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What was a profound moment that a video game caused you to experience, and why?

The moment that inspired this question:

A long time ago I was playing an MMO called Voyage of the Century Online. A major part of the game was sailing around on a galleon ship and having naval battles in the 1600s.

The game basically allowed you to sail around all of the oceans of the 1600s world and explore. The game was populated with a lot of NPC ships that you could raid and pick up its cargo for loot.

One time, I was sailing around the western coast of Africa and I came across some slavers. This was shocking to me at the time, and I was like “oh, I’m gonna fuck these racist slavers up!”

I proceed to engage the slave ship in battle and win. As I approach the wreckage, I’m bummed out because there wasn’t any loot. Like every ship up until this point had at least some spare cannon balls or treasure, but this one had nothing.

… then it hit me. A slave ship’s cargo would be… people. I sunk this ship and the reason there wasn’t any loot was because I killed the cargo. I felt so bad.

I just sat there for a little while and felt guilty, but I always appreciated that the developers included that detail so I could be humbled in my own self-righteousness. Not all issues can be solved with force.

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  • Many years ago, my 2 kids an me playing multiplayer COD 2, I had 3 networked PCs we went in the map and worked together, I was in the first floor laying down with my sniper rifle, the kids were covering the stairs behind me, we owned that map, working together it was an amazing and thrilling experience for all of us, we talked about it for ages afterwards and was the started of many great COD multiplayer sessions for us.

  • That moment in Papers, Please where they say they're reassigning the guards, and issue you a rifle with three shots in a locked drawer in your desk. And you're doing your paperwork, and there's a siren, you look up and a guy is hopping the fence. You scramble to get the gun out and shoot him but he already threw the bomb.

    It's kind of amazing how immersive that moment was. The panicked scramble to take in what was going on, know what to do, scramble for the key, line up and shoot someone.

    Look I've shot a lot of people in video games. Mowing down nazis, taking the gluon gun to HECU marines, I've probably shot Heavy Weapons Guy in the face 900,000 times over the decades, just him.

    But that one got me. In that deliberately low res game about border crossing paperwork, that one made me feel like I actually just killed someone.

  • Journey for PS3 and PS4. Love. Peaceful. Serenity.

    • I was coming here to say Journey. Its difficult to put into words what exactly the experience I had was, but it was absolutely profound.

  • It wasn't exactly profound so much as it was a sudden appreciation for just how deep the game had gotten its hooks in me.

    The end of Persona 5.

    I was sad because it was over, but not just because I liked the game, I've experienced that before with plenty of others. What I felt at the end of that game was something I'd never felt playing a video game before, and that was a sense of loss. I didn't just want to play more of the game, I wanted to spend more time with these characters. I'd gotten so attached to them, and so into the life sim aspect, that when the credits rolled, it felt a little like I lost my friends.

    Now granted this was during covid, and I was quarantined alone, having not been able to see my actual friends in months. Burning through Persona 5 became my primary unwinding activity for a few months, and as I got deeper into it, I spent solid days with it. So it's fair to say I was in a very susceptible state of mind to attach myself to some characters.

    But even without that, I think that game really hit something special for me that made me temporarily forget these weren't real people, and for a fleeting moment, I felt a profound sadness at their absence

    • I felt like this after playing Persona 4. Atlus has weird and kinda crappy business practices but their writers are good at least.

    • Did you play Royal or just vanilla P5? P5 Royal extra content is well worth it IMO.

    • Persona is definitely one of those games that really hits you when it's over. In part I think it's cause it's just so damn long. You spend a long time getting attached to characters and it being your daily activity. But also, the format of the games is just very relatable. Sure, it's got fantasy elements, but the school and calendar format grounds the game into something more relatable. The game's story is heavily focused on building up friendships.

      Plus that fantasy element plays a part. It's what makes the game world something unachievable for the real you. You'll never have the grand, world-saving adventures of the video game. You could make some friends and such, but you'll never bond over saving the world or catching a killer or the likes. The end of games like Persona tend to make me think a lot about that.

      I've seen this called "post Harry Potter syndrome" or "post anime syndrome" before. It's very common for a variety of works, but I think the recurring theme is usually that you invest a lot of time into a character driven work where building friendships and some kind of adventure is the key element.

  • In Final Fantasy XIV, the Shadowbringers expansion (HUGE SPOILERS AHEAD). Through the vanilla game, and then two expansions, you're either directly or indirectly fighting the Big Bad Guys, whose motivations, history, and abilities are largely unknown to you.

    But in Shadowbringers, one of them just kind of... hangs around. Not in the nefarious cloaked form, but as a hyper-powerful sometimes companion that you're not strong enough to fight, and you can use the little help he gives, even if you don't understand his motivation.

    Then, over the course of the expansion, you learn more about the guy, learn why he and his group are doing what they do, and as horrible as it seems, it makes perfect sense. And from an objective, 3rd person view, he's right. He even takes you to the Final Day of his world... and the beginning of yours. But even though he's existed for thousands of years and has seen the entire history of your world, he's finally at the point where he can see your side. But he can't stop, because he's fighting to fix his world. And you can't stop, because you have to save yours. And the irony is that both are trying to save the same people, the same world, but either of you winning means the end of one or the other's version of it (think a reverse Tuvix situation).

    It was just such a deep feeling to know the other side was right, but still having to fight against them because it would be wrong not to.

    Also the music slaps. Especially after summoning 7 other "fragments" of yourself to give Big Man a smackdown.

    • Agreed.

      !I find myself in the "Emet-Selch" is unredeemable camp just due to all of the mini-apocalypses he causes in pursuit of his goal and all of the lives he took, but he is absolutely sympathetic and I understand his perspective.!<

      !He believes that mortals are not alive in the way that he is alive, and therefore killing mortals is a mercy. It means restoring their souls back to the true state of being in their utopian society. But I think he decided that he must believe that to be the case, otherwise it would mean accepting the horrible things he's done, which would utterly break anyone who believes themselves to be good.!<

      !And I think that's why he is in the state that he's in. Part of him has, deep down, accepted the value in mortal lives, even though he denies it. He loved his family in Garlemald, at least to the extent that losing them caused him grief. His whole reason for helping the Warrior of Light in Shadowbringers was his last attempt to prove that mortals deserved to live after all, and his final confrontation was effectively suicide by WoL, because he could never accept that and continue living with the burden of that sin.!<

    • Here is an alternative Piped link(s):

      music

      Piped is a privacy-respecting open-source alternative frontend to YouTube.

      I'm open-source; check me out at GitHub.

  • When I was around 8 years old I was lucky enough to get a PS2 for Christmas. Because I was young, my dad and I usually played games together so he could help me out if things got tough. One of the first games we played on the PS2 was ICO. My dad picked it up in the whim because he thought the box art was interesting knowing basically nothing. I still remember when the first cutscenes booted up and our jaws dropped to the floor. It was so much more beautiful and cinematic than any we had played. It was one of the first time I truly felt transported another world and I grew so attached to the horned boy and glowing girl. We played it every day and, talked about all the mysteries and theories we about it when we weren't. When we finally defeated the epic last boss fight against the dark queen and the Castle start collapsing I got scared for the horned boy and glowing girl. I couldn't tell you how long it actually took for the final scene to appear but it felt like forever. When I saw my lil horned friend finally escaped the castle and was on a beautiful beach with a boat he could be able anywhere, I couldn't help but to start crying it was just such a great ending and was so cathartic after going through a dark and mysterious castle for so long.

    I think it really changed the way I thought about the medium. That a game where I couldn't really tell you what exactly what was happening and had no understandable dialogue could move me so much changed the way I thought about the medium and media in general. Nobody can ever convince me games are not art because I know I connected to ICO in a way in a way beyond just having fun. The fact it's been over 20 years and I still recall my emotions so vividly I think is a testament to the power of video games as an artistic medium.

  • Subnautica...when I was so immersed that I went too deep...didn't have enough time to return to the surface to breathe...and then looked up in anguish and saw that dreaded refraction "circle" hundreds of meters above you... THE DEEP HAS YOU, THERE IS NO ESCAPE

395 comments