Some indie games focus on the interaction of the game with the player, breaking the fourth wall, establishing a dialogue between user and video game.
There has always been the eternal confrontation, the struggle of two forces, opposed but at the same time dependent. We all know what good and evil are, don’t we? It’s not always that easy, and many indie games teach us that in numerous titles. Thanks to many of them the subjects of good and evil, of what is or isn’t right, and of what seems at first, but turns out to be something else, they can make us wonder and enjoy all that this subject entails, beyond the simple good versus bad so cliché.
However, what resources are used? How are these issues specifically addressed? Here are a few examples to contextualize this:
Ways of dealing with good and evil
Many times, the main character starts the story without knowing what is really happening, and it is through his own decision of who to believe and who not to believe.
That’s why, even when we often want to do good, we make a mistake and end up doing something negative, and to be able to behave in a moral way, or help another character, is something complicated, since this type of game resembles reality in that sense.
An example is “Life is Strange”, an indie game, which puts you on the line to help those you love, and the consequences that will have on others. His power to transform time doesn’t help much and, of course… all that power comes with great responsibility.
2. Does the end justify the means?
Of course, this subject, which seems very clichéd, really isn’t so cliché in the world of video games. Many times, especially in simpler stories, it’s a very direct way, but sometimes not so much.
Here’s the case of “Hollow Knight”, an indie game where, in order to achieve your goal, you must finish off different enemies and get more power.
The point is that some of those creatures aren’t bad, they just are, and they live without bothering anyone, but you kill them anyway.
The atmosphere shows us that climate of coldness, of illness, where morality is highly deteriorated: only the strongest survive. However, along the way you will find characters who prefer to keep their values, and cling to their illusions to move forward.
3. The deception
Many games give us a foundation at the beginning, which is later completely destroyed. In many cases, you think your character is doing the right thing until, all of a sudden, the narrative takes a turn and shows you the true reality.
And that until that moment you have been deceived. Sometimes it’s very obvious, other times more subtle, happening only with certain parts of the game.
In the case of the indie game saga “Anima: Gate of Memories”, you’ll put yourself in the shoes of “The Bearer”, who carries a demon as a partner.
At first, a group gives you a mission to kill certain characters, and they tell you that if you don’t, it will be the end. However, as you progress, you realise that things have been hidden from you and that perhaps nothing is as you thought at first…
Don’t think you, as a player, are getting rid of this. Some indie games focus on the interaction of the game with the player, breaking the fourth wall, establishing a dialogue between user and video game.
This is the case of “Undertale”, a game in which if you decide to take the “genocidal route”, in which you kill everyone, various characters and moments of the game will make you think about your decisions.
You will be insulted, they will get angry, they will surrender… To complete this game in this way is not only difficult to play, but also on an emotional level, as the game bombards you with bitterness for you to give up.
Good and evil don’t have a constant fight, it’s not all black and white, and that, reflected in indie games, shows that there can be great stories, mechanics, and even making you feel part of that battle between the forces of good and evil.