The penalty for murder is remorse. This game isn't a deathmatch because some people have a sense of humanity, of empathy. I've run into people in the northlands with tense situations that have ended in both parties surviving by way of communication. A need to preemptively strike for fear that the other will do the same will certainly lead to many deaths, but when communication is made that human link creates a bond of sympathy that will either be torn by lingering paranoia, sociopathy or, on the other hand, with those chance encounters between two good hearted individuals nobody has to die.
Between the sociopaths and the fearful many people will be killed, but it's hardly a deathmatch, there's still a great number of people out there with a sense of empathy. You look at the player killing videos on youtube and you see the favorability split 50/50 between thumbs up and down. There's a feeling of injustice, of cold inhumanity that gives us a sick sensation that something wrong and horrible has happened that we can't just put behind us. For half of us there is consideration or guilt, for another quarter there is fear and justification, and finally there's sadism.
Not everyone is cold blooded, there's a lot of death, but that's not all there is. I think the balance of our humanity, our actual humanity outside of the game, not the little number in the top right gives Day Z its balance. It doesn't need to enforce these things, it mimics a broken society and all of the variety in its inhabitants.
Unless we get flags/effects for murder, this game will just be Deathmatch.
in DayZ Mod General Discussion
Posted
The penalty for murder is remorse. This game isn't a deathmatch because some people have a sense of humanity, of empathy. I've run into people in the northlands with tense situations that have ended in both parties surviving by way of communication. A need to preemptively strike for fear that the other will do the same will certainly lead to many deaths, but when communication is made that human link creates a bond of sympathy that will either be torn by lingering paranoia, sociopathy or, on the other hand, with those chance encounters between two good hearted individuals nobody has to die.
Between the sociopaths and the fearful many people will be killed, but it's hardly a deathmatch, there's still a great number of people out there with a sense of empathy. You look at the player killing videos on youtube and you see the favorability split 50/50 between thumbs up and down. There's a feeling of injustice, of cold inhumanity that gives us a sick sensation that something wrong and horrible has happened that we can't just put behind us. For half of us there is consideration or guilt, for another quarter there is fear and justification, and finally there's sadism.
Not everyone is cold blooded, there's a lot of death, but that's not all there is. I think the balance of our humanity, our actual humanity outside of the game, not the little number in the top right gives Day Z its balance. It doesn't need to enforce these things, it mimics a broken society and all of the variety in its inhabitants.