perhaps in a clever ruse to make Satan think he had already turned me, I decided to pop in Overlord for the first time. I was playing it not for what I assumed was GTA with swords and arrows, but mainly because I've found myself addicted to the Fable/Oblivion sandbox-but-still-kinda-like-Zelda genre of RPG that has glommed on to the 360 like an ocean full of hungry leeches. My assumption about the content (being SUPER EVIL YO) was the primary reason I never touched the thing because I'm the gaming equivalent of a choir boy. The most badass I've ever been is playing a Chaotic Good character in Dungeons and Dragons and my character in Fable was so sickeningly virtuous that rainbows literally shot out of his ass. In fact, I opted not to engage in the marriage-to-the-mysterious-royal-lady quest simply because my character was already in a relationship and I felt guilty. That's right. I refused to cheat on my digital spouse.
I, ladies and gentleman, am a complete pussy.
So you can imagine why I thought Overlord would never really be my thing. I can play GTA because although you may be a "badguy" you're a hell of a lot better than all the other creeps you meet in the game. So much so that by the end of it you're still standing high atop the moral pillar of shiny righteousness, despite the fact that you've run over nearly two dozen prostitutes and old ladies. And possibly one puppy. Playing a game that put you in the role of the evil guy killing good guys just seemed... tacky.
"But wait!" I hear you say, "Overlord is not like that at all!" And 'lo you would be correct. Imagine my surprise when I readied myself to don the cloak of smelly black soullessness and found myself running around a halfling village attempting to take back another village's stolen food supply. Or when I actually had the opportunity to do something truly evil the game warned me that I might pay dearly for my actions. So again, I found myself thrust into the role of boy scout (a very creepy, well armored boy scout)and the only truly evil thing I ever did was boot that annoying ass jester character in the face once or twice. A session.
I wouldn't go so far as to call this a flaw in the design. Nor would I say that the developers neutered the content of the game in order to appease the increasingly dictatorial ESRB. Everything about being "evil" in this game is tongue in cheek and the whole thing ends up being a parody of Fable rather than its antithesis. In fact, looking back on GTA, I realized the same thing is going on here. GTA is certainly more violent and grittier but the fact is you're still a good guy. You're pushed to the limits and have to play dirty, but plot wise none of the main characters are truly bad guys. In fact, most of them spend a good chunk of narrative screen time musing about how disgusting and vile their fellow co-criminals are, and the game goes out of its way to separate you from them morally. Nothing exemplifies this more than Vice City Stories, where one of your "bosses" is an alcoholic, wife abusing redneck who is designated the antagonist the moment he steps on screen. And you loathe him for the same reasons you'd loathe any badguy: he's morally inferior to you.
For all the bitching that the media does about the morally bankrupt video game industry, it's amazing how few games (if any) have you playing a truly terrible characters. Even Overlord is so absolutely grade school evil (think NoHeart from Care Bears) that it's impossible to take the content seriously. Sure, you can massacre a few villagers whenever you want but take that route and soon simply walking into a town is going to have a hoard of very angry peasants on your well armored ass. Most of the time your running errands for them like a well trained puppy and occasionally your minions will insult them behind their backs. That's right. You're playing the high fantasy equivalent of an irate Wendy's employee.
It seems that interactive narrative has a problem. Telling a story about a bad person - be it in book or movie form - is much easier because the audience are not participants. They don't HAVE to relate to a character in order to enjoy a film. Hating a protagonist can be just as rewarding as relating to one, and its that degree of separation the audience has as a VIEWER that video games can't duplicate easily, forcing even the grittiest of games with the worst of characters to have SOME kind of moral justification for their actions. Otherwise, the player is just going to be put off by it.
The question that I've been bouncing around my head for the last few days is: how do we change that? Do we want to? How powerful would interactive fiction be if it could put the player in the role of a concentration camp guard? A KKK leader? A rapist? Imagine the political messages that could be delivered - and the level of disgust that could be generated - when forcing the player to act out something he or she finds morally reprehensible?
Or maybe its not possible at all. Maybe we've accidentally uncovered a truth when creating interactive fictions that books and movies have managed to blur: that people, no matter how terrible, need to justify their actions. And perhaps, when playing as those characters and absorbing their own justifications for what they do we can understand them. Perhaps we find it difficult to model moral bankruptcy in our simulations not because we are afraid of it, but because it doesn't exist.
