Designer Fallout initially Tim Cain, also known for his outside world director at Obsidian, published a video of the player’s question about why violence is the “default” path in many big budget role -playing games. These are specific role -playing games with the “AAA” budget, regardless of which AAA means these days. Of course, Cain is aware that there are many role -playing games from smaller teams “developing through the violent model is the default way that players interact with the world”, and there are many puzzle games, adventure games and similarly without violence.
His answer is not very satisfied: Violence is the focus on those production scale because the games in it baking, bruising and bloody are the center tend to sell more copies. If you want it to change, you have to leave your butt and “vote with your dollar”. However, he has some interesting reflections about his own experience as a role -playing game designer who tries to support more creative players approaching methods, whether Peacenik or in other words. In addition, the question why violent games make numbers always worth chewing.
Violence as default in the role -playing game AAA
https://www.youtube.com/watch?v=xabrztmdqfm
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“I have always invited my role -playing games because I don’t only need violence, I don’t need to create a fighting character, but I don’t even say that it is the default path – I don’t consider fighting the main and invisible path and dialogue as an alternative,” Cain commented in the video. “I have always said that this game supports many paths – you want to say your way, knock yourself, you want to sneak up your way, go for it. Even if you fight, you can do that, or you can use stealth or dialogue to avoid it or reduce it so much that it becomes a relatively small battle.”
He pointed out the existence of easy modes, and recently, the story mode, as the way to the side of the goblable and similar process, even in violent priority games. But the audience gave such small things, he asserted, rather than the audience for the murder of ELF. “There are options there, but people do not take them so much. Everyone plays the mode of no story more often than the story mode.”
Cain himself “The roads are rarely chosen” in role -playing games, whether violent or not violent, and very sad because what he suggests is the pressure in large budget role -playing games to simplify everything to fight. “I put a stupid dialogue in many of my games,” he said. “I like to support generalists or truly bizarre experts, and these are supported in my games.”
Even in the original Fallout, published in 1997, not as violent as the brand “War never changed” can point out, Cain commented in the video. “You will think that violence is the default in Fallout, but it is not really. People often perform tasks and think that this is not what the player will do, violence will not be the purpose in this.”
Cain shared a few anecdotes from the history of playing “rarely selected roads”: As the first person to complete a Fallout 1 run, playing Arcanum as a swordsman without magic or technology, and Surviving Temple of Elemental Evil with a party of others. “A lot of games eliminate these less popular roads and they find very little to reduce sales, which means not enough friends, those who like those roads,” he saw gloomy.
Cain also made some familiar observations of violent games lending more impact, with a special reference about why action role -playing games, according to his experience, RPG in turn of external turns and similar things. In the end, it is “easier to market those games when you see a segment of introduction and you find people really doing everything – dancing, climbing, shooting, punching.”
Cain does not really comment on the clear question here: Why do people be attracted to violence in artistic and entertainment media in general, from Homeric epic to the latest horror programs of Netflix. I have many thoughts, most of them are completely empty. One is the description of violence tends to involve a subject and object. Consider violence beyond the question of what or who is violent to whom or the risks that make the whole argument meaningless.
Another thought is that the violence in video games is probably better reading as a type of kinetics, the efficiency of the cooperation of metaphors and symbols, rather than a desire to deal damage. I have written in the past about how the turning systems of poetry reminded me in becoming a set of cycling rules used to “compose” a meeting. Fighting in such games is often a typical form: the role of the group such as tanks, dps or support corresponding to specific prototypes and storytelling characteristics.
In shooting games, while guns are probably better than the way to adjust the game’s time. The range and speed they shoot, whether they shoot in a straight line or an arc, choose the light and sound, the size of the clip – all of this is how to put the pace, space mapping and determine how you frame and understand other entities. Give me a slow loading gun and I will start the level of expectation of a series of blind corners and withdraw money quickly. I will develop an accurate awareness of hand movements, details that can be seen from certain directions and seconds between an enemy that looks in the way I and they notice me. Give me a rifle attack and I will tend to consider the enemy as a block that can be cut in a pleasant way.
Thinking about violence in this way makes me talk less about the undeniable bloodthirsty of large budget games, from role -playing games to open world. That said, I absolutely like playing a “Triple-Triple-A” role-playing game “prioritizing violent methods. For example, a large budget video adaptation of Alfred Valley’s role -playing game and paper written in hand, spending all those three -year -old megabucks for the premise is a tourist healer. It can still be related to violence – there is no healer without a certain type of violence – but it will focus on healing as a comprehensive vocation expanding through dialogue, community interaction and battlefield. Meanwhile, there is a story about becoming a Hoa Binh doctor in Foxhole.