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> Before the encounter with the first Troll, the dumbfounded mythical character, Atreus, asks: “We’re going to fight that?!?” Kratos, the main character, answers: “We have no choice,” in a matter-of-fact, almost resigned way, as if shruggingly accepting the design conventions of the game itself.

I didn't see it like that. Atreus thinks he and his father are normal humans, even if he saw his father perform incredible feats of strength such as carrying a huge tree trunk. Atreus has no idea what his father is capable of, and he himself has been mostly sick and frail. The boy is scared. Nowhere does that scene read as "That looks humanoid, I don't think we should kill it". Draugrs are more humanoid and they've been killing some on the way. The troll is incredibly fierce and the largest opponent they faced until now. That's a completely natural reaction from the boy with no moral implications.

It's actually a little later in the game when they're assaulted by Reavers (actual living humans talking about eating them) that Atreus kills one in self defense and remains shocked by the experience. Kratos shows empathy and care when he comforts him and says "Close your heart to it". [1]

There's a deep thread about humanity and the right or need to kill in self defense in the game, and Atreus goes through a rebellious phase where he thinks godhood gives him the right to do anything. But the troll scene? That's reading too much into it.

1. https://youtu.be/_oOZG5-tqpA?si=w6-PyJXjTZ-qSv2q&t=4173

Atreus' question come out of fear, but Kratos' response is what the article focus on. Kratos does not take any joy in killing, he does that out of necessity and would have loved for that necessity not to arise. He could have boasted "I have killed bigger things", but instead he choose words of resignation against a kill or be killed fate he was trying to escape
That segment of the game does take a bit of suspension of disbelief though - it's like Atreus was born yesterday, instead of growing up there.

I may have missed or forgotten the explanation behind that though. I suppose he was always stuck in the safe area around their house?

That aside, the new God of War games are great, and the whole franchise is a good example of how they took a fairly straightforward character - savage, angery fellow - and evolved his story and character over a long span of time, subverting itself etc.

(The Valhalla DLC is where Kratos goes to therapy lolol)

My own anecdote related to this idea was on a playthrough of Skyrim.

I was between objectives and wandering through the map. I came across one of the ubiquitous caves which I decided to enter. I was attacked by some generic low-level bandits and I cleared the cave.

After dispatching the enemies I was looting through the cave and came across some letters. They detailed a tale of a family that came on hard times in a nearby town and were forced homeless by circumstance, how they were trying to rebuild their lives, etc. I looked around the cave and could tell the individuals mentioned in the letter were accounted for in the cave. I mean, they were generic bandit models but the designer had matched them to the narrative.

I thought about the situation. I was this extremely high level wizardy kind of build trekking though the wilderness and I came across an encampment. When I barged into their makeshift home they rightly were like "get out". And then I slaughtered them all with no reason and was now deciding if the clutter was worth packing and re-selling.

I more or less stopped playing Skyrim after that.

I had a similar experience playing, of all things Operation Flashpoint: Dragon Rising. You play as a variety of US Marines helping Russia defend some island from a Chinese invasion so as to control some recently discovered oil deposits.

And at one point while playing this already somewhat implausible situation, I thought "that random PLA soldier I just mowed down would not have, in reality, signed up to be the invading force in a petro-conflict". It kind of killed first-person shooters for me for a while, because I accidentally humanized a poorly-programmed bot in a ridiculous, made-up scenario into making me feel bad for them.

I knew a Buddhist monk in Berkeley in the 1990s who was very interested in "games" to teach Dharma.. Games in those days did not look like they do in the last ten years.. Obviously what is now called AAA games are very much the opposite of Dharma talks..
I read your comment to my partner who pointed out that what your Skyrim character was doing was exactly what the billionaires do - treat us all as NPC’s whose stories don’t matter. I’m glad you had your epiphany.
The first game I thought of upon reading the title of the article was 'Shadow of the Colossus'. There's a particular boss about half-way through the game who resides in a small secluded garden and the process of defeating them involves tricking them in to ramming over columns etc. until they are trapped.

I have a strong memory of being 12 years old, lying awake at night with the melancholic feeling this article describes, with the realisation that those beasts never did anything to me and I was essentially going out of my way to trick and slaughter them.

No other game has invoked that feeling in me since. It's a very special game. It remains one of my favourites and a stellar example of what the medium can achieve.

Shadow of the Colossus came out around the zeitgeist of when people really started earnestly debating if videogames were art. After that game there was no more debate.
To me, these reflections upon my aggressive and violent behavior in a game are much more impactful than games that put me into dilemma situations, where you are already presented with a nicely arranged moral problem in the moment.

These are two distinct techniques and I feel the latter almost always failed to impress me much, while the first one is where I feel caught, even shocked by myself and the cold-bloodiness to (virtually) follow any suggestion to kill.

Long ago in the previous century, it was D&D that provided this scenario. DMs would offer us scenarios where "killing all the orcs" was detailed into "including the women and children in the cave", just to see how we'd react.

Are orcs as bad as zombies? They are supposedly born LE, and could not (then) be reasonably expected to change. But killing an orc innocent?

When I tried to play SotC, I got too distracted exploring the world to actually go after the bosses. Should blow the dust off it and try again one of these days.
The first game I thought of when reading the article was Shadow of the Colossus, mostly because the article opens with a screenshot of the game and talks about it in detail.

I appreciate the honesty of recognizing that you commented without reading the article, but could you not? Your experience could have added so much more had you placed it in context with the rest of the article.

Going through the effort of creating a HN account to comment on an article you didn't even open..
> As a result, the game offers no easy satisfaction of hacking and slashing through weaker opponents.

Besides the questionable morality of kill=experience=progress in typical hack'n'slash or roguelike, what started to irritate me in there as I grew older as well, was the stupid mechanics where crowds of enemies described as intelligent humanoids (i.e. not animals or robots) facing clearly overpowered high-level PC (famous, even) never surrendered, almost never tried to flee, attacked one-by-one, and shoved no sign of tactical thinking or self-preservation instinct. Despite being armed and (by description) organised, PC could enter a narrow corridor, defeat dozen of them without taking any damage, yet there will be a waiting line eager for demise by a single hit -- even actively advancing towards it. No attempt to regroup, to take advantage of the number superiority, wait in open space, ambush from all directions, or anything like that. Same applies to most FPS: there is a Doomguy running around at unprecedented pace, slaughtering everything that moves, but we will all keep our scattered positions. (This led me to a thought, whether it would be possible to rearrange enemies in canonical Doom map so that all would attack at once at some appropriate spot and whether it would guarantee their victory or not.)

While I agree it's incredibly jarring in some games, I'm always thinking back at a presentation by David Rosen on procedural animation: "First, do no harm to the gameplay". He's talking about animations in particular, but I feel that should be a core pillar for any game designer.

Many things are unnatural in games: you don't instantly recover from a beating by eating one apple in real life, but we're ok with it in games because it makes the gameplay fun.

https://youtu.be/LNidsMesxSE?si=fGFCTCHm77OJiYu3&t=260

This is, IMO something that has infected modern mainstream TTRPG: Monsters hardly run away, even if a fireball just killed half of you. One thing B/X AD&D got right were the heavy use of Moral Checks, e.g. Check their morale on first death in enemy party, when half have died, etc. In fact, fighting is deadly and scary. And these morale checks differentiated undead as that enemy that knows no fear and had no morale checks, unless forced upon them by a Cleric's Turn Undead.
It's hard to make enemies behave realistically because people will quickly catch on their patterns.

Fallout 76 mobs, for example, make use of line of sight harder than other Bethesda games. They won't spawn where the players are looking, and prefer to spawn at their backs to get a free cheap shot and stagger. With enough players looking everywhere, they might be forced to spawn visibly, but near an object they can use as cover. Also, they have a sixth sense that makes them walk towards a cover if you aim your weapon at them from afar while hidden.

It's also notable that a near-death enemy will sometimes flee out of your reach to regen health, and attack you again when it's healthy enough. They will also flee/cover if they're a melee type and you climb where they can't reach you, waiting for you to climb down.

I guess the idea was making them realistic, but sometimes this behavior devolves into hide and seek, which can become frustrating as they can use ridiculous things as cover, like chain link fences, floor grills, or a sapling.

I have enough realism IRL, I prefer games that prioritize entertaining mechanics rather than frustrating realism.

IIRC the “Fallen” in Diablo 2 would sometimes run away. This is sort of funny because they actually did have a type of guy that could revive them.

I think the Grunts in Halo would run too.

Mostly it seems to be treated as a gimmick or joke in FPS and RPG. Individual enemy AI is usually pretty bad in these genres, so they probably just don’t have the capacity to act smart enough to act scared.

Of course, it’s a main feature in some tactical games, like the Total War series. That’s more of an explicit mechanic though.

Perhaps not a monster, but in "It takes two", there is a particular scene where you have to murder a friendly stuffed elephant to get your in-game daughter to cry.

I have been playing video games for decades at this point but that one really shook me up. You pretty much execute a toy begging for its life. As soon as that scene was over it genuinely took me a few days to come back to it.

That was a hard rewatch: https://youtu.be/12FNU8bNEbE?si=BKZCynsHhoz5GN2m&t=65

The Fallout games often exemplify this: nearly every decision you make is morally ambiguous, and often has far-reaching repercussions in the story and world.
That reminds me of the Bhagavad Gita, where Arjuna and Krishna have a long conversation before a battle where the former is supposed to perform his duties towards the people he's sworn to protect, but which would mean most likely killing close relatives that he cares about.

There is no honor in killing, only in exercising your duty towards serving and protecting others.

I've just finished playing Metro Exodus, which is another example.

The "good ending" depends on your behavior in the three open areas of the game.

You can still kill "monsters" (mutated humans, animals, cannibals, bandits) without impact, but you should minimize killing other humans, such as slaves, or even hostile but "misguided" NPCs (people that just want you to stay out of their settlement, that you are required to traverse, and who will shoot you on sight).

This is something you can actually achieve pretty easily, just by using stealth.

But reading older posts on this game, many people found this difficult, as the game made easy and satisfying to kill from the shadows.

The Cogwork Dancers in Hollow Knight: Silksong are a recent example of this

https://hollowknight.wiki/w/Cogwork_Dancers

If you are young "shadow of the collosus" is a game I highly recommend you dig up and play, it set a special unique tone for the 2000-2010 era
I love how the game SOMA deals with taking (or not taking) someone's, or something's, life. It is never an easy moment. And with no commentary (with some haunting exceptions, https://youtu.be/pmC6naegRgo?t=161), no external reward or punishment, you need to carry the burden of your own decisions.

Some people says they will be judged (only) by God and history. In SOMA, there is neither.

It's something Roger Scruton writes about in Modern Culture. He pointed out that one of the distinguishing features of modern entertainment media is the collapse of persons into bodies, subjects into objects, fantasy rather than imagination.

In the imagination that art produces, and I agree with the article that Shadow of the Colossus deserves that label, enemies are not bodies, they're persons. In great art they can be more real than reality. In fantasies bodies are consumed for gratification and stimulation, they have no interior life.

It's also the difference between pornography and erotic art. In the former the people depicted become objects not even bodies but body parts, they're profaned. The only person that matters is the consumer. In erotic art it's the opposite, the eroticism happens between the subjects of the art, the viewer is placed at a distance.

There's a lot of games that have wrestled with this in regards to violence. Kojima back in the day already in Metal Gear Solid 2 but he made it an explicit design choice in Death Stranding (less so in the second than the first one, sadly I suspect for commercial reasons) in a way that reminded me a lot of SotC.

Odd that it doesn’t mention Metal Gear Solid, which was casting doubt on the morality of the player character’s actions and painting boss fights as tragic affairs back in 1998, even though it does mention MGS love letter Spec Ops: The Line (and even though MGS is a media darling and probably significantly overdiscussed in general).
No mention of the Witcher? The whole franchise is based on moral dilemmas like that.
On a similar theme, The old knight and the dragon: https://www.instagram.com/p/DY0YtdtHdLb/?img_index=1
Well, Ebrietas and Rom in Bloodborne are the only two monsters that aren't actively hostile, and both have lore backstories (including their genetic relationship) explaining that. Killing Ebrietas is optional, which works against the idea that the game is setting you up to question the ethics of monster-killing; many players don't even realize they can walk away from Ebrietas, because the game absolutely primes you to just get in and start whacking.
One game that really annoyed me was Assassin's Creed Odyssey. It was an amazing game. Beautiful scenery, great story. And then I played the fate of Atlantis expansion. In order to progress the story, you have to weaken Persephone's hold on the realm, which I did. However even if you reduce her influence to zero (which I did), you still can't progress unless you betray a friend (even though there's no utility in that anymore).
For a mainstream boss example I nominate the Lonely Giant in Elder Scrolls Online.

There also are plenty of cute-animal mobs that weren't going to bother you unless you started something. An example that still stands out for me is the first set of sleeping bears in LOTRO.

Well I'm no gaming enthusiast so I have a very limited range that I can fully enjoy at my low accomplishment level.

Must be quite the opposite of a real gamer, so I naturally like the simpler and less complex approach.

More or less the easy stuff, and I'm not completely alone.

I think first and foremost, a particular game should be fun from quite early on before you have developed much deep experience, and then any progress through different levels should be logical and straightforward.

In both respects from my simple-minded starting point I guess I enjoy it most when it's about as rewarding as finishing off an order of french fries :)

Talk about excitement rising to melancholy amounts . . .

> Perhaps true malice, then, resides not in the monsters themselves but in the systems that classify them as enemies No, malice does not come from the systems. It comes from us who make the systems
Another interesting example are hunting games such as Hunter Call of the Wild. I played that for countless hours. While some people simply go for reckless trophy hunting, I thought about most of the shots I took; there's a flock of deer with a single stag, surrounded by does. I knew I would feel awful taking out that single stag, leaving the does behind alone. Could taking it out now be considered "crowd control", how rangers call it? Maybe, under specific circumstances. Or is that just a lie I tell to myself to justify the trophy?

Taking shots on animals living their life in the forest and on the fields imposes a moral/ethical question, especially if you are not being attacked or would otherwise starve to death.

Old Guy here calling out Planescape:Torment for directing us to perhaps the most insidious monster of all.

It's an old isometric Infinity Engine game - although the engine is heavily hacked - but if you get the urge to play an older game, and you don't mind reading a whole bunch of text, well, it's got the rep for a reason. Although it's been nigh 30 years I can't bring myself to spoil it. It's a good 'un.

“Fairy tales do not give the child his first idea of bogey. What fairy tales give the child is his first clear idea of the possible defeat of bogey.”

-G. K. Chesterton

I wonder how they arrived at the name "Ebrietas"? Does it have something to do with being inebriated?

EDIT: it does, I just had to google "Ebrietas latin" (and got https://en.wiktionary.org/wiki/ebrietas), otherwise it only returned references to the monster.

Makes me think of that dragon that you can sneak up to near the beginning of Elden Ring and take it out with chip damage over about half an hour without waking it up.
The Shadow of the Colossus video essay meme has transferred into text, we are devolving!
These are their kitchens and living rooms. You leap in swinging your broadsword.
This article had me until it said the pacifist run in Undertale was more difficult. Anyone that has attempted a “genocide” route where you kill everyone will probably tell you that that boss is probably one of the hardest things they ever done in a videogame - if they can beat it at all.
> This non-battle turned out to be a powerful experience, but its power stemmed mostly from the contrast between this and my other monster encounters.

This is more correlated with modern games. Modern games, at the least non-Indie games, dumbed down the gameplay. I am not saying such games are awful per se, but they are often very simplified to the 1990s era in many ways.

Many old RPG games are quite complex; or told as a story. The old Betrayal at Krondor was kind of like a novel - unsurprisingly since Feist wrote most of the content (save various adjustments made to the gameplay itself). Yes, graphics are bad, options are too few, but storyline-wise this was my favourite RPG. Another example would be "Realms of Arcania" (in german the three DSA games). Again, graphics today are not great, and playing it in english versus german is actually worse (one of the few games where german was better than english, by the way), but the gameplay options in the second part were nice. Part 3 was a bit different, and people critisized it, but I still liked that you would explore a "real" city while still having tons of options available. Other RPGs such as Baldur's Gate 2 are a bit different - DnD itself is IMO a very bad system for RPGs (takes too long to explain now, but just look at static alignment systems - that makes zero sense) and most of it was focused on hack-and-slay for power and items, so it has the same problems. But with mods you can kind of extend the story and add more storylines, thus having more options. So BG2 is not the best example here, compared to the other two; even before that, if you remember the old Ultima series, the NPCs kind of had a regular life, worked at specific times, went to work leaving their homes (and you could then pillage that) and so forth. A lot of the "why do I want to slay the cute monster", is driven by the underlying design. These games often try to dumb down everything. I noticed this first with World of Warcraft. To me these games never were interesting, as it seems to have been deliberately dumbed down. Many of those games today are more like a movie with a bit interaction in between. That's imo not quite a game anymore. There are some exceptions though; I liked little nightmares, but this is also a simplified, mostly linear gameplay. This problem keeps on coming back again and again. For some reason modern games hate complexity. Either humans became dumber, or designers wanted to simplify things.

> Contrary to Flowey’s advice, the game can be finished without a single kill, leading to a special ending, but this pacifist route is markedly more difficult.

...huh? This is very much not true. The most difficult[0] encounters happen on the Genocide route, in which you powerlevel like it's a normal JRPG until the encounters run out. Pacifist is only slightly harder than a "No Mercy" neutral run[1].

For the first two thirds of this article I was screaming "BUT WHAT ABOUT UNDERTALE". Toby Fox basically wrote the book on the moral quandries of killing monsters in video games, and this article does not do his work justice. It feels like the author wanted to briefly mention it at the end as a way to cap off the essay. And, while I haven't played Shadow of the Colossus, I suspect the inspection of that is about as surface-level as the tacked-on mention of UNDERTALE at the end.

I feel like I just read a high school English essay.

[0] Mechanically and emotionally.

[1] As in, a run in which you kill everything you see, but do not exhaust the kill limit.

I mean this has been a this has been a theme going back further than "Shadow of the Colossus" or "Undertale".

Both "Chrono Trigger" and "Crono Cross" make you question your actions and whether or not it was worth on a monster genocide.

I can agree with the other examples, but including Dark Souls feels like a stretch. In Dark Souls, the primary currency for progression—'souls'—is fundamentally earned by killing enemies. No matter how tragic a monster's lore might be, the moment it drops the exact resource the player needs to level up, can we really call that a genuine moral dilemma? I agree with applying this to Undertale, but using Dark Souls severely dilutes your argument. If Dark Souls counts, then countless text-heavy JRPGs with sad villain backstories would also fit the bill. Ultimately, for a true moral dilemma to exist in game design, there has to be a scenario where the player doesn't strictly need to kill mechanically, yet they are forced to confront the choice of doing so