Calladuty for wussy babies

The question came up in the Undertale thread of how you'd have an FPS similar to Undertale in terms of promoting nonviolence. I got some ideas.

First off, obviously it doesn't, and in my opinion shouldn't, have to be be an Undertale clone, where you're supposed to never hurt anybody and just talk to enemies and they all have quirky personalities. There are other ways to be anti-violence, and dialogue trees works more for an RPG.

Second, it depends on what your goal is. There are several different directions you could go with this.

One is objecting to the gameplay itself, pointing at targets and clicking a button once you're aligned. Not a lot you can do with this while still being an FPS, obviously.  But there are possibilities. E.g., you could be in a war zone but far underarmed, so you spend most of your time avoiding being shot at by superior forces. Still an action game, still gun'sbrasting.

Two is objecting to killing people. You can do stuff there. You can play some not-intended-for-this FPSs this way. For example, in Killing Floor, I play as a medic a fair amount. The way a medic works is that you can heal people by shooting darts at them, or by throwing grenades that, instead of exploding, release a healing gas. Yes, it's not particularly realistic, but FPSs aren't anyway. (in cod you can get a stun grenade that works through walls.) Shooting at people but ain't killing them. It's actually harder than shooting at the enemies, in large part, because zombees move slowly and usually predictably.

You can imagine other shooting-without-killing modes. You could even do something a bit like Undertale where the enemies have real guns and you have paintballs or something, and you just splatter them until they get frustrated and ask why you haven't killed em yet.

Or you can go even more unreal. Nobody dies in Splatoon. Or paintball, unless you really fuck up. Neither of those have a particular anti-violence message, of course, but one could be worked in, e.g. by making actual firearms available and having characters react with horror as you kill them. Stuff.

Thirdly you can object to violence as it is in FPSs - usually a wartime sort of thing. There are commercial games that do this, taking an Apocalypse Now sort of approach. Or, like, Haze. Not a great game, apparently, but did try to engage the "wow, you're really killing a lot of people, what's up with that" aspect of the genre.

Hallucination would work pretty well, really, at least for a while before it got cliché, like, oh, you thought you were shooting at aliens, but actually you were an escaped super-soldier rampaging randomly. Oh dearie me!

Maintaining an actual war environment there are plenty of possibilities for anti-war plots. Imagine a game where you play as a trench soldier trying to negotiate an illegal Christmas truce. Some stealth shit crossing the no-man's-land. Iunno. Imagine, maaaaan.

Best of all would probably be abandoning the linear progression of old FPSs. In Pathologic you can get guns but not use them much; both because you are generally short on ammunition, and because you exist in a town full of people and murder usually has consequences.
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  • I haven't played Spec Ops: the Line but I've heard things about it that are similar to the topic you're talking about.
  • imagei will watch the heck outta this pumpkin patch
    Thanks for writing this up.

    i do appreciate that yeah, there's a lot you can do in an FPS to mix things up.

    But i guess what i was saying about Undertale is, the aspect that's most interesting to me about that game's approach to pacifism is the part where you have to understand the enemies personalities and persuade them to quit fighting

    to me that's the part that makes pacifism in that game interesting in itself, because it makes Undertale pacifism *more* interesting to me than playing the game like a standard RPG, and it also gives you a reason to care about the characters more than you do your usual video game enemies

    that's the part i'm saying i don't see how you could do it in an action game, not without breaking the immersion

    like you can make it that you just don't shoot anyone, or you can swap out the guns for less lethal weapons, or you can make it so that killing things is just really dark and unpleasant, ok, the actual CoD series has experimented with the latter, to an extent

    Pathologic sounds closest to what i had in mind, though, and i think perhaps is realistically the closest you can get to it
  • Metroid:Prime was certainly a fps that included a lot of learning that prompted players to look and explore.
  • edited 2015-12-21 21:25:42
    imagei will watch the heck outta this pumpkin patch
    that's true

    it's another game that abandons the traditional linear FPS model

    genocide is the only option in metroid games, though

    not no mercy, but like, actual genocide, that's an objective Samus has

    e: to clarify, i'm not saying the metroid games are bad games, in case i gave that impression
  • kill living beings
    Tachyon said:

    But i guess what i was saying about Undertale is, the aspect that's most interesting to me about that game's approach to pacifism is the part where you have to understand the enemies personalities and persuade them to quit fighting

    to me that's the part that makes pacifism in that game interesting in itself, because it makes Undertale pacifism *more* interesting to me than playing the game like a standard RPG, and it also gives you a reason to care about the characters more than you do your usual video game enemies

    that's the part i'm saying i don't see how you could do it in an action game, not without breaking the immersion

    It could work in a game with mostly unique "boss" enemies (like shadow of the colossus, but with gun's). It's already quite common to have FPS bosses be puzzle-based rather than shoot-at-it-a-lot-based; now swap out getting oxygen to the rocket to kill the tentacle with talking about its mother.

    Undertale is so abstracted with dialogue trees that it's easy to do in that format, but that doesn't mean it's impossible in an FPS. You could do  something like Deus Ex where you have haxx0r powers, but no firearms, and you have to dig through the boss's email while they're shooting at you; then a base way to end the fight would be the email having a password for the boss's power armor or whatever, but there are other possibilities.
  • Aiming at things without shooting at them could be a thing.

    Also resolving hostage situations correctly.
  • Tachyon said:

    genocide is the only option in metroid games, though

    not no mercy, but like, actual genocide, that's an objective Samus has

    Hey now.  There have been

    like

    two Metroid games that didn't end in either literal genocide or planetcide.
  • kill living beings
    Um, please, you're not doing it to people, so it's not genocide, just total extermination,
  • image Wee yea erra chs hymmnos mea.

    Um, please, you're not doing it to people, so it's not genocide, just total extermination,

    The SA-Xs are people! :|
  • Space pirates are people.

    The X, Ing, and Phaaze were possibly sapient.
  • You could have a game where one plays as a wildlife ranger (add fantasy and/or sci-fi coat of paint as desired). The point isn't to slay your quarry, but to sedate it temporarily for the purposes of conservation, research, and so on. So it could be like a stealth-sniping game, with mechanics related to tracking and related matters -- perhaps even things like scent. The shot you take is the climactic final moment of the hunt rather than the bulk of gameplay. 

    I guess that' not really a "shooter" in the usual sense, but I think it's a pretty fresh concept, especially if the tracking mechanics went beyond "follow this convenient linear trail". You have to learn what you're tracking and what its behaviours and patterns are, so you can infer a trail, elude its senses, and pick your shot -- but not from too far away, because your sedative rifle delivers a round that suffers from altitude decline more rapidly than a regular bullet. 
  • image Wee yea erra chs hymmnos mea.
    Now I'm thinking of the weirdness in the Mario RPGs, where they try to humanise the races you spend most the time fighting (and give you allies of the most common ones, like goombas and koopas), but you have no choice but to literally crush them underfoot/hammer.
  • kill living beings

    You could have a game where one plays as a wildlife ranger (add fantasy and/or sci-fi coat of paint as desired). The point isn't to slay your quarry, but to sedate it temporarily for the purposes of conservation, research, and so on. So it could be like a stealth-sniping game, with mechanics related to tracking and related matters -- perhaps even things like scent. The shot you take is the climactic final moment of the hunt rather than the bulk of gameplay. 


    I guess that' not really a "shooter" in the usual sense, but I think it's a pretty fresh concept, especially if the tracking mechanics went beyond "follow this convenient linear trail". You have to learn what you're tracking and what its behaviours and patterns are, so you can infer a trail, elude its senses, and pick your shot -- but not from too far away, because your sedative rifle delivers a round that suffers from altitude decline more rapidly than a regular bullet. 
    I'm suddenly annoyed that Cabela's or whatever doesn't do this, in favor of easier THIS RHINO IS CHARGING YOU SHOOT IT
  • imagei will watch the heck outta this pumpkin patch

    Tachyon said:

    But i guess what i was saying about Undertale is, the aspect that's most interesting to me about that game's approach to pacifism is the part where you have to understand the enemies personalities and persuade them to quit fighting

    to me that's the part that makes pacifism in that game interesting in itself, because it makes Undertale pacifism *more* interesting to me than playing the game like a standard RPG, and it also gives you a reason to care about the characters more than you do your usual video game enemies

    that's the part i'm saying i don't see how you could do it in an action game, not without breaking the immersion

    It could work in a game with mostly unique "boss" enemies (like shadow of the colossus, but with gun's). It's already quite common to have FPS bosses be puzzle-based rather than shoot-at-it-a-lot-based; now swap out getting oxygen to the rocket to kill the tentacle with talking about its mother.

    Undertale is so abstracted with dialogue trees that it's easy to do in that format, but that doesn't mean it's impossible in an FPS. You could do  something like Deus Ex where you have haxx0r powers, but no firearms, and you have to dig through the boss's email while they're shooting at you; then a base way to end the fight would be the email having a password for the boss's power armor or whatever, but there are other possibilities.
    Yeah, all fair.  i guess i wasn't thinking creatively enough.

    Still, as you say, the JRPG's dialogue tree format makes it relatively easy to implement.
    Bee said:

    Tachyon said:

    genocide is the only option in metroid games, though

    not no mercy, but like, actual genocide, that's an objective Samus has

    Hey now.  There have been

    like

    two Metroid games that didn't end in either literal genocide or planetcide.
    :p

    regardless, a lot of creatures have to die before you get to the end
    Bee said:

    Space pirates are people.


    The X, Ing, and Phaaze were possibly sapient.
    Metroids are themselves stated to be intelligent, though how intelligent isn't clear.
  • imagei will watch the heck outta this pumpkin patch

    Now I'm thinking of the weirdness in the Mario RPGs, where they try to humanise the races you spend most the time fighting (and give you allies of the most common ones, like goombas and koopas), but you have no choice but to literally crush them underfoot/hammer.

    the boss enemies that eat Toads to restore health in Paper Mario: TTYD took me by surprise a bit, on that note
  • I think a lot of stuff in TTYD took us by surprise

    D:
  • My dreams exceed my real life

    You could have a game where one plays as a wildlife ranger (add fantasy and/or sci-fi coat of paint as desired). The point isn't to slay your quarry, but to sedate it temporarily for the purposes of conservation, research, and so on. So it could be like a stealth-sniping game, with mechanics related to tracking and related matters -- perhaps even things like scent. The shot you take is the climactic final moment of the hunt rather than the bulk of gameplay. 


    I guess that' not really a "shooter" in the usual sense, but I think it's a pretty fresh concept, especially if the tracking mechanics went beyond "follow this convenient linear trail". You have to learn what you're tracking and what its behaviours and patterns are, so you can infer a trail, elude its senses, and pick your shot -- but not from too far away, because your sedative rifle delivers a round that suffers from altitude decline more rapidly than a regular bullet. 


    I'm suddenly annoyed that Cabela's or whatever doesn't do this, in favor of easier THIS RHINO IS CHARGING YOU SHOOT IT


  • image Wee yea erra chs hymmnos mea.
    controversial opinion: sundowner has the worst theme in mgr
  • My dreams exceed my real life
    Also in Monster Hunter Tri, from what I played, you're encouraged to bring back big monsters alive rather than kill them outright.

    Mind you, it's implied a dedicated team of rural island fishermen will then cut them up for parts.
  • kill living beings
    every large mammal in the savannah is out to kill you personally and your stupid truck
  • BeeBee
    edited 2015-12-21 23:03:56
    It's a different loot table with slightly different drop rates per part.  MH4 does the same mechanic.

    Like, raths and a couple others will generally drop their rarer stuff with a live cap, but most monsters you're better off just killing and field carving unless you're after some specific drop that THE INTERNET says is more likely in a cap.
  • image Wee yea erra chs hymmnos mea.

    Also in Monster Hunter Tri, from what I played, you're encouraged to bring back big monsters alive rather than kill them outright.


    Mind you, it's implied a dedicated team of rural island fishermen will then cut them up for parts.
    Practically speaking it's actually better to kill them. You get more drops from a monster for capturing it, but it doesn't account for carves, and the extra time needed means it's kinda pointless.
  • Actually it's easier to cap a monster than to kill it.  Seeing how a cap basically skips the last 20% of the fight entirely.
  • image Wee yea erra chs hymmnos mea.
    Bee said:

    Actually it's easier to cap a monster than to kill it.  Seeing how a cap basically skips the last 20% of the fight entirely.

    Read as: The monster decides to ignore your trap completely and go for a stroll.
  • My dreams exceed my real life

    every large mammal in the savannah is out to kill you personally and your stupid truck

    They can just sense evil.
  • BeeBee
    edited 2015-12-21 23:13:46
    Well don't just drop it wherever.  Throw a flash bomb or knock it down first.  Also it's usually safe to drop it right as they start flashing on Perception -- there seems to be a threshold between that and when they try to peace out.

    I've had a couple times near the end of HR where someone who's way undergeared or forgets his Cold Drink gets pasted twice, and we'll go ahead and cap the monster early before he gets demolished again and loses the mission for all of us.
  • My dreams exceed my real life
    Guys, guys. don't get into this oblique argument here.
  • kill living beings
    Yeah, who cares.

    Monster Hunter does have some kind of understanding of ecology, ast least in the promotional videos I've seen. How much that plays into gameplay, I don't know.

    Really, having enemies you can just observe for a while would be a big step for non-mindless FPSs. And not like just silly banter stuff.
  • The kind of playerbase targeted by Cabela's probably wouldn't have the attention span to observe wildlife unless they had boobs, pizza, and beer.
  • kill living beings
    Well, yeah. I grew up with hunters. But a man can dream.
  • Splat Charger Specialist
    Mirror's Edge was a first person game big on the nonlethal route, and they're entirely removing firearm use int eh prequel/reboot, catalyst. I like it a lot in that respect. Like, if you make a sort of platforming/stealth game where your character is in a war zone or some other hostile environment that they have to navigate or infiltrate to win, that would be a fun play I think.
  • image Wee yea erra chs hymmnos mea.
    the floor in mirror's edge was very violent towards me :<
  • My dreams exceed my real life
    In Cabela's Dangerous Hunts 2011, the MC's father was a delusional nutcase who took his children on dangerous hunts against wild animals without adequate protection and demanded that his sons both eat the heart of an elk to become men.

    At one point, he gets attacked by a mountain lion, and then the MC's brother shoots the mountain lion, and the dad yells at him for not waiting for a better shot rather than leave a wounded animal alive.

    I spent the whole game unsure whether I was supposed to feel he was cuckoo bananas, or if Cabela's target audience was going to go "yeah, this guy has things figured out"
  • edited 2015-12-22 01:24:42
    Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
    Actually what I've always wanted was a light gun game where all you do is trick-shot the environment to get rid of your enemies, and blasting the weapons out of their hands. Like the most big-dick six-shooting master gunfighter ever, but if you kill anyone, you'll lose points and/or go down the path of the dark side.

    But light gun games are dead, so.
  • can we just bring back rail shooters

    actually good new Panzer Dragoon game pls
  • kill living beings
    The Cabela's clip Myrmidon linked was a rail shooter for most of it.

    Feel regret for your words and deeds.
  • My dreams exceed my real life

    The Cabela's clip Myrmidon linked was a rail shooter for most of it.

    Feel regret for your words and deeds.

    That's just for one level, a lot of games do that.
  • BeeBee
    edited 2015-12-22 01:57:22
    Yeah but in most games that's not quite so accurately representative of the whole fucking thing.
  • i'm actually pretty surprised no one's mentioned Portal yet-- it's only violent if you buy into the idea that destroying GLaDOS's (or, in the second game's case, Wheatley's) physical form is equivalent to killing her.

    also, while it's a 3D platformer above anything else, the implementation of Tiny's tools in T&B is pretty clearly influenced by third/first person shooters, and it only includes violence from the player if they choose to kill the Dotties (those little mole things), which isn't ever actually required (the Radio suggests it, but Tiny is clearly not entirely onboard with the idea, if not outright uncomfortable)
  • I think Portal hasn't been mentioned because the discussion that prompted it specified that it has to still utilize the same mechanics of the genre

    Portal only qualifies as a shooter in *the* absolute most basic reductionist sense.
  • Man is a most complex simple creature: see what he weaves, and how base his reasons for doing so.
    Like it's an FPS if you have a gun and if you point it at someone it causes harm.
  • kill living beings
    I didn't think about it because it's a game about solving puzzles.
  • Kexruct said:

    I think Portal hasn't been mentioned because the discussion that prompted it specified that it has to still utilize the same mechanics of the genre

    Portal only qualifies as a shooter in *the* absolute most basic reductionist sense.

    Ah, gotcha.

    In that case, Mirror's Edge is probably the closest thing to this ideal that I have any familiarity with; while it doesn't really penalize you for using guns and requires at least a few uses of force, the bulk of the gameplay (and what it was acclaimed for) is largely based on the player's skill in traversing the environment.

    The fact that the second one is set to remove gunplay entirely is, as C.C. mentioned, a welcome change.
  • imagei will watch the heck outta this pumpkin patch
    Portal isn't *about* nonviolence, the issue of violence isn't really raised.
  • Also I know it's been brought up already but Spec Ops gets a lot of mileage out of the discomfort caused by the player knowing that their only meaningful interaction with the world is shooting at stuff.
  • edited 2015-12-22 16:36:57
    Bee said:

    Tachyon said:

    genocide is the only option in metroid games, though

    not no mercy, but like, actual genocide, that's an objective Samus has

    Hey now.  There have been

    like

    two Metroid games that didn't end in either literal genocide or planetcide.
    Metroids are bioweapons though, it's in the canon manga. So it's really just cleaning up after another species' big oopsie-doopsie.

    And I'm not even sure if Phazon-based lifeforms qualify as a "species".
  • imagei will watch the heck outta this pumpkin patch
    i feel the ethical implications of that, were we to take it seriously, would be a teensy bit more complicated than you're implying.

    arguing about ethics in metroid . . . journalism?
  • edited 2015-12-22 17:01:16
    Portal uses core FPS mechanics of first-person perspective and mouse aiming.

    It is indeed an FPS. Just not one where you aim your gun to kill humanoids or other animals.

    It also doesn't deliver a rebuke of FPS violence either.

    The closest thing I can think if is Spec Ops: the Line, and I am very, very surprised it has not been discussed more in this thread.
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