Adventuring and Ethics by Bev Truter After spending a whole afternoon reading avidly through SynTax, from cover to cover (metaphorically speaking), I felt a genuine wave of sympathy for James Johnston and his annoyance with the "unethicalness" of some adventure games (SynTax #30 - article entitled "Lateral Thinking" in the Features section). I have also been variously irritated, horrified or appalled by some of the actions I've had to do if I want to get through to the end of the game; and unlike a film or book where the nasty bits of behaviour are acted out on a screen/page "out there" by someone else, in an adventure game you are entirely responsible for everything that happens - you ARE the hero/heroine; the doer of deeds, the perpetrator of crimes. This very personal involvement in all the action in an adventure game results in a nagging feeling of guilt if you are required to do something distasteful, unethical or repulsive; and can utterly ruin the enjoyment of what would otherwise be an exciting and interesting game.....there's nothing like dragging around a load of guilt to take the zing and zest out of a game! I'll now wander off at a tangent to reminisce about some of the text adventures (are there any other kinds of real adventure games???) I've played that have suffered from this Unethical Factor. I remember "New York Adventure" (at least I THINK that was the title) where in one charming little scene you have to cold-bloodedly shoot the leader of a group of 3 or 4 sub-teenage streetkids to progress further - the 3 remaining kids start snuffling, and quietly carry their leader's body away; leaving you feeling utterly miserable, but able to go on with the adventure. Another awful bit was the choice between shooting 3 bank robbers, and progressing on foot, or shooting a wealthy customer and then attempting to steal his money and his car (fortunately this option didn't seem to help much in completing the game). The whole irony of this game was that the initial introduction describes it as having two types of solution....."either you can choose the `good' path or the `evil' path to finish the game"......well, I guess shooting 3 bank robbers is "good" compared to shooting a wealthy customer......Hmmmmmm.....depends on your point of view. Shooting the leader of the streetkids is evidently considered neither "good" nor "evil" as there's no choice at all there.....a man's gotta do what a man's gotta do to get past the obstacle... (substitute "woman" in my case). Another shocker I played many aeons ago, when the dinosaurs were alive, on my old C64, was "Mask of the Sun-God". A really nifty adventure, I thought, complete with dreadful cartoonish pictures that took forever to dribble slowly across the screen; but I digress - I was an Indiana Jones-type bloke (no choice of gender there in the good old days) who was on a mission for treasure, glory, etc. in the Jungles of South America. Meeting me at the airport was Raoul, soon to become my loyal and faithful guide, carrying my possessions when I acquired too many, following me everywhere through thick and thin, and even rescuing me when I fell down a dark pit. Just when I was beginning to feel quite attached to Raoul - a meaningful relationship had sprung up over the course of all these exploits - we stumbled across an Altar, with traces of human blood on it. Still blissfully unaware of any nastiness in the future, we hunted all over for a rodent/alligator/snake to sacrifice; until slowly the unbelievable truth dawned...the penny slowly dropped......yes, that's right; dear old Raoul has to be killed (stab Raoul with knife) and sacrificed (put Raoul on Altar); and as his blood drips over it, a secret passageway is revealed. I never did finish that game....things never seemed the same without Raoul, and I hated having to bump him off so callously. Interestingly enough, Raoul himself remained quite stoical throughout about the dreadful deed, but that didn't make murder any easier to commit. Another minor gripe I have, although admittedly it's only occurred once so far in all the games I've played, is the Totally Horrible Ending. "Golden Wombat of Destiny" was the game; where instead of getting a pat on the back for your achievements, and that warm glow of satisfaction as the Congratulatory screen rolls up, you realize your only reward is to be slowly turned into a bloated, rotting corpse..... ..Yeeeeccchhhh!! Perhaps the author was not a particularly well person when he wrote that ending, but it diminished the whole game; or perhaps I'm being overly sensitive, and it was just a jokey reversal of the stereotypical Happy Ending....the Unhappy Ending instead. To end on a lighter note, there was a game (can't remember the title) where you develop that familiar squeamish feeling, that sinking of the stomach, when you realize the only way to get rid of a hungry lion in a pit is to chuck in a sweet, fluffy rabbit. Well, after waiting in anguish, and listening to dreadful sounds of fighting emanating from the pit, you finally descend when all is quiet, expecting the worst.......to be confronted by a triumphant rabbit, smugly dusting off its paws, and looking very replete. - o -