Industry of Villains
John Callaham over at Gamecloud has an extensive interview/feature entitled Playing As The Bad Guy: Game Developers Sound Off. He first discusses some notable examples of games with evil or criminal protagonists, and brings up some notable examples of the issue crossing over into the real world. The bulk of the article, however, is reactions from professional game designers responding to the question of whether "playing as the bad guy" is a good thing. Respondents included 3D Realms' Scott Miller, Gearbox's Randy Pitchford, Epic's outspoken Cliff Bleszinski, and Tilted Mill's Chris Beatrice with a particularly thought-out reaction.
While everyone who responded to our inquiry said freedom of self-expression was more important than anything else when it came to designing games, there was definitely some personal differences on whether they themselves would play as bad guys and rule breakers. With increasing pressure from politicians on games that allow such actions, it will be interesting to see if this trend will continue or perhaps be curtailed by outside pressures.Is playing as the bad guy pretty much the same as playing as the good guy, or does a player have different motivations or moods relating to the choice? It's hard to deny that there's at least some kind of trend lately towards villainy or criminal behavior in video game protagonists. Why is that?
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Simply "playing as the bad guy" is completely different, IMO, from games like GTA that allow you to do bad things, despite still being the protagonist of the story.
I like things like KOTOR, Fallout, etc that give you lots of choice, some good, some evil, that let you shape the way things play out, but still offer consequences to any choice.
GTA and the like are fun, but don't offer much in the way of moral choices, or really tap into what is/isn't moral about the player's actions, so, those aren't exciting for the same reasons, although, it is fun to just blow shit up and hit pretend people with cars sometimes.