It's Life, Jim (But Not As We Know It) The seventh in a continuing series of articles related to the psychology of gaming When I finally got rid of my Atari ST and the programs I'd lovingly accumulated over the years, I only kept two pieces of software. One was a MIDI program for composing music on the keyboard which was the most expensive program I'd bought up until then (and probably since, come to think of it). The other was Little Computer People ... Little Computer People (LCP) had captured my imagination as soon as I heard of it (1985!) and I bought it as soon as it was available for the ST. The screen display was fairly simple. It showed a cross-section through a two and a half storey house, complete with the usual selection of furnished rooms. The first time the program was run, a randomly generated character cautiously opened the front door and peered round it, introduced himself (yes, it was always a fella) and then moved in. He even had a pet dog. It was up to you, the player, to keep both of them happy and healthy. The LCP (I can still remember that mine was called Lester) communicated using a typewriter on a desk in one room. He'd tell you about items he needed, what he thought about the house and anything else that was relevant. He had a bedroom, kitchen, study and more ... what DID he keep in his closet? No-one knew. You could play games with him, ask him to play his piano, watch him dance and exercise, give him gifts and pat him on the head to make him happy. If he wanted your attention, he'd sometimes knock on the 'inside' of the monitor! It was important to remember to provide food and water (not to mention dog food). If your LCP got unhappy or sick, you had to rectify the situation. I can't remember what happened if you upset or starved them. I think they moved out, which seems fair to me! LCP started a trend for me, though I didn't realise it at the time. I enjoy adventures and I relish a good RPG but there's something magical about so-called 'god' games and I always end up going back to them. Since LCP, I've enjoyed similar games where I've taken charge of (among other things) individual people, a pizza empire, a tower block, a holiday resort, an island, a city, a civilization, the whole of creation, and heaven and hell. I've guided people through job hunting and interaction with neighbours, sorted out cockroach infestations and hired cleaning staff, designed new pizza toppings, tried to take an entire civilization into space and attempted to save peoples' souls. Has this made me a better person, or just given me control issues? To me, there is something infinitely fascinating about a god game though I know others would disagree. It's hard for me to say exactly why I enjoy them so much. I *know* these games aren't real, that the people *don't* exist inside my computer but that doesn't make me less involved when I'm playing, just as I do when playing an RPG. In an RPG I get very miffed when any of my party are injured or killed and, as I mentioned in an earlier article in this series, I like to run the same characters because they are so familiar to me. In the end, my party *are* like real people to me and they certainly display character traits such as bravery, good or bad luck and leadership skills. God games have a similar engrossing effect on me. The amount of involvement I feel with a god game varies according to how much I identify with the characters. It's a very personal interaction for me and I'm less likely to be moved by the plight of a number of people than by just one. So it was easy for me to be detached from a game like Civilization (fortunately, since I was useless at it and my people never managed to leave Earth and venture into space). But when my character in The Sims got depressed, I found it impossible to continue with the game. I know of other people who were equally affected when their 'pets' died in Creatures. As the years have passed, times have changed. In the 80s, if you ill treated your LCP, he just moved out but with modern god games there is more scope for a player to be benevolent, despotic or downright cruel. The Sims is a classic example where you can set out to give your character the best time possible, or totally ruin his or her life. And you can create a city in SimCity which is Utopia, or an urban ghetto. But does it really matter what you do, how kind or cruel? Should we keep reminding ourselves that they're only collections of pixels, after all, not real people? Wondering if I was becoming some sort of megalomaniac, I called on psychotherapist Adrian Blake for his views. He told me: "Psychology has quite a lot to say about power. Why do we seek it? Alfred Adler (a contemporary of Freud's) had an interesting theory. He felt we all have at least some feelings of inferiority stemming from our childhood. After all, he maintained, as children, even in the best of childhoods, we are *bound* to feel inferior. The adults around us are all-powerful and know a thousand times more than we do (simply because they've been around for longer). In adult life, he argued, we will try to compensate to the extent we felt disempowered as children. The problem is that people who felt especially disempowered will try to OVERcompensate. This can result in the control freakery (as it has been described) of 10 Downing Street. People who really feel strong and confident do not need to control others to prove they are powerful. The unsettling logic of this is that we tend to get the wrong people as political leaders (as the comedian Billy Connolly, quoting an old Chinese proverb, has cryptically said "People who show any signs of craving power should be immediately banned from ever being given any"). So what about computer games? Perhaps the first thing to accept is that we all have at least *some* feelings of inferiority. If in a computer game we decide to wipe out a civilisation, we need to acknowledge that there's a part of us that does want to achieve superiority, that this part of us gets a kick out of feeling god-like. The health warning comes in if the *only* way we can feel powerful is by wiping out computer civilisations or controlling others. Then of course we have a problem. What to do? Run for Prime Minister maybe. Personally I'd recommend therapy but then as Mandy Rice Davis famously remarked "He would say that, wouldn't he?" " - o -