10 Things We Feel Guilty For Doing in Video Games

There are always parts in games that leave us feeling guilty. Be it a choice we have to make about another characters fate, whether it is part of the games integral plot, or it is just something that looks like fun and we go ahead without thinking about the consequences. Either way, we get left with a sense of shame for doing what we were supposed to do or for being so remorseless that we swear that it won’t happen the next time we play. We all know it does. Here is a list of some of those things that make us feel guilty when playing our games, but inevitably we end up doing every time anyway.

Getting Lydia Killed (Skyrim)

Yes she is annoying, and yes she does get in the way constantly, but there is still a moment of sadness when you go into your house and she isn’t there. For a moment you forget why, and then you remember the mission that went belly-up and got her killed. Your house seems empty without her.

Harvesting Little Sisters (Bioshock)

They are small, cute little girls that are protected by Big Daddies and you have the choice to save or harvest them for their Adam. More often than not we go for the latter option, and even though throughout the game there is more than one chance to redeem ourselves we can’t help but harvest the helpless children. There is a pang of guilt after each one but we get rewarded for doing it so, of course, it will continue.

Killing British Soldiers (Assassins Creed III)

Why am I killing these soldiers? They are British, they are the good guys. They are only here doing their job of trying to maintain peace and order during the civil war. In this game you have no choice but to kill them and you kind of feel bad for stabbing them just for some loot.

Going on a Rampage (GTA V)

‘Look at all those innocent bystanders I just mowed down with my machine gun. This wasn’t the mission, this was never the mission. It will never happen again. Oh look, that’s a nice car.’ This is pretty much the thought process behind your decision to murder all those people on the beach. We feel bad, but then the police turn up and it turns into ‘let’s see how long I can go without being wasted’ and your guilt melts away. Until the next time.

Keeping the same party in an RPG

This is a different kind of guilt. No one dies or gets injured from you not choosing them, but still, when the list of options comes up on screen you hover above a character you haven’t used since the start, then it quickly moves to choose those who have been your companions throughout. The others never stood a chance. I wonder what they get up to while you are out on your adventures without them?

Killing people who have surrendered

There are always those who either run away from you as you kill all their friends or those that the mission requires you to line up and murder without a second thought. Either way, killing people who have surrendered feels awfully wrong, especially if they are cowering in the corner.

When an animal dies

Whether you have just run over a cow in GTA, killed a beaver in Assassins creed, whether Dogmeat your faithful companion has just bit the dust or you have just defeated Sif the Grey Wolf in Dark Souls. Seeing an animal be killed is never nice, especially when you have no choice in the matter. What horrible game developers would put this into a game? More than you think it turns out.

Locking the butler in the fridge (Tomb Raider)

We all know this hilarious bit of trivia from Tomb Raider, but if you stop to think about it too long then you can start to feel bad about locking your faithful butler in the fridge. The way he tries to shuffle out before the door closes but doesn’t quite make it. Poor man, he only went in there to make you sandwich.

Being cruel to your SIM

Taking their swimming pool ladders away, locking them in a small room with no doors, letting them perish in a house fire of their own making. There are so many ways a SIM can die and though we have control of their world, we tend to just watch as they breathe their last. At least we have the comfort of knowing that they will come back as a ghost and carry on as if nothing happened.

Jumping off high things

We have all done it. The character has been walking around quite happily, investigating the area when you come across a cliff. Curiosity gets the better of you and you make your character jump. It is like a small voice at the back of your head is going ‘do it, do it’. Then the inevitable message pops up telling you that your character has died. About five minutes later you see another ledge, and the cycle continues.

 

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