Who Do You Do? The fourth in a continuing series of articles on the psychology of gaming While talking to a SynTax reader on the phone earlier in the year about Quest for Glory V, she happened to mention that whenever possible she takes on the character of a mage, and it got me thinking ... In single-player role-playing games, and games like the Quest for Glory series which have RPG characteristics, one of the first things we have to do is create a character or choose one from a collection of possible types. At their most basic these would probably be a fighter, mage/wizard or thief. Other games add clerics, paladins (fighters with magic abilities such as healing) and other more obscure types like rangers, druids and barbarians (fighters who can go berserk). Why do we often pick one particular type, given a choice, when we roll up our character? Sometimes the choices are practical, sometimes more emotional; at other times ... who knows? I asked a few SynTax readers. Sometimes, they told me, it was a practical choice. Fighters are stronger and if you only have a single character, a fighter has an edge, especially in the early stages. If it's a party RPG, and you create the leader, it seems natural to more of you to have a leader who is a fighter rather than, say, a mage. Fighters lead, mages follow, was the general opinion. Others picked a paladin whenever possible. Paladins are good fighters but have the added benefit of being able to cast some spells such as healing spells. From a practical choice, I like to play a cleric. Clerics have good defensive magic and some offensive magic, and they can fight when necessary though they are restricted by weapon and armour type. They have more strength and stamina etc than mages, who tend to be low on hit points and felled by one swipe. But generally they are peaceful people who only fight back when they have to. Hmm ... maybe emotion is creeping in there a bit too. Some people look on the persona they choose as an extension of themselves or, alternatively, as the person they would like to be, if only occasionally. The most law-abiding of us can sometimes feel the need to create havoc. Playing a thief can give us an outlet to sneak about and be devious while taking on the character of a berserker lets us give full vent to our anger and explode ... then go on with our non-RPG lives as though nothing had happened. We often do things in RPGs that we wouldn't do in real life. Think of all the monsters we kill, for one thing. Okay, they're in our way, and trying to dismember us, but wouldn't most of us run, quick smart, in the opposite direction, not stand there beckoning them and saying, "C'mon then, wotcha got?" I don't know about you, but taking part in an RPG gives me a chance to let a lot of aggression out of my system if I've had a bad day. Kicking seven bells out of a monster can make me feel a lot better! It feels much safer to do that to a monster than to a difficult customer, workmate or relative. Playing a fighter or berserker can have advantages that a cleric or druid doesn't have. Personally, I find it even better to create and control a party rather than one character. That way ALL the facets of my character can get a look in. My cleric can be maternal and my fighter can get rid of my aggression. But, as with the facets of our personality in real life, all the different party members work together to make an integrated whole. But is there even more to it than this, I wondered? Once again I called on leading psychotherapist Adrian Blake for an explanation. He said: "...If we closely identify an RPG with reality we will likely revert when under 'threat' to ancient survival instincts. In the RPG as in life a strong leader will rapidly be chosen on the basis, not surprisingly, of the one most likely to win. This does not necessarily include physical strength, but they will be clever, resourceful, courageous, and have a commanding presence. The greater the threat, the less we are concerned about the niceties of their characters. Moral codes go out the window - if they look likely to win they can do what they want. Attila the Hun? Yes, if he fits the bill. If we see an RPG purely as a game, or as unrealistic, we may act differently as our 'survival' is taken less seriously. We can be more self-indulgent. We are likely to project out what secretly we would most like to express (but which in real life may be socially unacceptable). This may be our angry part, or a monster, or a devious, unscrupulous aspect. Or we may choose our ideal self, all that we would like to be - we will 'search for the hero inside'. With a limited range of possible leaders in an RPG our ideal choice may not exist. We will then go for the one that most closely approximates to what we're looking for, the 'next best'. As in politics, it's often a compromise candidate." - o -