Villains - an IFDB Poll

by Victor Gijsbers
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"[T]he thief [in Zork] is important to the development of interactive fiction because he functions as a true villain, not simply an obstacle or opponent.", writes Nick Montfort. Apparently, he moves around, taunts the player, actively hinders his progress, and can be finally overcome. What other games have such a villain?

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Emily Short, September 6, 2010 - Reply
I'm tempted to add Deadline and similar mystery games, but this is tricky because for most of these you don't know which person the villain is. If you're being lied to and (sometimes) thwarted by someone but you don't know which of the suspects is responsible, does that count?
Victor Gijsbers, September 6, 2010 - Reply
I suppose that what is crucial here is that the player feels that the NPC is responsible for and actively engaged in frustrating his or her progress. (Yes, there is a weird conflation of the diegetic and the extra-diegetic there, but I think it makes sense as a description of our experience.) Just lying might not count, but thwarting would. This would be the case even if you don't know who is doing it, but you should be aware that _someone_ is thwarting you. (If you think your items disappear because of natural forces, or bugs in the program, you do not have the experience of villainy.)
Victor Gijsbers, September 2, 2010 - Reply
(In the light of some of the comments below: the list of actions that the thief undertakes was meant as an illustration of active villainy, not as a definition!)
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