Character Flaws
Video game aficionados have long clamored for competitive multiplayer games that allow players to act as the villains and vanquish their friends, the heroes. In this post, I will explain how every game in your collection can be transformed into the interactive experience I just described.
The process begins with a simple change in philosophy. In order to assume the role of evil mastermind, one must first view the traditional hero of the game as an enemy. By extension, this also makes whoever is playing the game an enemy, be it a friend, roommate or, ideally, a preexisting enemy. Forming a relationship with the person holding the controller through common interests will enable a covert attack from behind hero (enemy) lines. A truly committed saboteur may wish to marry his/her target. This is recommended only for those who are absolutely diabolical.
To play as a mini-boss, study the primary tool of the hero and use it against him. This controller has only one button: the power button on your enemy’s (the traditional hero’s) console. Advanced weapons in the arsenal of evil include any cords that plug into the wall, the eject button, remote detonation devices and grenades. Turning off the game system (or destroying it) before the player has the opportunity to save his progress results in a win of an imaginary prize (or a new enemy) and the loss of a friend (and possibly a video game console).
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All good suggestions Jim. I have also seen tactics such as tickling, walking in front of the screen, and verbal distraction used to great success.
Cooperative multiplayer games are another good source of evil inspiration. Consider the innocent combination of being able to pick up things and the idle presence of bottomless pits. When mingled together by a proper evil mind, we are left with only the most expensive form of tax…death. If it takes place in a swamp or near lava, all the more diabolical indeed.