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The moment that inspired this question:

A long time ago I was playing an MMO called Voyage of the Century Online. A major part of the game was sailing around on a galleon ship and having naval battles in the 1600s.

The game basically allowed you to sail around all of the oceans of the 1600s world and explore. The game was populated with a lot of NPC ships that you could raid and pick up its cargo for loot.

One time, I was sailing around the western coast of Africa and I came across some slavers. This was shocking to me at the time, and I was like “oh, I’m gonna fuck these racist slavers up!”

I proceed to engage the slave ship in battle and win. As I approach the wreckage, I’m bummed out because there wasn’t any loot. Like every ship up until this point had at least some spare cannon balls or treasure, but this one had nothing.

… then it hit me. A slave ship’s cargo would be… people. I sunk this ship and the reason there wasn’t any loot was because I killed the cargo. I felt so bad.

I just sat there for a little while and felt guilty, but I always appreciated that the developers included that detail so I could be humbled in my own self-righteousness. Not all issues can be solved with force.

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[-] CarbonScored@hexbear.net 1 points 2 years ago* (last edited 2 years ago)

Arcanum: Of Steamworks and Magick Obscura still remains my favourite to this day.

The world's setting is centred around how capitalism and industry affects society, how it pushed aside feudalism, how racism remains endemic and easily seen as normal, how history is swept away to hide attitudes, all sorts of complex things. Early on in the story, you get involved with a strike by exploited half-orcs and the wealthy factory owner who would rather they all died. Thinking back, it was a big part of how young me started to realise industrial relations are fucked up in capitalism.

One moment (of the many cool things) that really hit me, is that there's an entire sub-plot across the whole continent that's never explicitly mentioned, but is entirely noticeable if you actually pay attention and listen, not to the quest-givers or the industrial leaders, but to the servants of the powerful men you meet. If you're lucky, near the end, you suddenly realise you just.. swept all these weird characters and remarks under the rug as you had 'important' people to talk to. I had relegated servants and whole in-game races to an 'unimportant' role, when actually their stories are key to a whole second sub-plot of their own that affects everything in the world.

I know a lot of that behaviour is because I'm playing to typical game design, but, I dunno, having a real moment where you think back and realise you've been ignoring what should have been an obvious pattern of so many exploited people, and I just glossed over it 'til that moment, it affected me.

[-] D61@hexbear.net 0 points 2 years ago

Obligatory FF7... an-tifa

There's an old PS 1 game called Legend of Dragoon... not too bad of a game but probably gameplay wise doesn't hold up. BUT... its basically you getting a team of heroes from several the surviving races after another race (the only one who could naturally use magic) decided to do a genocide against everybody (and lost badly).

There is a scene later in the game, where you're in the ruins of a floating city that (I think) was the capital of the genociders. It is a barren husk of a place, devoid of all sentient life, there are no survivors of this race. However, some of the their machines were made with magic and are running on autopilot. There is a room where you can just hang out and watch these little flying robot things zip around and have scripted NPC dialogue where rules/laws are submitted and passed.

It was this weird example of the banality of evil that I don't think I've come across in a game before or since.

[-] RagnarokOnline@reddthat.com 1 points 2 years ago

Love LoD and I remember that exact room. I’m actually doing a replay of LoD now: when I get to that room I’ll take an extra pause to soak it in.

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this post was submitted on 16 Oct 2023
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