Who's a Good Boy? -- Pets in Video Games

Default_picture
Thursday, May 06, 2010

Editor's note: You know what? Liam is dead on target. I'd never really considered it, but developers should use animal companions more often. They are generative of emotional attachment without all the fuss and muss of voice acting, quality writing, and valleys that are uncanny. -James


Video games need pet companions. These days, many titles leave you all by your lonesome. Most games consist solely of your player and the hordes of enemies he blasts away with psychopathic glee. Granted, some give you other characters to talk to -- complete with twitchy facial animations and strange, unrecognizable accents -- but whether it's the original Half-Life, Halo, or BioShock, you are alone for most of the game with nothing but your shotgun for company.

And you know what? In many of these games, I kind of like it that way. Let's be perfectly honest: Most game companies nowadays -- with the exception of a few like Bioware -- can't write worth crap. And if you can't write, don't. Just leave me alone, and give me some guys to shoot.

That is one of my favorite things about pets in games. They're characters in their own right, but they play to many game developers' strengths (i.e. they don't talk). Ironically, the companies who use pets are often the ones who can write a decent story, but that is neither here nor there.

 

I'm not saying that pets are the easy way out. Like I said before, good pets in games are characters in their own right, but creators don't have to build them with what people normally consider the the brick and the mortar of traditional character development: dialogue.

This is like trying to build a house without being able to use a ladder: You can build the foundation pretty easily (slap some big eyes on that sucker), but building anything higher is going to take a certain amount of finesse.

It's the little things that make pets in games great -- like the first time you come back after getting a snack and find your dog peeing on your character's leg or licking his face. It's these "aww" or "eww" moments that really strengthen your affection toward a pet. In Shadow of the Colossus, I still smile when Wander calls, "Argo!" and I see my black horse gallop up over a hill toward me.

Another useful service that pets provide is the preservation of solitude while still giving you something other than the main character to latch onto. While prowling the plains of Shadow of the Colossus, the only living beings other than you are Argo, some lizards, a bird or two, and of course, the colossi. If it was just you, the game would very quickly become oppressively lonely. It's still lonely even with Argo, but not in a discouraging way.

Spoiler alert for Shadow of the Colossus and Mass Effect!

Pets can provide great feelings of sadness when you lose them. One of the saddest moments in a game that I can remember is when Argo launches Wander off of his back to save him from a crumbling bridge they are racing across. Argo falls into the chasm below, and Wander gives one last impassioned Argo!" as he plummets.

The fact that I still remember that scene more vividly than any other is a testament to the power of the pet. In Mass Effect, I felt a little guilt about leaving Kaiden to die in order to save Ashley, but that human sacrifice just doesn't compare to the sacrifice of a pet to save its master. For whatever reason, that's the way human psychology works, and the smart developers turn that to their advantage.

Including a pet in a game where the player is otherwise mostly solitary can add an interesting dynamic to the game. They can elicit emotions that are hard to achieve with human characters more easily while presenting their own challenges. Characters don't need to be alone in order to be badasses. After all, don't you think that deep down in his heart Master Chief really wants is a little kitty?

 
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Comments (17)
Shoe_headshot_-_square
April 29, 2010

Haha, great article. Especially because of the visual you gave me with that last line!

Robsavillo
May 04, 2010

I'm surprised you don't mention either Torchlight or Fate, both of which use pets as a core gameplay mechanic. You should check them out if you haven't already.

Jayhenningsen
May 06, 2010

I always feel worse when my pet dies than when a human (or humanoid) companion dies. I heard spoilers about Fable 2 while I was still playing it, and I never finished it because I didn't want to see my dog die.

Pax_dsi_01
May 06, 2010

I was torn up at what happened to Argo in Shadow of the Colossus, mostly from the shock of it happening so suddenly, but also because I had grown so dependant on him. Also worth mentioning, I thought it was neat that the developers put in the ability to give Argo a pat on the back. It did nothing to change the game, but it did add some sort of connection to an otherwise virtual pet.

Picture_002
May 06, 2010

Eh, I still think part of the pet attachment isn't that much greater than any human attachment unless scripted. Argo's death affected primarily because there were no other real people in the game (aside from the "dead" love interest) and how a cutscene portrayed Argo's death. Essential in ways most games with pets never really make them.

Take that away, and Argo might have been Dogmeat to me. Cool to have around, but when I lost him - whatever. Just another perishable"tool" at my disposal the developers gave me.

I'm still yet to check out Torchlight, so maybe they've done a better job than most other games. But as for that general emotive nature of pets James speaks of in the editor note - never felt that in most cases. Of course I could just be a heartless bastard.

Robsavillo
May 07, 2010

Gerren, Dogmeat is actually a great example, here. The Escapist [url=http://www.escapistmagazine.com/articles/view/issues/issue_211/6283-Junktown-Dog]wrote[/url] about Fallout's canine companion not too long ago, and this quote from Fallout Lead Designer Chris Taylor illustrates why:
 

[quote]"We never expected that Dogmeat would become such a popular character," says Taylor. "I always intended that the various NPCs that joined up with the player would come to a violent end. I was shocked when I heard of all the work people went through to keep Dogmeat alive to the end - especially the hell that they went through with the force fields in the Military Base."[/quote]

37893_1338936035999_1309080061_30825631_6290042_n
May 07, 2010

@Gerren You make a good point. Argo makes a strong connection because he's really all you're given.

Still, I have to side with Liam on this one, soley due to Fable 2. I didn't realize how attached I was to the dog until I had to go without him.

Peter Molyneux is infamous for his ambitious promises, but this is one on which he completely came through.

Other good "pets" in games: Blob from A Boy and His Blob, Dog from Half-Life 2, and T3-M4 from Knights of the Old Republic 1 and 2.

Picture_002
May 07, 2010

Well, you never can predict how gamers will react 100% of the time. Again for me, Dogmeat really wasn't an attachment at all. Reflecting on it, I think somehow I may have accidentally attacked him while shooting at an enemy because he actually turned on me and started attacking me. My reaction wasn't any loss nor sadness. I pretty much said "That was weird" and moved on without skipping a beat.

Default_picture
May 07, 2010

Who's Argo?

Anyway, the point about losing a human companion over a pet; I read in some article—that I can't find anymore—that the emotions we would feel toward our pets are similar to the ones we have for our own children. Not only do they have similar physical attributes to kids (seemingly large eyes, small size), they also have the inability to speak and a hard time asserting their personality. (I guess over time this has developed and extended to include pets without the physical attributes, such as horses like Agro.) With such shallow prerequisites, it should be obvious to developers not wanting to spend time or dough on a few good writers.

But then again if this was in a forum, you'd already have a baker's dozen of Final Fantasy 7 zealots saying Aeris's death caused them to lose their jobs and become estranged from their friends and family.

Picture_002
May 07, 2010

@Chase, actually now that you bring him up, I didn't absolutely love Dog in Half-Life 2. But again, for me it was a lot in the scripting. The sequence playing fetch with the gravity gun, him being so protective of Alyx and Gordon, the help alongside the resistance. Then again, Dog was just unique in itself being what it was.


I can't really put a finger on why other pets in games don't really connect with me. They just usually don't.

Robsavillo
May 07, 2010

Gerren, I'm pretty sure that couldn't have happened. Black Isle Studios set Dogmeat's loyalty to 100, and it could never be altered. It's one of the qualities of the character -- unwavering loyalty.

37893_1338936035999_1309080061_30825631_6290042_n
May 07, 2010

@Pierce ah, you're right on Agro. I mis-typed.

I wonder how I would've reacted if I didn't know Aeris was going to die when I started. I probably would've felt more of an attachment to FF7.

Default_picture
May 07, 2010

Agro falling into the chasm was pretty sad. But for me it instilled some feelings of dread AND helped solidify Wander's character really well.

The horse is your method of transportation to each colossi and is integral to defeating some of them. When he falls you've lost an important game resource and you know things are going to end soon.

Agro's death is handled well from a narrative standpoint because once the bridge breaks there is only one linear path to the final colossus. Even though you've lost your companion you HAVE to continue on and finish your task.

That whole final section of the game was brilliant.

Picture_002
May 07, 2010
@Rob - I'd double-check that fact of yours because that's exactly what happened. I was actually initially confused, but Dogmeat actually was attacking me. I held off to make sure, he attacked again and I headshoted him via VATS.
Robsavillo
May 07, 2010

Ah -- after your mention of V.A.T.S., I understand now. I've been talking about Fallout -- not Fallout 3. Dogmeat would never, ever attack you in Black Isle Studios's original game. I wonder why Bethesda changed the character in such a way.

Picture_002
May 07, 2010

No idea. Especially considering how unintentional my ever doing the initial attack was (he basically jumped in front of a shot).

Now that I'm thinking of it, am I the only person that got the impression from the initial marketing Dogmeat would be programmed as in the original Fallout? I think a great part of the surprise of him turning on me was the impression he'd be loyal the entire time you had him. Unless I missed something in the developer interviews and previews.

Dcswirlonly_bigger
May 08, 2010

I think it's just that non-human characters - or characters you don't expect to act human, are easier to make believable. There's also the factor of non-verbal communication you get from things like pets - something pretty rare in video games.

My first post on BitMob was actually about basically the same thing. Well-realized, not-quite-human companions that communicate intuitively seems to be a running gig through all of Fumito Ueda's games. The man once even said that one of his hobbies is watching movies in languages he can't understand and trying to decipher them.

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