The Melancholy of Slaying Monsters
Dark Souls, Bloodborne, and “melancholy vs moral choice”
- Some argue Dark Souls is a poor fit for “moral dilemma” because souls are the core progression currency and enemies are usually hostile; players kill primarily for leveling, not out of sadness.
- Others respond that the article is about melancholy, not strict dilemmas: the world is decaying, enemies are cursed or mad, and actions feel futile and tragic, especially with alternate endings.
- Counterpoints note that much of the tragedy is hidden in item text and lore, so any melancholy is often retroactive, not driven by moment-to-moment play.
- Defenders highlight: optional killing of NPCs, non-hostile creatures that behave like regular mobs, and specific choices (e.g., bosses who let you leave peacefully, Bloodborne hunters who remind you beasts were once people). These are cited as subtle but intentional design to complicate monster-slaying.
Other games evoking guilt or ambiguity in killing
- Shadow of the Colossus is repeatedly cited as the clearest example: you hunt peaceful giants, some players reported lingering guilt and see it as a landmark proving games can be art. Debate over whether the original or remake better preserves its atmosphere.
- Undertale is praised as “writing the book” on killing monsters, with pacifist, neutral, and genocide routes; disagreement over the article’s claim that pacifist is “more difficult,” since genocide bosses are considered mechanically and emotionally hardest.
- Other titles mentioned: Fallout (especially New Vegas), The Witcher series and Nier (humanizing enemies), SOMA and Metro Exodus (quietly tracking non-lethal choices), Metal Gear games and Planescape: Torment (questioning the player’s violence), and a hunting sim where shooting non-hostile animals prompts real ethical reflection.
- Several anecdotes describe moments in Skyrim, Operation Flashpoint, and It Takes Two where players suddenly felt like aggressors invading homes or harming sympathetic characters, sometimes enough to sour them on the game.
Violence, AI behavior, and game design trade-offs
- Long subthread on how most games feature endlessly suicidal enemies who never flee or surrender, breaking immersion.
- Others argue that “fun first” often conflicts with realistic morale; when games implement realistic panic or retreat, players may find it boring or frustrating.
- Tabletop mechanics (morale checks) and select video games (some ARPGs, tactical series, Monster Hunter) are cited as partial counterexamples.
- Broader design debate: older RPGs vs modern, heavily voiced, graphically rich titles; trade-offs between complexity, story, and player imagination.