The Colonialist Undertones of Metal Gear Solid V
The Metal Gear Solid series has a history with encouraging non-lethal play. From ranking systems that formally reward players who leave no casualties to scenes that have you face the ghosts of enemies you’ve previously killed, it has always been a strong philosophical tenet of the series. In fact, the latest entry in the series, Metal Gear Solid V: The Phantom Pain, has been praised for further rewarding non-lethal play. While it may initially seem like the systems in place here encourage a more morally sound approach, if a more difficult one, its initial appearance hides more insidious and exploitative undertones.
In understanding The Phantom Pain we need to understand the role the open world plays in it. Unlike the previous, more linear entries in the series, this one takes an approach favored by Western developers by placing you in an open world set in two large environments, Afghanistan and Angola. Placed within a Cold War timeline, these are places that have been destabilized by Western nations, both through interventionist policies and histories of colonialism.
Concurrently, open world games often reflect colonialist philosophies. Specifically, open world games encourage the steady domination of a landscape in order to make it more favorable to the player, and to exploit its resources. Think of the way the Far Cry games encourage you to raid the area’s wealth, animals and plant life for your benefit. Or the ubiquitous outpost or tower format that sees you eliminate a group of guards in order to secure safer passage or create a continuous stream of revenue. These come in different forms for each game, but the principle is the same: dominate these people and places because it will benefit you.
In this video, Chris Franklin speaks about how win states contextualize play by defining the value of actions by how they push you closer or further to those win states. Within the realm of open world games these actions of domination become a systematic positive. Draining the world of valuable materials and eliminating its wildlife and people pushes you closer to your ultimate goal. It becomes almost a moral good within the worldview of the game. It encourages you to think of people not as humans, but as obstacles to be removed.
The Phantom Pain completes this metaphor, ironically, by the methods with which it encourages non-lethal play. Here non-lethal play is encouraged not by imbuing these non-player characters with humanity, but making them valuable to the player as a resource. While there is still a formal ranking system, its focus on going undetected and performing missions quickly means that in a lot of situations it may actually be preferable to kill enemies than stun them and chance having them regain consciousness. To counteract that, soldiers can be removed from the field by attaching a large balloon that will extract them to your base, but only if they are still alive. They are then added to your staff, boosting the speed of your progress and allowing better tools to be developed.
Players are encouraged not to kill these soldiers, not because of the potential loss of humanity, but the loss of a resource. Killing a soldier means losing an opportunity to make forward progress. This becomes more insidious upon the acquisition of an upgrade to your binoculars that allows you to scan soldiers for their proficiencies. It further defines the worth of these soldiers by how valuable they are to you. As I progressed further into the game, space within my base became more limited, requiring me to pick staff that provided the most benefit in order to operate efficiently. With that in mind I found myself scouting bases beforehand and marking proficient soldiers as ones to capture, the rest becoming “expendable” in my mind. Hearing stories of other players confirmed to me that I wasn’t the only one approaching it this way.
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