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Morally Disengaged Homicide Hobos | The Psychology of Video Video games


I’m not a fan of the time period “homicide hobo,” because it strikes me as insensitive, but it surely’s fairly extensively understood within the tabletop role-playing recreation world to discuss with gamers who ignore no matter morals their characters supposedly have and as a substitute do evil for enjoyable and revenue. It’s the rogue who pickpockets the shopkeeper, the paladin who declares arbitrary and curiously localized holy wars, and the wizard who fireballs the orphanage whereas upcasting to sixth stage simply because that one child caught her tongue out at him.

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Any dungeon grasp who encounters these sorts of gamers is prone to both press her palms to her face in frustration or slam the desk and shout “Rocks fall, everybody dies!” Generally gamers do that as a result of they’re uninterested in all of the talky bits or they’re simply attempting to fiddle, however different occasions their characters look like following an ethical compass that appears prefer it’s been hurled to the bottom and stomped on. And, weirdly, gamers might balk when confronted concerning the ethical failings of their characters or at most handwave it away. Or they might do one thing on a smaller scale by having a lawful good paladin abandon the hapless villagers below assault by bandits as a result of that quest simply doesn’t sound that enjoyable or as a result of the cash’s not ok. It’s as if the gamers fully disengage themselves from their morals (or these of their characters) only for one little little bit of guiltless mayhem, self-indulgence, or disinterest. And extra to the purpose, they might manufacture causes for his or her characters’ malicious conduct.

How do they discuss themselves into doing this sort of factor or think about how their characters discuss themselves into it? You is probably not stunned to listen to that analysis by some psychologists would possibly maintain a solution.

A typical participant character after the shopkeeper refuses to cut price with them.

Particularly, psychologist Albert Bandura wrote about a number of particular mechanisms by which individuals absolve themselves from guilt or the necessity for clarification. These are arguments, psychological gymnastics, and excuses individuals can yank out of their bag of methods when confronted about their ethical trespasses, and I feel most of them are related to good tabletop role-playing avid gamers gone dangerous.

First, euphemistic labeling makes use of labels to melt dangerous conduct and make it sound much less despicable than would extra direct language. Lies change into “various details,” and casting chain lightning on a gaggle of bandits attempting to give up is named “enhanced prisoner administration.”

Subsequent, Bandura described advantageous comparisons as a approach to examine one’s egregious act in opposition to one thing worse as a manner of creating it appear much less horrible. Stealing from the wealthy is okay as a result of they abuse their energy, and occurring a stomping spree in a dragon’s nursery is okay as a result of these hatchlings would in all probability burn down a village sometime.

Third, displacement of accountability occurs when individuals level to a (supposedly) professional authority determine who’s ordering them round. It’s the outdated “simply following orders” argument, seen when a soldier endangers civilians or a warlock slings an errant eldritch blast as a result of his patron informed him it could be okay. Curiously, Bandura reported some further analysis on this one displaying that this trick is very prone to be invoked when the authority determine is bodily current and when friends are additionally following orders. However deviant conduct is much less probably when the authority determine is issuing orders from afar or when a peer refuses to observe them.

Fourth and relatedly, diffusion of accountability may be invoked by evildoers once they’re a part of a gaggle. “When everyone seems to be accountable, nobody actually feels accountable,” Bandura wrote (web page 198). The rogue is much less prone to steal from townspeople if he’s out on his personal, but when the entire occasion is there and so they begin to let their larcenous emotions be identified, there are going to be some penniless NPCs as soon as every occasion member feels that they will blame everybody else.

Fifth, individuals can attempt to disregard or distort penalties once they don’t should be round for the results of their actions to manifest. Dropping bombs by way of distant drone appears much less heinous than taking pictures somebody at point-blank vary, and if a celebration accepts bribes from the orc chieftain to let him march his military on a guard outpost, they will handwave away guilt by being someplace else when the raiding begins.

Sixth, dehumanizing could make acts appear much less horrible than in the event that they had been carried out in opposition to “an actual particular person.” Merely pondering of a sufferer as one thing lower than human (or dwarf, or elf, and many others.) could make one’s actions appear not so dangerous. These hobgoblins that the participant characters are main proactive raids in opposition to aren’t individuals. So it’s not evil in any respect. They’re monsters. Creatures. Sacks of expertise factors. 

Lastly, attributing blame to 1’s enemies or luck or circumstances may be an efficient approach to shield one’s ego from the results of dangerous conduct. Saying that “she was dressed provocatively” to excuse harassment is a traditional instance of this ugly technique. So is saying that the dragon shouldn’t have moved right into a lair so near civilization if it didn’t need to get sacked by a celebration of adventurers. In each circumstances, they had been simply asking for it.

In case you’re a participant, be looking out for these methods and mechanisms in your fellow occasion members –or your self. Or …perhaps go within the different path. In case your objective is to role-play an evil or evil-ish character, take into account every thing above playbook. Speak about your prey in phrases that dehumanize them and attributes blame to them. Forged your actions in euphemistic phrases that cover behind the letter of the regulation or humor. Discover a patron that offers you the sorts of morally tainted orders you need to observe. Push the occasion to be someplace else and on another quest when the results of your greed change into manifest.

Or for those who’re a dungeon grasp, maybe a greater concept is to do all this in service of making a extremely nice, evil, despicable, noxious, infamous, and dastardly villain. Somebody that the characters will need to oppose as a result of they see via all his methods. And that manner, no orphans should die. Effectively, besides that one.

1. Bandura, A. (1999). Ethical Disengagement within the Perpetration of Inhumanities. Persona and Social Psychology Evaluation, 3(3), 179–192.
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