Discuss the massively-multiplayer home defense game.
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michalk wrote:I disagree. They are not just a bunch of NPC pixels. They are someone's bunch of NPC pixels. Julius Dwayne Palacios killing my family made me sad. Iceman felt regret after killing someone else's pixelated family. Those are real feelings we're talking about, pixelated presentation notwithstanding.
I think any person who has feelings for those pixelated NPCs, needs psychological help.
Along with all the people that cry at movies or get angry when losing a basketball match. Those are not real people on the screen and this is just a game, after all. Obviously.
Jason, thank you for the reply. I know what you're talking about with the dark humor. When people press all the wrong buttons and go into all the wrong corridors. Check this one out:
So I too enjoyed watching the tapes, well, until the one that I posted in my first post. At that moment I realized it's not really fun. Making it fun - and in a game format at that - is actually terrifying.
I read the self-defense thread and your old news entries (especially liked the one on "the other"). That gives the proper context to the game, its mechanics and its meaning. I find it interesting that in a way I'm choosing a similar solution: I'm running away, avoiding the conflict situation altogether. Another successful strategy I found is to be poor. With a minimal security no one will bother you, maybe except some frustrated players. But then there is not much to do, besides waiting for the frustrated player to kill your family. Not a very positive prospect.
Another interesting aspect of the game is how it makes it easier to protect the safe than the family (because of no clear path restriction). Yet, to some players at least, protecting the family is more important. So there's this dynamic: should I spend more resources to protect something that's equally valuable in game's terms (as equal number of money is distributed between the safe and wife)?
I don't understand how it's a big deal now. It's just bunch of pixels. They don't have a soul, they don't even represent any human being, just NPC.
I disagree. They are not just a bunch of NPC pixels. They are someone's bunch of NPC pixels. Julius Dwayne Palacios killing my family made me sad. Iceman felt regret after killing someone else's pixelated family. Those are real feelings we're talking about, pixelated presentation notwithstanding.
Thank you all for answering so far.
I have to rephrase my question to all of you a bit: why do you still play it? It's this contradiction I was talking about before: on one hand it's an interesting puzzle-like game that is made super-deep because of the multiplayer. Yet it's a game that makes you feel bad. Even if you personally don't kill in the game other people will do this to you. With the Steam release at hand it's probably gonna be a majority now. Why still play it? Does the good parts (puzzle solving and feeling of mastery) outweigh the bad parts (sadness and regret)?
It's great that this game treats violence seriously. I feel enriched after playing it. The problem is I played it, I got something out of it, but I don't want to play anymore. OTOH other people still play it and enjoy it, so that is interesting to me. Why?
In a way it feels like the game is shooting itself in the foot (so to speak) by wanting to be MMO: a multiplayer game that repulses the players. Yet Jason chose the topic well since the community around this game seems to grow.
@gyuri I'm definitely gonna read the self defence topic, thanks for linking that!
@SnakeAes Can't say about Payday 2, haven't played it. For all games it comes down to this: I can either continue playing or stop. Do I want to continue devising traps that other people are going to fall into and die, then go into their houses, wreck havok and steal from them? Or do I want to stop? In other words: if we all agree that TCD correctly depicts violence in all its glory, why continue to do this violence? Because it's fun? To quote another game: "Do you feel like a hero yet?"
First things first. I applaud the ingenuity of this game. The mechanics are certainly fun and deep, allowing for a multitude of variations. Multiplayer nature of the game makes it even more interesting. I feel like it could be the first MMO I may really get into...
But. I really can't play it because of the main theme of the game. Even tough mechanically the game is fulfilling and intriguing I cannot get past the surface: that's it a game about robbing, killing and devising new ways of tricking other people, so they can die, and I can profit from their death.
Take a look at this:
For me it's heartbreaking. He killed them with a club and danced on their bodies. Why would I want to play this and expose myself to that?
I loved Passage. I can play through it over and over again simply because it's such a calm and poignant experience. I can show it to others and they can relate. But I would never show The Castle Doctrine to them. It's too disturbing. It's fun in its mechanics but totally un-fun in its theme. A sad contradiction.
I'm sorry for rambling too much. I just wanted to ask Jason one question: why? Why make a serious game about violence? There are so many violent games nowadays, even if they don't treat the topic seriously, but rather as a plaything or visual gimmick (which makes them so much more horrible). The same mechanics you've implemented here could be used in a more uplifting game instead. Why make a game that evokes so many negative feelings (hopelessness, frustration, sadness, anger)? Is there a point I am missing here?
Or maybe this game is not for everyone? Just for people who have the stomach and can get past the pixelated killing of little children?
I understand this is a busy time before the Steam release, so Jason may not be able to respond. I've posted this here because I'm also interested in opinions of the players. Why do you play it, and does morality affect your decision in the game? Do you ever kill the children? Do you treat the game as a challenge and simply ignore the violent theme?
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