What if you feel sorry for the people you're shooting? The ethics of game heroes

Games are not films: if a player is going to invest in a character's actions, they need to have a chance to do the right thing.

Nobody really knows why Bowser kept kidnapping Princess Peach of the Mushroom Kingdom. It didn’t matter. All that mattered was that a giant turtle was up to no good and that meant that he and his kids were going to get got, because that’s how the Mario Brothers roll. But despite stomping on dozens of foot soldiers and chucking the guy’s progeny into lava pits, it was a given that Mario and Luigi were good guys. They freed the Mushroom Kingdom from Bowser’s minions time after time without making any demands of the people and when the dust settled they were not above meeting up with old adversaries at the Kart track for some friendly racing.

In those days the heroes were pure as the driven snow and even a game like Doom, which was a bloody and brutal affair by the standards of the time, put you in the shoes of a soldier fighting demons. No ambiguity there, for all the machismo and aggression your character was saving the world, not just from scary monsters, but scary monsters from Hell, the worst kind of scary monster.

So how do we get from the video game hero as a sort of chivalric knight figure to a character who carries out a terrorist attack in an airport or who tortures people or who turns up in a country and completely trashes the place at the behest of a foreign power? Perhaps it is a desire for grittiness and edginess, perhaps it’s an appeal to jingoism, or perhaps it’s just writers within an immature medium misunderstanding of the role of a hero in a story.

There are plenty of games of course where being bad is good, where you are attacking the world order rather than seeking to protect or restore it. The Grand Theft Auto series has always cast you as a deadly outlaw, the God Of War series sees you play as Kratos, a brutal monster in his own right. These characters are bad guys, but they are generally painted as having some virtues which are considered universal and which set them above the villains of the piece, such as loyalty or a sense of purpose. In these games it is the world that is portrayed as the villain more than the villainous protagonist. There is a conscious effort to present the world in these games as corrupt.

There are in effect three sorts of video game heroes, the heroic ones, the anti-heroic ones, and those where it is the player who is in charge. Developers and writers of the first type in particular need to be careful, because if they cast a character as a hero and he comes across as a scumbag, a douchebro, an idiot, or worse yet all three then that’s bad writing. That’s a hero who makes you feel unclean for walking in his shoes. Some games approach this knowingly, such as Far Cry 3 or Spec Ops: The Line, where the main character is forced to confront his own misdeeds, but for others it is a consequence of bad writing. Any hero who makes you root for the guys you are shooting has failed.

The interesting thing with these failed heroes is how they come to fail in the first place. For example you don’t need to have a hero commit torture when you are writing the story when you can just have the hero find what he needs some other way. Somebody, for whatever reason, chose that route for the character. By the normal run of things it would be considered insulting to portray British or American government operatives torturing people in such a casual and practiced manner, but on that front it isn’t only the ethics of video game characters to have slipped in the last decade or so.

Games where you are in essence playing through a story on rails are subject to the control of writers but it is games where you are free to carve your own path where some of the strangest ethics in games can be seen.

For example, nearly every fantasy RPG features crazy amounts of looting. There you are, in Skyrim, or Ferelden, or Azeroth, or Faerûn and the first thing you do upon slaughtering an enemy is to rifle his pockets for coins, gems and other items. Needs must and all that but really it seems odd that nobody passes comment on a rich warrior hero, the would-be saviour of the world, rummaging around in a decapitated goblin’s loincloth for his beer money.

This is coupled to the fact that in games of this nature there is usually a sense that anybody and anything outside of a town is fair game to be murdered and to have their possessions claimed by the noble hero. Skyrim handles this in a very crude manner; if a person is to be considered fair play to be murdered then they will be called a "Bandit". They have no name and are thus freely killable. This is a strange feature in a game that otherwise does such a fine job of making the world feel alive, but it is one mirrored in many other role playing games where faceless goons pad out the world in lieu of characters.

Games that rely upon experience points for advancement are perhaps the worst offenders when it comes to the ethics the player is encouraged to show. The crudest interpretations of experience points based systems literally entail a path to progress and success that is paved with the bodies of whatever hapless individuals happen to cross your path. You want to be a better cleric? Kill some people. You want to be able to learn more spells? Set fire to a few dozen wolves. The world of the fantasy RPG is staggeringly predatory, although one might argue that’s the point.

In games where there is true freedom of choice you will usually find that the easy path is the unethical one, whether this means just stealing everything that isn’t nailed down from everybody and selling it on, or shaking people down for greater rewards when you’ve helped them out. But there can be a certain satisfaction in not taking the path of least resistance. In the same way that a player might want to keep the difficulty setting on high, they might also want to play by a code.

In games with a predestined story it could be said that there is something more realistic and more grounded about a hero who is willing to get his hands dirty, or to put it another way, betray the principles he claims to represent. However what games developers need to remember is that games are not films. Watching a hero on screen betraying his ethics is one thing, but if you want players to stay invested in the character as their avatar, as their hero, then those sorts of situations need to offer a choice.

When a game offers you nothing but scripted sequences of unpleasant people killing each other, with nobody to root for and nothing to hold your attention except the next action set piece, it is barely any better than a movie.

 

A still from "No Russian" in Call of Duty: Modern Warfare 2, in which you carry out a terrorist attack on an airport.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

Collection Christophel/Alamy
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Mother of all bloodlusts: Sexual politics and Greek tragedy

New interpreteations of ancient stories show the deep roots of our thinking about sex and gender

During the 1960s Pier Paolo Pasolini made two films based on ancient Greek tragedy, Oedipus Rex and Medea. In the latter, Maria Callas played the heroine with predictably operatic bravura – dark eyes flashing out dark emotions, thrilling voice conveying ferocity and pain. Pasolini’s Oedipus, by contrast, was almost silent (there was dialogue, but very little of it) and unmitigated by consoling theatricality. Distant figures crept across a scrubby desert. Thebes’s mud walls rose, like an organic growth, from the bare ground. The leading actor’s face was thuggish and inexpressive. The soundtrack was dominated by the soughing of the wind. Pasolini used barely a line of Sophocles’s verse, but I remember the film as having a desolate grandeur unmatched by any of the theatrical productions I have seen since. It was nothing like the tragedies acted out by masked performers in 5th-century Athens, but its harsh beauty felt appropriate to the Bronze Age legends on which those tragedies were based.

Those legends are still attracting new interpreters. “The finest tragedies are always on the story of some few families,” wrote Aristotle. He was thinking of the House of Atreus, whose terrible sequence of internecine killings provides the material for Colm Tóibín’s latest novel; of Oedipus’s incest-entangled web of relationships, now unravelled by Natalie Haynes; of Medea, the heroine of David Vann’s Bright Air Black, a sorceress whose royal status, adventurous spirit and unearthly powers have all been eclipsed in the collective memory by her shocking transgression against family values – the slaying of her own children.

Sexual politics has been intrinsic to these tales since the Greek tragedians first explored them: 21st-century gender politics isn’t going beyond, merely keeping pace with, the thinking of the ancients here. ­Aeschylus framed the Oresteia as a conflict between mother-right and father-right and concluded with a judgement from Athena. The motherless goddess, born from her father’s head – woman but also all-man – ordains that humanity must find a way to reconcile the male and female principles. When Robert Icke, in his recent adaptation of the Oresteia, located the origin of the family’s trouble in Agamemnon’s sacrifice of his daughter – the killing of a girl child for the sake of her father’s manly honour – he wasn’t making an anachronistically feminist point: he was faithfully following Euripides.

So there is nothing new about the way modern reinterpretations zoom in on the women. Colm Tóibín gives the husband-killing Clytemnestra a voice; Natalie Haynes does the same for Jocasta, the mother of her son’s children, and for one of her daughters. As for David Vann, he allows Medea to devour him and his readers: to read his book is to be swallowed down into her mad mind.

In House of Names Clytemnestra is the initial narrator. Tóibín has written about many mothers, including, in The Testament of Mary, the mother of Christ. None of them conforms to any sentimental ideal of the maternal. This one is particularly problematic. Clytemnestra was duped into delivering her daughter Iphigenia to a horrible death. She was an adulteress who took a lover while her husband, Agamemnon, was away at war, and subsequently murdered that husband. She killed the enslaved Trojan princess Cassandra out of jealousy. She so signally failed to win the love of her surviving children, Electra and Orestes, that they killed her.

Tóibín, writing in grandly simple, declaratory prose, gives her a raging energy and a bitter intelligence. The unfolding of the story she tells – that he tells through her – will surprise few readers, but he structures it subtly enough to maintain its tension. Clytemnestra speaks at first in flashback, recounting the ghastly tale of Iphigenia’s sacrifice from a much later point in time, while Agamemnon’s and Cassandra’s bodies lie exposed outside the palace walls. The violence is gruesome and Tóibín doesn’t spare us any horror, but the folding of chronology creates a kind of decorous formality.

Clytemnestra’s story is one we know. When Tóibín shifts his attention to her son Orestes the book becomes stranger, its narrative more original and its tone more hallucinatory. None of the canonical texts tells us much of what Orestes was up to in the interim between his father’s murder and his own return, years later, to avenge it. The ancient sources speak of him growing up in a foreign court. Tóibín ignores that tradition and has him marched off instead, along with a column of other boy hostages, and imprisoned in an infernal complex of caves. He escapes with a charismatic older boy, a teenaged guerrilla named Leander. They wander through a landscape of poisoned wells and killer-infested groves as inhospitable as Pasolini’s imagined desert.

The journey makes for a haunting story, largely because Tóibín tells it in spare, resonant prose, from Orestes’s point of view. He is a child and then a bewildered, emotionally stunted adolescent. Filtered through his consciousness, his dangerous exile and even more dangerous return to his mother’s court are at once materially vivid and bafflingly vague. He just doesn’t understand the political and sexual currents eddying around him, and his incomprehension makes them all the more potently alarming.

Tóibín’s other addition to the story is a reimagining of the usually opaque Aegisthus, Clytemnestra’s lover and accomplice. Here he is not just Agamemnon’s rival in love and power: he is his shadow and counter-image, a king of darkness. Confined in a dungeon beneath the palace, he commands a hidden, irregular army. Once released he becomes a sexual predator, roaming the palace corridors by night in search of men or women to suit his appetites. After Electra’s coup d’état Aegisthus’s legs are broken to prevent him from leaving to establish a rival power base. Immobile in his chair, he still dominates the council meetings.

It is probably too simple-minded to ­suppose, just because Tóibín is Irish, that we should read into this a reworking of Ireland’s history of clandestine armies and generation-spanning revenges. Yet the tentative hopefulness of his book’s ending, involving the fading of a grim ghost, a benign forgetting and a baby’s birth, does seem to speak (albeit quietly) of better times.

“Can you name another man who has ever done what you have done?” Thus Tóibín’s Leander to Orestes. A son’s killing of his mother is an unheard-of transgression. Orestes realises that he is being kept at hand by the ruthless new regime as a
potentially useful tool, because he “had proved to them that he was someone who would do anything”. Medea’s crime – a mother’s killing of her sons – is the mirror image of his own, and breaches an equally powerful taboo.

In Tóibín’s Mycenae, a culture defined by its gods is giving way to a secular society. Clytemnestra has stopped praying: “The gods have their own unearthly concerns, unimagined by us. They barely know we are alive.” By the end, her consciousness fading, the only deity she can remember is the inhuman rapist who defiled her mother – Zeus, in the form of a swan. Her daughter Electra laments that as obfuscating superstition dwindles, the world is increasingly exposed to the light of day. That enlightenment, Electra thinks, is a blight. “Soon it will be a world barely worth inhabiting.” The world David Vann’s Medea inhabits is subject to no such diminishing daylight. We are in a dark age.

Rachel Cusk recently updated Euripides to present Medea as a modern wronged wife. Vann does the reverse. He is not interested in drawing parallels with banal, latter-day domestic upsets: he is conjuring up a pre-classical sorceress cloaked in darkness, fornicating on the deck of the Argo amidst the decomposing remains of her dead brother’s body and opening her mouth to show the vile worm that lies where her tongue should be.

His Medea has doubts about the myths that supposedly explain her world. If the sun is her grandfather, how come the human race, which should be only two generations old, is so numerous? But she has no understanding to put in its place. Her eye is innocent, not in the judgemental moral sense but literally. She knows what the golden fleece is – one of the sheepskins used to pan for gold in the rivers of Thrace and left glittering with gold dust – yet she knows almost nothing else. Her wonder at the sea, and the way its water buoys her up, prompts a beautiful passage. Her freedom from guilt verges on the absurd. She is a kind of Martian, travelling to us not from outer space but from the deep past.

Vann’s novel shares with Tóibín’s book an interest in power: how to get and keep it, how legitimacy is trumped by assertiveness. Just as Orestes, returning to Mycenae, is baffled to find that, king’s son though he is, no one sees him as a potential ruler, so Medea and Jason share a naive belief that when they return with the sparkly sheepskin the old king will abdicate the kingdom to them. He doesn’t. The novel’s narrative swings round on the shocking passage in which it dawns on Medea that her betrayals and outrages aren’t to be rewarded with a throne, but have delivered her into slavery.

Vann’s title is borrowed from Robin Robertson’s version of Euripides’s Medea. Vann is indebted to poets, and he grants himself great poetic licence in his handling of syntax. His prose is as hacked and chopped as the corpse of poor King Pelias after Medea has bewitched his daughters into jointing him for a stew. It is as though Medea, barbarian from an immeasurably ancient world, has yet to reach the evolutionary moment when the human mind comprehended that causes had consequences, and sentences have main verbs. Vann writes always from her point of view. The resulting narrative can be wearisome, like spending time with someone too stoned to think connectedly, but it is also vivid, often appalling, sometimes piercingly
sad and frequently striking. This Medea is all sensory perception, no reflection. “The men wet and shining, skin burnt dark. Medea’s skin far whiter, turning red now, painful.” And so it goes on, right down to the final horror. “Hot blood on her hands, Aeson [her little son] jerking against her side.”

If Vann drags the reader with him into chaos and old night, Natalie Haynes seems intent on illuminating and rationalising the cluster of legends about Oedipus and his family. Haynes is an expert populariser. Her story is enriched by archaeological know-how. She gives us a clear account of the layout of the palace at Thebes. She describes markets and dresses, pots and meals. In its physical details, her story is a plausible reconstruction of urban life in a Greek palace-state – complete with obsidian mirrors and wax writing-tablets, dark rooms and sacrificial fires.

She has two narratives, arranged in orderly fashion in alternating chapters. The story of Jocasta’s marriage, widowhood and remarriage to a good-looking young stranger (who turns out to be her own son) is told in the third person, simply and realistically. Ismene, one of her daughter/grand-daughters, narrates the chapters that deal with her experience. She is attacked by an assassin. She looks on as her brothers compete for power in Thebes. She distrusts her uncle Creon. She doesn’t reveal, until the very end, when she is about to be reunited with him, that she knows why her father is a blind wanderer, and why her mother is dead.

The bipartite structure is efficient. The narrative progresses satisfyingly. But Haynes not only demystifies, she demythologises, stripping the story of its ­numinous charge. King Laius is homosexual: he orders a slave to take his place in the marriage-bed and impregnate his young wife (which means that Oedipus’s inadvertent killing of him is not actually a parricide). The sphinx is neither a fabulous monster nor a riddler: it is a predatory tribe. Jocasta kills herself not because she is shamed by the revelation of her incest, but because she has been infected with the plague and doesn’t want to pass it on to her children.

There are horrors certainly, but they are mundane ones. Eteocles’s corpse lies rotting in the sun when Creon denies it burial, but it is ghastly for its smell, and the circling vultures, rather than the offence against ­human dignity and divine decree. Even the characters’ names have been deprived of the resonance two and a half millennia of remembering have given them. Antigone and Ismene become here “Ani” and “Isy” – two ordinary girls in a tricky situation. The book is entertaining, but Pasolini it most certainly is not. Aristotle, who expected these stories to purge their audiences’ minds by overwhelming them with pity and terror, would have been sorely disappointed. 

House of Names 
Colm Tóibín
Viking, 263pp, £14.99

Bright Air Black 
David Vann
William Heinemann, 252pp, £18.99

The Children of Jocasta 
Natalie Haynes
Mantle, 336pp, £16.99

Lucy Hughes-Hallett is the author of “Heroes: Saviours, Traitors and Supermen” (Harper Perennial). Her latest novel, “Peculiar Ground”, is newly published by Fourth Estate

This article first appeared in the 18 May 2017 issue of the New Statesman, Age of Lies

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