Open world games One of the best places to experience the battle between good and evil. Instead of being presented with a single perspective, players can instead venture out and learn about each character's backstory, thoughts, and motivations within the universe. Sometimes, games try to portray the player as a heroic force on a noble quest to save the world, while in others, they are given the chance to chart their own path, whether it's for better or worse. However, in some cases, the player actually is Treated like a villain For simply existing in the world, either from the beginning or after they have made certain decisions that others perceive them to be.
In many cases, this is done by creating an ambiguous character with gray morals, as they often need to do some harm to get to the end of the tunnel. Alternatively, the player can fully lean on the evil side of things, taking on the role of villain given to them, to continue the destruction and cause as much damage as possible. Whatever the reason and origin, being portrayed in such a negative light is a very interesting dynamic, especially if the player is only trying to be a positive force in the world, rather than purely evil.
prototype
Not exactly a superhero
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Citizens and soldiers reacted to Alex Mercer with fear.
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Progress is linked to destruction.
prototype Perhaps the best example of how to create a hero who can't be ahead of the hero. Alex Mercer is not wrong or morally gray; He is an unstoppable bioweapon that tears Manhattan apart from the moment his powers appear. Citizens flee on sight, the military treats Mercer as a high-priority target, and the city itself becomes increasingly hostile as players continue to wreak endless havoc.
The world itself feeds directly into this idea, allowing players to scale skyscrapers and jump down from the top to destroy anything in their path, leading to a widespread perception of villainy in the rest of the city. The story also leans towards the bad aspects of the character, never really redeeming the player's actions and maintaining the perception of evil from start to finish. Mercer has also been cast as a villain Prototype 2.
Dying Light 2
Scarier than belief
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You are openly distrusted by most characters.
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Dissatisfaction from entire areas depending on your choices.
While Dying Light 2 Positioning Aidan as a potential hero, the world rarely treats him. His superhuman abilities, violent tendencies, and immunity to infection make almost everyone he meets resentful, with NPCs frequently reacting with fear or outright hostility.
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As the choices stack up, entire districts can turn against the player who benefits from their actions, creating a unique dynamic where allies can still be seen as suspicious. With survival at the forefront for many characters, it's much easier to treat the player as a potential enemy than to risk dying, which leads to many situations where faith is a bigger enemy than the monsters themselves.
Red Dead Redemption 2
Outlaws in a legitimate world
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Arthur is portrayed by many as a bad guy.
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The law is always in dispute.
Red Dead Redemption 2 Tells the story of Arthur Morgan, largely about his existence in a world that is actively moving ahead of him. No matter how honorable the player acts, society treats them as dangerous relics who are destined to fail. Lawmen constantly seek him out, and the cities become increasingly hostile, making it feel like the entire world is slowly closing in on the player from the moment they set foot in it.
The genius lies in how the game doesn't let the player forget their criminal identity. Compassion also feels fleeting, often overshadowed by harsh realities, and no matter how good the player tries to offer, there is still a sense of hatred that is impossible to escape, much like the fate of Arthur himself.
Look at the dogs
In a race from start to finish
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The media portrays Aidan as a domestic terrorist.
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Civilian terror escalates matters during the action.
In Aiden Look at the dogs On the run is the modern equivalent of a villain, no matter how far apart the game's players are, they will always be seen in a deeply negative light. The city is always on edge and full of scared people, driven mainly by the media's portrayal of Aden as a bona fide terrorist. Despite trying to do some good deeds, there is no way to completely remove the villain tag placed on their heads.
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From a gameplay perspective, this fear actually makes a lot of sense, as it's impossible to complete missions or travel around the world without harming a defenseless civilian. Hacking the world may be the only way forward, but the price for innocent people on the outside turns that nobility into fear without any way to undo what's been done.
infamous
A slow descent into corruption
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A system of ethics that engages public opinion.
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Good paths also come with feedback.
infamous is one of the few open-world games that clearly tracks how the player becomes a villain. Cole McGrath's power terrifies the population, and public perception changes dramatically based on the player's choices, whether they go the way of good or are seen as villains.
Even Heroic Paths doesn't erase that fear, as civilians still blink and soldiers still shoot at the scene, ensuring that no matter how good they are, the player remains the enemy. It becomes less about their motives and more about how their power is perceived as a potential weapon for evil, even if they never use it.
The Witcher 3: Wild Hunt
Acting more like a monster than a savior
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Open insults by NPCs, in Geralt's face.
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Findings are defined by moral ambiguity.
in The Witcher 3Geralt constantly saves lives, but the world rarely thanks him or changes its view. Wizards are feared, humiliated, and distrusted at every turn, and the characters of the world are not afraid to show their opinion, constantly beating and clearly demonstrating their opinion that, despite their use, hunters are no better than the monsters they hunt.
This concept remains constant throughout the game. Even when Geralt does the right thing, the results are often grim and far from a vision of true heroism. He may not be a traditional anti-hero, but the world seems to think of Geralt as more of a problem or disaster than a savior out to rid it of evil.
Cyberpunk 2077
Causing problems for everyone in Night City
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V is little more than expendable muscle for fixers.
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Corporations treat V as a major threat.
Cyberpunk 2077 is already a game full of deeply questionable morals, and the player's place in the world is as gray as anyone else's. No matter where they place their allegiance, V will always be seen as evil in some way, whether as a real issue for corporations, or as an expendable tool for fixers.
Quests also reinforce very ambiguous moral choices, never leading to a single good outcome without some costs along the way. V is never the great hero of the story; Instead, they're just another person trying to make a name for themselves with no regard for the people who may suffer when they stand in their way.
Fallout: New Vegas
The most dangerous factor in waste land
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Prestige connects with perceptions.
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Neutrality can be more problematic than loyalty
Fallout: New Vegas This is one of the best examples of how NPC perception can change drastically over the course of a single campaign. Because there are so many factions at odds with each other, one faction may see a player as a valuable asset, while another may see the body as pure evil.
More interestingly, if players choose a more neutral path, their lack of loyalty is actually more likely to be seen as a threat than if they sided with the enemy. Because of how fragile the world and the relationships within it are, it's safe to assume that people are always looking to cause trouble, rather than blindly trusting them and backstabbing, leading to a widespread perception of hatred for those outside a specific ideological camp.
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