Tuesday 10 February 2009

The Myth of Redemptive Violence

Not normally the kind of subject I cover over here in my fanblog, but... this is absolutely fascinating, and bears mentioning everywhere.

Wikipedia article
An excerpt from Walter Wink's original essay on the subject

Even before I got to the point in the Wikipedia article where it mentions videogames, I was thinking, "this is my problem with most RPGs". Discovering this myth allowed me to locate the missing piece that's always eluded me when talking about how I think violence is too often assumed to be the default solution even in games that otherwise promote pacifism; how the concept of a "battle system" undoes the good that many games try to encourage through their storylines; how developers seem to be incapable of realising the conflict between their use of battle mechanics and the messages of their games.

They are incapable of realising it.

It's endemic. "Good arises only when you have defeated (the physical manifestation of) evil; therefore, beat the bad guy" is such a standard plot that even cartoons for very young children feature it. Sure, they'll include caveats so as not to appear too bloodthirsty, like the bad guy retreating while cackling "I'll get you next time!" rather than being killed, but the core plot remains: we mst conflict with the servants of evil, and we must triumph.

If I believed in Satan, I'd be up for saying this is Satan's biggest lie; I certainly now know how Christians feel when they make that kind of statement. Of course, the idea of Satan is in itself forged from this myth, from the idea that an entity can personify evil and that this entity must eventually be hunted down and destroyed, but the sentiment behind at least that statement-- that humanity has, for countless years, operated under the influence of a lie so seductive that the vast majority don't even know they're being seduced-- makes sense enough. We're pretty good, as a species, at telling ourselves lies; it's an unfortunate side-effect of the fact that we make sense of our lives through telling ourselves stories. We're good at telling ourselves that the current hated group of the day is really out to get us, that freedom isn't and by implication never should be free, that the good guys always triumph and, as such, if we triumph then we must be the good guys.

There's nothing wrong with good winning, but the master's tools will never dismantle the master's house, to quote one insightful individual. If we use violence to attempt to best evil, we only play into evil's hands; for there is no such thing as evil, really, other than our oppression of each other with violence in word, deed and thought.

I want to see society stop using the master's tools to try and dismantle the master's house. I want the lie that we should strive to fight evil, to maim evil, to laugh in the face of evil as it dies-- no, even to reluctantly glance back at the fallen corpse of evil, and say "it was regrettable, but it had to be done"-- to be undone. Because evil isn't a living thing; it's a concept. What lies before you is no more or less than the corpse of a being that was once alive, slain by evil itself. You can't kill evil, can't stick a knife through its heart.

And that disturbs people who've been raised on the myth of redemptive violence, because they feel powerless unless they can lash out, unless they can stab, unless they can subdue, because that's what society tells us winning is. And that's why we need to stop teaching people that myth, because it makes us feel sure that to do good, one must hurt evil, and leaves us feeling hollow when we can't hurt, when we can't attack, when we can't conquer. Most people would feel unsatisfied if they got to the end of an RPG and there was no final boss battle. We need the "satisfaction" of defeating our enemy. We need it because we've been raised on the myth of redemptive violence.

Once we recognise that this is holding us back, as a species, from resolving all of our problems, we'll finally begin to grow. I'm confident the world will come to realise it in time. After all, so many of you already do.

Peace won by the sword will fall by the sword. I've always thought this statement was profound; turns out I hadn't even realised the extent of its profundity until now. With one carefully-tuned phrase, Mir both echoes both the words of feminist writer Audre Lorde and attacks-- no, not attacks; she rebuts; see how easily it creeps into our language-- the myth of redemptive violence. Tellingly, she says this when you're about to kill her, when you take the bad path in AT1. Even more tellingly, perhaps, she says this even while preparing to fight you, even after a lifetime of fighting. She knows it's true, but she can't escape, because the myth is such a seductive one: just beat the ones oppressing you, and your oppression will be gone! But it doesn't work like that, because every act of violence is an act of oppression, and the oppressed, and those who cared for them, will strike back in turn; and on it goes.

This is the lesson Mir teaches. This is the lesson that, if you fight against her, she recognises yet fails to embrace the whole way, because someone has to drop the sword first; and if it's not you, why should it be her? Why should she concede? It shouldn't have to be any of us, we think, but it needs to be one of us, because, as the bad ending shows, otherwise the violence never ends. It needs to be one of us, even if that one is the one who was attacked first. Even if we're in the right. Even if we have every reason to want to fight back. Someone has to. Someone has to, or else no one will.

5 comments:

Anonymous said...

Most people would feel unsatisfied if they got to the end of an RPG and there was no final boss battle. We need the "satisfaction" of defeating our enemy.

I'm not sure whether that is generally true. To remain interesting, games are expected to pose challenges to the player. There may be unrealistically difficult optional battles (as with the Child of Light), lengthy side quests, or mind-bending optional dungeons featuring sadistic puzzles, but it's generally agreed upon that even if you don't pursue any of the optional challenges offered by a game, there is a milestone challenge that must be overcome for the game to be "finished". Personally, I think I would be more disappointed by the absence of a milestone challenge than the absence of a final boss battle.

Given that the significant majority of story-related quests involves overcoming hordes of random encounter opponents, it seems reasonable to present the milestone challenge as a battle with the entity who was apparently responsible for creating the situation in which the viewpoint character became involved.

I am sure the story could be told in a way that allows it to conclude without violence, but what can be offered in place for the definitive milestone challenge?

Anonymous said...

Thinking more broadly on the subject of redemptive violence, it seems easier to say that "this person is responsible for all of my frustration" than to identify exactly what the sources are. Even though the moral of the story may be that Zeromus^H^H^H^H^H^H^H evil will always exist for as long as there is darkness in people's hearts, I think neither the players nor the world being saved would be too keen to accept that the world is in the bad shape it is now because it's all their fault.

It isn't all their fault. Some of the fault lies with a subset of elements within a subset of people, and by association, everyone kind of gets involved and contributes to the overall problem... Either they are all at fault collectively, or none of them are at fault. And defeating the world that the hero party is trying to save isn't typically an acceptable solution, though it's been done (endgame spoiler, can't even safely name the game it belongs to).

Ultimately, the populace is forgiven and they strive to create a better world with acknowledgement to the mistakes of the past. Nothing definitively prevents similar mistakes from happening in the future. Every ending that makes use of redemptive violence is inconclusive.

... I think I've lost track of the point I was trying to make. Um... Even though it's said that any one person can make a positive difference in the world, it's much harder for anyone to take responsibility for mistakes that have already been made. Even when a leader says that they assume all responsibility for taking a given course of action if the results turn out to be negative, can they take responsibility for an outcome that is only possible because everyone chose to (or were forced to) abide by a system rules and interactions that made the outcome possible? Maybe the whole notion of needing someone or something to blame is misguided. Redemption may not be desirable or feasible.

There's something about the sentiment that anyone can make a positive difference in the world by making a small contribution to a worthwhile cause... It's like saying, we don't care who you used to be or how you used to be. We care only that you want to help now, and we gratefully accept your help.

Anonymous said...

Deciare: Sounds like you're describing what I think of as "consistency of experience". When the beginning and middle of the game are full of battles, one expects the end to be a battle too. It'd be just as jarring to play a game there the beginning and middle *didn't* involve combat, and then find a battle at the end.

Or, to put it another way, one expects to be playing the kind of game one originally signed up for.

... I don't have time to say anything more about this before I have to go to work. `.`

Anonymous said...

I love this entry and its comments. You guys rock.

Deci, your FFIV reference puts something in my mind: What if the challenge is to figure out how to beat the final boss, and fighting is the wrong answer-- as with the Paladin's trial? After a game full of battles, you do expect more battles.

So suppose you get into the normal battle screen, but the answer is not fighting, but some other action? Something you really won't expect. It doesn't have to always be "not fighting"-- in fact, it shouldn't be, or after having seen one or two games like that, people will know the obvious answer-- but rather, just, something you don't normally expect. It will still feel like a huge challenge-- a huger one than usual-- because figuring it out will be pretty hard.

I have seen one game, to date, use exactly this technique for the final boss (but I won't say which, because, for obvious reasons, hearing about it spoils it!) Although I've definitely seen elements of it elsewhere, such as bosses where you have to use a certain item to distract them.

Anonymous said...

Something interesting about Ar tonelico in relation to this is that Lyner effectively offers to drop the sword *twice* - once at the end of phase 2, which is summarily rejected, and once in the "good ending" path. (One of the things that actually bothers me is that until you've actually made some progress towards finding a better solution in phase 3, there doesn't seem to be any reason to believe that one even exists. You just have to assume that Tastiella has some reason for barring your path, since she's not willing to explain why...)