It’s interesting to see what happens when videogames behave more like real life. For instance, in Oblivion (and Fallout 3), you can’t just take things unless you’re in the middle of nowhere. If someone sees you, they cry out “stop, thief!”. Equally, attacking people who didn’t attack you first in civilised areas will draw the guard or vigilantes down on your head, and most of the stuff you find lying around is worthless trash that isn’t worth the effort to haul away and sell.
I remember how jarring it was when I first tried to take something in Oblivion, only for a bystander to call for the guard. And then I realised that this is how NPCs should react to casual theft.
Is that how people normally react in real life? I would think people tend to be apathetic bystanders, or might think you were picking up something of your own.
If someone creates a real life simulator where you can repeatedly practice your crimes and learn what the actual responses would be … God help us all.
In Oblivion, the settlements you are in are village-sized. They would be close-knit communities in which you are a stranger. Also, we’re not talking about picking up something off a street (picking flowers or herbs for instance) was OK, because outdoor plants generally weren’t flagged as owned. Things you might want to pick up were generally indoors and often within sight of the person who owned them.
Yes, this is following the tradition of the Ultima series), wherein Lord British originally introduced those sorts of mechanics specifically out of concern for the effects video games might have on the character and habits of the players.
The Kleptomaniac Hero is very common in video games. If the game lets you take it, you probably should—and you can take a lot of stuff from random people’s houses and such, while the people who actually own it stand there doing nothing.
This is an example of Conservation of Detail, which is just another way to say that the contrapositive of your statement is true: if you don’t need to take something in a game, then the designer won’t have bothered to make it take-able (or even to include it.)
I always assume that there’s all sorts of stuff lying around in an RPG house that you can’t see, because your viewpoint character doesn’t bother to take notice of it. It might just be because it’s irrelevant, but it might also be for ethical reasons: your viewpoint character only “reports” things to you that his system of belief allows him to act upon.
I want to see a game where people react normally to this kind of thing … maybe even have the police increase their watches for thieves as more burglaries happen.
In the original Baldur’s Gate, you’d get in trouble if any NPC saw you stealing something. And, perhaps unfortunately, “any NPC” included cats and other animals.
It’s interesting to see what happens when videogames behave more like real life. For instance, in Oblivion (and Fallout 3), you can’t just take things unless you’re in the middle of nowhere. If someone sees you, they cry out “stop, thief!”. Equally, attacking people who didn’t attack you first in civilised areas will draw the guard or vigilantes down on your head, and most of the stuff you find lying around is worthless trash that isn’t worth the effort to haul away and sell.
I remember how jarring it was when I first tried to take something in Oblivion, only for a bystander to call for the guard. And then I realised that this is how NPCs should react to casual theft.
Is that how people normally react in real life? I would think people tend to be apathetic bystanders, or might think you were picking up something of your own.
If someone creates a real life simulator where you can repeatedly practice your crimes and learn what the actual responses would be … God help us all.
(I mean God in the secular sense.)
In Oblivion, the settlements you are in are village-sized. They would be close-knit communities in which you are a stranger. Also, we’re not talking about picking up something off a street (picking flowers or herbs for instance) was OK, because outdoor plants generally weren’t flagged as owned. Things you might want to pick up were generally indoors and often within sight of the person who owned them.
An interesting article on stealing bicycles here.
Yes, this is following the tradition of the Ultima series), wherein Lord British originally introduced those sorts of mechanics specifically out of concern for the effects video games might have on the character and habits of the players.
The Kleptomaniac Hero is very common in video games. If the game lets you take it, you probably should—and you can take a lot of stuff from random people’s houses and such, while the people who actually own it stand there doing nothing.
This is an example of Conservation of Detail, which is just another way to say that the contrapositive of your statement is true: if you don’t need to take something in a game, then the designer won’t have bothered to make it take-able (or even to include it.)
I always assume that there’s all sorts of stuff lying around in an RPG house that you can’t see, because your viewpoint character doesn’t bother to take notice of it. It might just be because it’s irrelevant, but it might also be for ethical reasons: your viewpoint character only “reports” things to you that his system of belief allows him to act upon.
I want to see a game where people react normally to this kind of thing … maybe even have the police increase their watches for thieves as more burglaries happen.
In the original Baldur’s Gate, you’d get in trouble if any NPC saw you stealing something. And, perhaps unfortunately, “any NPC” included cats and other animals.
This seems to depend of the kind of games one plays.
NPCs noticing theft was default for most of my gaming experience (first RPG I played was Gothic 2) I am disappointed by less.