Violence, and our accepted roles

You raise your weapon, hesitate, and then fire because the game will not continue if you don’t act.

The hesitation is worth sitting with. Something in you recognized the weight of the moment, registered a flicker of resistance, and then moved through it. The button was pressed. The animation played. The enemy fell. And the game kept going.

What happened in that pause?

This is the question that a particular set of contemporary games have started asking. Not “was your character morally justified?” These games are asking something harder: what does it mean that you were the one who did it? Not a character whose cutscene you watched. Not a soldier you commanded from a top-down view. You, the person holding the controller, the one whose thumb moved.

Games are uniquely capable of posing this question because they are structurally, systems of enrollment. No matter how you see it- You cannot play a game and remain a bystander. The medium eliminates spectatorship as an option. When a typical media film depicts an atrocity, you can look away. When a novel stages complicity, you can close the book. When a game requires violence as the condition of progress, there is no outside position available. You either participate or you stop playing, and stopping playing is rarely framed as a meaningful act. It is framed as failure.

Bastion, Slay the Princess, Papers, Please, and Bokura: Planet are all built around this fact. They are not games that happen to contain difficult moral moments. They are games that use your required participation as the argument. Each one constructs a system, gives you a role inside it, and makes forward progress contingent on compliance. By the time anything feels morally complicated, you have already acted. The discomfort arrives after the fact, not before it. That is not a design flaw, that is the intention. What these games are exposing is how complicity actually works. It does not announce itself and doesn’t ask for agreement upfront. It gives you a job, a narrator, a next objective, and it lets the moral weight of your actions accumulate quietly while you are busy moving forward.

I. You Were Never Just Obeying

Hannah Arendt, writing about the Eichmann trial in “Personal Responsibility Under Dictatorship,” makes a distinction that explains the problem with compliance. In any bureaucratic or political system, we tend to describe participation as obedience. Soldiers obey orders. Functionaries obey directives. Clerks obey procedures. But Arendt insists this framing is off. What obedience actually describes, when applied to adults, is support. “If I obey the laws of the land,” she writes, “I actually support its constitution.” The person who follows an order is not a passive bystander. They are an active sustainer and without their participation, the system cannot function.

The reason that this matters for games is that games are exceptionally skilled at making support feel like obedience. They dress player enrollment in the language of instruction. Move here. Defeat this enemy. Collect these cores (items) to advance in the game. The directives feel impersonal, procedural, and obviously correct. The player does not think: I have decided to do this. The player thinks: this is the next thing. There is a profound difference between those two mental states, and the best games in this category exploit this mental model of not questioning the validity of the actions until it’s already happened.

Bastion sets up this dynamic quite well. You are the Kid. A post-apocalyptic world of floating islands surrounds you, devastated and perilous. Rucks, your narrator, accompanies every action with warm and assured commentary. When you cut through creatures blocking the path, Rucks provides immediate rationalization. “The best thing we can do for those beasts right now is put them down quick and clean… it’s either them, or us.” When you destroy the settlements of the Ura, an indigenous people whose land Caelondia colonized and then attempted to genocide, Rucks frames it as necessary. When you kill Ura warriors using a miniature version of the very weapon that caused the original genocide, he says he does not want to look too closely at what happened to them because he is “trying to undo it.”

Bastion makes the killing feel like the natural expression of movement through space. You are not deciding to commit colonial violence. You are moving forward, and the Ura are in the way. But Arendt’s point stands: you were supporting its logic.

By the time the game reveals the full weight of what has been done, you have already committed most of the violence. The moral revelation and weight of your actions does not change the past. Rucks knows what he has been asking. And so, by that point, do you. The game sets up the structure clearly: the system provides a role, the role provides justification, and the justification arrives before the moral weight and realization does.

II. Comfortable Roles

Thomas Nagel, in “Ruthlessness in Public Life,” is interested in how roles and offices provide moral insulation to the individuals who occupy them. Public figures, soldiers, administrators, and clerks commit acts in their official capacity that would be unambiguously wrong if committed as private individuals. And yet, the sense of personal moral responsibility rarely attaches cleanly. “They act as office-holders or functionaries,” Nagel says, “and thereby as individuals they are insulated in a puzzling way from what they do.” The office gets between the person and the act so somehow the role absorbs the guilt.

Earlier, Arendt establishes that participation is support. Nagel then shows us the mechanism by which this support becomes comfortable: the role is not just a social position. It is a moral technology. This role distributes accountability so widely across an institution that no individual ever holds enough of it to feel the full weight. This is the architecture of Papers, Please.

You are an immigration officer at the border of the fictional state of Arstotzka. Documents arrive and you check them against a shifting rulebook to provide or deny entry to people at the country’s borders. The game strips the job down to its essential procedure. Over time, the rules expand, the amount of exceptions multiply, and the edge cases accumulate. For example, a man’s visa could be expired by one day. A woman’s name might not match her work permit. A family arrives together but only one of them has valid papers.

The game frames each of these as a procedural question, not a moral one. Is this document in order? The role says: check the documents. And so you check. The role says: enforce the rules. And so you enforce them.

What makes Papers, Please so precise as criticism is that it makes you feel how bureaucracy works on the conscience, not just how it functions as a system. The paperwork turns judgment into procedure. You are not making broad ethical decisions in the abstract. You are comparing dates, checking seals, matching photos, and following rules that feel precise and absolute. People become boiled down to cases. These cases become forms, and these forms become monotonous work. That transition happens gradually enough that you do not notice it happening.

The game also makes refusal expensive in a way that is completely honest about how systems sustain themselves. Miss a quota and your family goes cold. Enforce a rule that separates a husband from his wife and the salary that keeps your daughter fed arrives. The system is not asking you to be cruel. It is asking you to be competent. Cruelty is just what competence looks like from the other side of the window.
Nagel argues that some of this moral insulation is structurally justified, that public institutions necessarily operate on different moral logic than individuals. But he is also clear that this insulation has limits, and that beyond those limits there is no substitute for refusal.

The trouble is that Papers, Please shows exactly why refusal almost never comes because the cost of refusal is personal and immediate, while the cost of compliance is abstract and distributed. In the game, your family is cold now, but the man you turned away is someone else’s problem, in a system designed so that his suffering is no one’s problem.

The repetition in Papers, Please also contributes to this issue. The longer you sit at the desk, the more the border becomes a routine instead of an abstract moral decision. That routine is what makes the player start feeling emotionally distant. Even when the game gives you a story about someone fleeing danger, or someone hiding a crime, those moments do not remove the larger pattern. The game keeps placing individual human stories inside a system that demands you treat them as administrative problems, and it makes you realize you have already started doing exactly that.

III. The Blade and the Mirror

If Papers, Please demonstrates how a role can make harm procedural, Slay the Princess demonstrates something more unsettling: how a narrative voice can make harm feel urgently necessary, even righteous, and then strip that justification away and make you look at what you did with it.

The game begins with a voice telling you that there is a princess in a cabin in the woods, and that you must kill her. If you don’t, the world will end. The logic is simple, and the stakes are high. And so, you descend the stairs with a blade.

What happens next is the game’s argument. The princess does not stay dead. The world does not end if she lives. The Narrator, whose authority seemed absolute at the start, turns out to be unreliable, partial, afraid, and invested in particular outcomes. Each route through the game presents a different version of the princess, a different version of the threat, and at times, a different version of you. In one route, your hesitation produces a monster. In another, your violence produces a god. The game is constructed so that no action, including inaction, remains clean.

This maps precisely onto what Arendt identifies as the moral failure that made mass participation in atrocity possible: the suspension of judgment. The Narrator provides the framework within which action feels justified, and the player, relieved of the burden of independent judgment, acts within it. Arendt argues that the people who did not collaborate under Nazism “were those whose consciences did not function in this, as it were, automatic way, as though we dispose of a set of learned or innate rules which we then apply to the particular case as it arises.” They judged while the others did not judge at all. They applied a system.

The Narrator is this system. His voice arrives before you have even seen the princess. His framing of the princess shapes every interpretation of what you encounter. When he insists the princess is dangerous, the visual evidence is made to fit this given mental model. When he insists her death is necessary, the player thinks: this is the situation. There is no other way. The player is immediately motivated to keep killing this princess and accepting this role as hero, without thinking to question these intentions or instructions in the first place.

Undertale exists as one counterargument here. Its pacifist run proves that a game can be completed without killing. But what Undertale’s structure actually reveals is how effortful refusal has to be when a system is built for violence. Every system in the game assumes damage as the default interaction. Playing pacifically requires sustained, deliberate resistance against the game’s own logic. It is possible, but it is hard. The fact that it is hard is precisely the point: Undertale makes this refusal heroic rather than neutral. In Slay the Princess, there is no pacifist run. The blade is always already in your hand when the game begins.

IV. What You Can Never Know

Then there is Bokura: Planet. Bokura is a cooperative game played by two people simultaneously. Each player inhabits a different character, with a different perspective, and crucially: each player sees things the other does not.

I played as a character, a convict artificially installed with the memories and emotional architecture of fatherhood, exploring a ruined planet with what I believed was his son. The fatherhood was a fiction engineered by the game. But the feeling was not a fiction. The protection I felt for this character, the weight of decisions made on his behalf, the grief when things went wrong: none of that was fake. Yes, the initial role was artificial, but the response to the role was not.

What makes this more than personal is what the game does with it structurally. The beings you are required to kill to move forward, the ones who block the path, who seem threatening, who need to be eliminated for the mission to continue, turn out to be ancient humans. Their bodies have been changed beyond recognition by mutation. They do not move like humans. They do not sound like humans. They are judged by their observable traits: strange movements, alien screams, bodies that violate the expected form. On the basis of those observable traits, they are categorized as targets.

The game lets you kill them before it tells you what they are.

Then it tells you what they are.

This revelation does not undo the violence. You reduced a being to its observable surface, categorized it as acceptable to harm, and acted. That is the same process Nagel describes when he talks about the moral insulation of roles: institutions permit harm by removing the individual will from the moment of decision. You cannot know what it is like to be another person from the inside. You can accumulate information about them. You can watch them, listen to them, reason about their situation. But the inside of their experience remains inaccessible. The mutated humans do not look like people who have experiences worth protecting. That is how the system processes them, and that is how players in the game processed them.

V. Clean Hands

Arendt’s most interesting claim in “Personal Responsibility Under Dictatorship” is about the people who did not participate. The nonparticipants, she argues, were not morally superior because they had a better ethical framework. They were morally different because they asked themselves to what extent they would still be able to live in peace with themselves after having committed certain deeds. They refused to support the system not because they calculated the correct outcome, but because they could not live as someone who had done it. They chose withdrawal because participation would have made them someone they could not be.

“Clean hands” for Arendt, are not produced by correct reasoning applied to difficult situations in real time. They are produced by refusing to enter the situations in the first place. And in games, by design, you cannot refuse to enter. You have already entered. You sat down, you pressed start, you accepted the terms. Whatever happens next, you are not a bystander.

The games in this essay know this about themselves, and they use it deliberately. Bastion builds colonial violence so normalized that you kill for hours before the narration offers the faintest flicker of moral doubt, and by then the doubt arrives as acceptance. Papers, Please makes you feel the salary arrive each time you enforce a rule that separates a family, and makes you feel the cold (and disease) when you don’t. Slay the Princess puts the blade in your hand before you have had time to ask why, and then makes you watch your own reasoning in the mirror. Bokura: Planet gives you a relationship, makes you invest in it, makes you act on incomplete knowledge, and then tells you that everything you thought you understood was wrong and that the beings you killed on the basis of that incomplete knowledge are gone.

The point is not that these games want to make you feel bad. The point is that they remove the comfortable fiction that the player is an observer who happens to be steering the wheel. They make you recognize that you were always, already, inside the system. That accepting to play the game meant accepting the role you’re taking on. And that accepting the role is not a neutral act. You were not obeying. You were supporting.

Nagel argues that some moral insulation is structurally justified, that public institutions necessarily operate on different moral logic than individuals, and that the office between the person and the act sometimes serves real functions. But he is clear that this insulation has limits, and that beyond those limits there is no substitute for refusal. The trouble is that the games examined here, and perhaps the systems they model, are built precisely so that the moment of possible refusal is obscured. The decision to participate was made before the first difficult choice arrived. By the time you know what you have gotten into, you are already in.

What games can do that other media cannot is not simply depict this structure. They make you live inside it. Only a game can make the stamp move under your hand, can put the hammer in the swing, can give you a cooperative bond with another player and then reveal that bond was built on incomplete knowledge and is now irreversible.

The discomfort that follows is not a feeling about a character. It is a feeling about yourself. About what you did, what you supported, what role you accepted before you understood what the role required.

There is no ending in which your hands are clean. That is what these games are arguing. Not that you are a bad person. Not that the system is evil in some legible, resistible way. Only that you were in it, that you kept it running, and that keeping it running was never the same thing as having no choice.

You hesitated. Then you fired.

What happened in that pause was the closest you came to refusal. And then it closed.

About the author

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