{"id":15456,"date":"2024-03-03T18:12:22","date_gmt":"2024-03-03T16:12:22","guid":{"rendered":"https:\/\/www.tuni.fi\/playlab\/?p=15456"},"modified":"2024-03-03T18:12:22","modified_gmt":"2024-03-03T16:12:22","slug":"moving-from-gratuitous-violence-to-diplomacy","status":"publish","type":"post","link":"https:\/\/www.tuni.fi\/playlab\/moving-from-gratuitous-violence-to-diplomacy\/","title":{"rendered":"Moving From Gratuitous Violence To Diplomacy"},"content":{"rendered":"<p>In 2023, the success of Baldur\u2019s Gate 3 surprised everyone from the players to the developers themselves. While many factors could be considered for its success, I later noticed one point that intrigued me. At its core resides a system with a solid turn-based combat system, there are many situations to completely forego using said combat system and instead rely on different conversational skills to deliver a convincing argument or threat. Not only that, but the many humanoids of various levels of intellect have their reasons for seeing you, the player, as a threat. The characters\u2019 individuality is further strengthened through naming characters and including tiny bits of leading narrative, such as a stick drawing of a happy goblin family in the body of the goblin you just killed.<\/p>\n<p>To further explore this insight into player and enemy interaction, I decided to look into how Disco Elysium, Undertale, Pathfinder: Kingmaker and even Diablo 2 have systems that allow different game approaches. While some are developer-intended approaches, often players attempt to find non-violent approaches to otherwise violent games.<\/p>\n<figure id=\"attachment_15459\" aria-describedby=\"caption-attachment-15459\" style=\"width: 360px\" class=\"wp-caption alignleft\"><a href=\"https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2024\/02\/Playlab3_3.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\" wp-image-15459\" src=\"https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2024\/02\/Playlab3_3-300x169.jpg\" alt=\"Isometric view, player character standing next to a bar counter and bar stools, dialogue window on the right\" width=\"360\" height=\"203\" srcset=\"https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2024\/02\/Playlab3_3-300x169.jpg 300w, https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2024\/02\/Playlab3_3-1024x576.jpg 1024w, https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2024\/02\/Playlab3_3-768x432.jpg 768w, https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2024\/02\/Playlab3_3-1536x864.jpg 1536w, https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2024\/02\/Playlab3_3-2048x1152.jpg 2048w\" sizes=\"auto, (max-width: 360px) 100vw, 360px\" \/><\/a><figcaption id=\"caption-attachment-15459\" class=\"wp-caption-text\">Internal dialogue in Disco Elysium<\/figcaption><\/figure>\n<p>Disco Elysium takes diplomatic resolutions to the next level with its aesthetic approach to skills and stats, turning most actions into a battle against yourself. Some combat encounters exist, but the main focus is on dialogue and carrying yourself according to whatever attributes and skills you felt were most apt for your role as a detective. Disco Elysium, however, is also heavily praised for its weight in words and story. Not everyone can create the quality and length of script this type of game requires, but that does not mean the only other approach is performing violence for levels.<\/p>\n<p>Undertale on the other hand surprised audiences with its distinct gameplay routes. Monsters are by default afraid of the player and may inadvertently attack them, and the player has various options to talk it out with the different inhabitants for a peaceful resolution through monster-related actions, such as bathing with a bathtub-like monster. Taking a more pacifistic approach allows the player to meet a variety of monsters, engaging and bonding with them for a warm experience. Another approach is to attack the monsters, defeat them and acquire EXP, which in Undertale\u2019s case stands for \u201cexecution points\u201d, to gain LV, which stands for \u201clevel of violence\u201d. The violent approach effectively depletes the locals from the area and causes otherwise friendly characters to plead or bargain with the player in hopes that they would stop their violent killing spree.<\/p>\n<figure id=\"attachment_15460\" aria-describedby=\"caption-attachment-15460\" style=\"width: 319px\" class=\"wp-caption alignright\"><a href=\"https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2024\/02\/Playlab3_2.jpg\"><img loading=\"lazy\" decoding=\"async\" class=\"wp-image-15460 \" src=\"https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2024\/02\/Playlab3_2-300x226.jpg\" alt=\"Frog-like creature on the left, thorny round creature on the right, dialogue window presenting game events, player options displayed at the bottom\" width=\"319\" height=\"240\" srcset=\"https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2024\/02\/Playlab3_2-300x226.jpg 300w, https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2024\/02\/Playlab3_2-600x454.jpg 600w, https:\/\/www.tuni.fi\/playlab\/wp-content\/uploads\/2024\/02\/Playlab3_2.jpg 637w\" sizes=\"auto, (max-width: 319px) 100vw, 319px\" \/><\/a><figcaption id=\"caption-attachment-15460\" class=\"wp-caption-text\">Player taking the friendly approach with monsters in Undertale<\/figcaption><\/figure>\n<p>Pathfinder: Kingmaker pits you into the boots of a ruler, with one choice relating to human-eating trolls looking to rid themselves of their status and instead become worthy vassals to the newfound king while limiting themselves to consuming the deceased instead of the very recently deceased. An evil alignment option exists to allow them to reach a more legitimate status as citizens, but the game feels this option is only fit for distinctly \u201cevil\u201d characters since the alignment system treats fraternizing with monsters as being inherently evil.<\/p>\n<p>Sometimes, experienced players may add additional constraints to their playthroughs, which can be seen as branching of the speed running(the act of reaching a certain game state or game completion as fast as possible) community attempting pacifist runs of different games. Even Diablo 2, a game fully built around the mass destruction of enemies has speedruns for pacifist categories. However, it is debatable whether reflecting enemy damage counts as pacifism, but if that\u2019s as close as you can get, then I will give them the benefit of the doubt.<\/p>\n<p>From Baldur\u2019s Gate 3 to Diablo, monsters have vastly different labels attached to them. How do the players then make these distinctions? What\u2019s the difference between a deadly monster and a possibly deadly monster with family and friends? Does adding a name into the equation humanise monsters, or is it the presence of speech, or intellect? Which monsters or creatures are okay to kill, and which ones cause a guilty pang in the player? I would argue that a hypothetical \u201ccorpse of Gaz\u2019zik\u201d has more effect than just a \u201cgoblin corpse\u201d, especially if your character had the insight to notice in a conversation with Gaz\u2019zik that they were very much afraid of you.<\/p>\n<p>Games often allow us safe environments to experience horrifying realities of war, terror, discrimination, and colonialism without causing apparent issues, but I feel it is important to give more room to alternative approaches in games. How would players approach more peaceful alternatives to colonialism in different games, such as Minecraft? Rewarding players for non-violent approaches in games is simple enough since in games we can have many tangible rewards outside of monetary gain, such as relationships, achievements, and other similar measures of progress. Try to think about the game you last played, how much violence is involved, direct or indirect? Are there any ways you could add a peaceful approach to it if you had the resources to do so?<\/p>\n<p><em>Special mention to the Tampere University course &#8220;The Future at Play: Games for Sustainable Development&#8221; for inspiring critical thinking on games and their sustainability.<\/em><\/p>\n<p><em>Games mentioned:<\/em><\/p>\n<p><em>Baldur\u2019s Gate 3 (2023) by Larian Studios<\/em><br \/>\n<em>Undertale (2015) by tobyfox<\/em><br \/>\n<em>Disco Elysium (2019) by ZA\/UM<\/em><br \/>\n<em>Diablo 2 (2000) by Blizzard North<\/em><br \/>\n<em>Minecraft (2011) by Mojang Studios<\/em><\/p>\n<p><em>Photos:<br \/>\nScreenshots from Disco Elysium (ZA\/UM, 2019), taken by the author.<\/em><br \/>\n<em>Screenshot from Undertale (tobyfox, 2015), taken by the author.<\/em><\/p>\n","protected":false},"excerpt":{"rendered":"<p>Could games be used as systems for a more ethical narrative instead of always opting for violence?<\/p>\n","protected":false},"author":214,"featured_media":15458,"comment_status":"closed","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"ocean_post_layout":"","ocean_both_sidebars_style":"","ocean_both_sidebars_content_width":0,"ocean_both_sidebars_sidebars_width":0,"ocean_sidebar":"","ocean_second_sidebar":"","ocean_disable_margins":"enable","ocean_add_body_class":"","ocean_shortcode_before_top_bar":"","ocean_shortcode_after_top_bar":"","ocean_shortcode_before_header":"","ocean_shortcode_after_header":"","ocean_has_shortcode":"","ocean_shortcode_after_title":"","ocean_shortcode_before_footer_widgets":"","ocean_shortcode_after_footer_widgets":"","ocean_shortcode_before_footer_bottom":"","ocean_shortcode_after_footer_bottom":"","ocean_display_top_bar":"default","ocean_display_header":"default","ocean_header_style":"","ocean_center_header_left_menu":"","ocean_custom_header_template":"","ocean_custom_logo":0,"ocean_custom_retina_logo":0,"ocean_custom_logo_max_width":0,"ocean_custom_logo_tablet_max_width":0,"ocean_custom_logo_mobile_max_width":0,"ocean_custom_logo_max_height":0,"ocean_custom_logo_tablet_max_height":0,"ocean_custom_logo_mobile_max_height":0,"ocean_header_custom_menu":"","ocean_menu_typo_font_family":"","ocean_menu_typo_font_subset":"","ocean_menu_typo_font_size":0,"ocean_menu_typo_font_size_tablet":0,"ocean_menu_typo_font_size_mobile":0,"ocean_menu_typo_font_size_unit":"px","ocean_menu_typo_font_weight":"","ocean_menu_typo_font_weight_tablet":"","ocean_menu_typo_font_weight_mobile":"","ocean_menu_typo_transform":"","ocean_menu_typo_transform_tablet":"","ocean_menu_typo_transform_mobile":"","ocean_menu_typo_line_height":0,"ocean_menu_typo_line_height_tablet":0,"ocean_menu_typo_line_height_mobile":0,"ocean_menu_typo_line_height_unit":"","ocean_menu_typo_spacing":0,"ocean_menu_typo_spacing_tablet":0,"ocean_menu_typo_spacing_mobile":0,"ocean_menu_typo_spacing_unit":"","ocean_menu_link_color":"","ocean_menu_link_color_hover":"","ocean_menu_link_color_active":"","ocean_menu_link_background":"","ocean_menu_link_hover_background":"","ocean_menu_link_active_background":"","ocean_menu_social_links_bg":"","ocean_menu_social_hover_links_bg":"","ocean_menu_social_links_color":"","ocean_menu_social_hover_links_color":"","ocean_disable_title":"default","ocean_disable_heading":"default","ocean_post_title":"","ocean_post_subheading":"","ocean_post_title_style":"","ocean_post_title_background_color":"","ocean_post_title_background":0,"ocean_post_title_bg_image_position":"","ocean_post_title_bg_image_attachment":"","ocean_post_title_bg_image_repeat":"","ocean_post_title_bg_image_size":"","ocean_post_title_height":0,"ocean_post_title_bg_overlay":0.5,"ocean_post_title_bg_overlay_color":"","ocean_disable_breadcrumbs":"default","ocean_breadcrumbs_color":"","ocean_breadcrumbs_separator_color":"","ocean_breadcrumbs_links_color":"","ocean_breadcrumbs_links_hover_color":"","ocean_display_footer_widgets":"default","ocean_display_footer_bottom":"default","ocean_custom_footer_template":"","ocean_post_oembed":"","ocean_post_self_hosted_media":"","ocean_post_video_embed":"","ocean_link_format":"","ocean_link_format_target":"self","ocean_quote_format":"","ocean_quote_format_link":"post","ocean_gallery_link_images":"on","ocean_gallery_id":[],"footnotes":""},"categories":[172],"tags":[1327,2087,581,245],"class_list":["post-15456","post","type-post","status-publish","format-standard","has-post-thumbnail","hentry","category-features","tag-narrative-design","tag-player-choice","tag-role-playing-game","tag-rpg","entry","has-media"],"_links":{"self":[{"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/posts\/15456","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/users\/214"}],"replies":[{"embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/comments?post=15456"}],"version-history":[{"count":8,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/posts\/15456\/revisions"}],"predecessor-version":[{"id":15673,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/posts\/15456\/revisions\/15673"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/media\/15458"}],"wp:attachment":[{"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/media?parent=15456"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/categories?post=15456"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.tuni.fi\/playlab\/wp-json\/wp\/v2\/tags?post=15456"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}