Less Than Human: Why More Games Should Humanize the “Bad Guys”

“I have killed Gérard Duval, the printer.” When I heard the German solder Paul Bäumer speak these words during a classroom screening of the 1979 film adaptation of All Quiet on the Western Front, they lodged in my moral compass, where they’ve lingered ever since. Trapped on a World War I battlefield, Paul stabs a French infantryman in a ditch, watches him bleed out for hours as gunfire flies overhead, and finally goes to comfort him just as he gasps his last breath. Papers discovered in the dead man’s coat give Paul a name for his fallen foe. An identity. A shared humanity.
As much as I want, I can’t think of a comparable moment from a videogame that so perfectly captures the senselessness of killing another person. It might not even be possible that such a scene could play out comfortably in a game. No art form should shy away from challenging people with moral ambiguity. And yet, compared to films and books, genuinely sympathetic antagonists are harder to come by in games. Understandably, this is by design. For gamers to enjoy killing baddies, developers must reduce them to faceless fodder.
But that doesn’t mean their fictional deaths can’t tell us something meaningful about our darker impulses. Games convince us to dispatch their hostile NPCs with the same cold logic of dehumanizing the enemy that has long made it easier for soldiers to justify taking lives on the battlefield. History is full of examples. Allied propaganda from World War I caricatured Germans as rampaging Huns and bloodthirsty apes. Not to be outdone, Nazi Germany went on to perfect the art of demonizing victims during World War II. Though it would be inconceivably wrong to equate these tragic historic wrongs with games, they do use the same basic tactics. Show enemies as unambiguously evil, prone to petty acts of cruelty. Invite our hatred. Make them less than human.
When we’re talking about demons, zombies, mutants or other monsters, this is fairly straightforward. Unless the enemies are Nazis (hardly anyone minds putting those creeps down) aiming headshots at virtual humans takes a little more persuasion.
With a roller coaster of bodily trauma and desperation, the 2013 reboot of Tomb Raider turned Lara Croft into a killer. As an origin story, it had no choice but to remake the young archaeologist into a survivalist who could hold her own in a firefight against the scruffy castaways she’s marooned with on an uncharted island. That meant numbing her to death. Mostly, the game succeeded, but not without overusing morality shortcuts.
When Lara kills a person for the first time, her “victim” is the psychotic mercenary and scavenger Vladimir. The guy is completely despicable. He shoots escaping prisoners and reaches to grope Lara when he catches her. Driving a bullet into his brains raises no ethical questions. Sure, it leaves Lara a traumatized mess, but her reaction feels hollow—especially when she goes on to rack up a ludicrous body count soon afterwards, piercing skulls with arrows and breaking necks. The castaways’ excessive brutality completely validates Lara’s warpath. They plunder and torture without reservations. They’re monsters, not men.
In a smarter narrative, killing can be justified with a healthy dose of grey morality, but oftentimes games only skim the surface when showing dual points of view. Protagonists in the Max Payne and Far Cry games are portrayed as broken men who trade their humanity for a higher kill count. But the mafia goons and drug-crazed pirates they face off against? Scum, all of them. Nothing but comical criminal caricatures.
Now I’m not saying videogames completely lack sympathetic antagonists. It’s just that more often than not they ask us to empathize with major villains—like the Templar targets in Assassin’s Creed, who each receive a humanizing death speech—even while we slaughter dozens of their hapless minions. In these cases, the tone comes across as more than a little inconsistent. You’re still forced to kill with ruthless efficiency, even when asked to question whether it’s right or wrong.