Hero Or Villain?"
IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA
CHAPTER I
INTRODUCTION
1.1 BACKGROUND OF THE STUDY
In fictional works, in this case, interactive fictional works like video
games, there are characters in the narrative, and the characters consist of
protagonists and antagonists. A protagonist is described as the center of the story,
the one that is close to the audience and the one who makes a decision and
experience the consequences, however not necessarily the same as the hero.
(Duncan, 2006). A hero is defined as the person that the audience will root and
support. (Vogler, 2007). In many medias especially video games, a hero is often
associated with having a strong sense of justice and always doing for the sake of
greater good (GamesRadar, 2018). The opposite of a hero is a villain, in which
Vogler (2007) describes it as the enemies and the one who stands against the hero,
and the audience will root for their loss. Antagonist, on the other hand, is defined
as someone who stands in opposition to the protagonist, who will also become the
force for the protagonist to develop and move in the story, usually takes the form
of villain but not necessarily has to be one (Blaisdell, 2018). From the definitions,
it is certain that the protagonist, hero, antagonist, and villain, have different
definitions. These definitions mean that everyone who is the center of the story is
a protagonist, but not all protagonist is a hero. The same as an antagonist, who is
someone that stands in opposition side of the protagonist, but not all villains are
1
SKRIPSI "HERO OR VILLAIN?"... DITYANING PRESVIANTI PUTRI IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA
an antagonist. Because the protagonist is the one who is most often with the
readers of the story and who the readers can relate themselves to (Harper, 2019),
the readers would assume that the protagonist is a hero, while in fact, they are
different even back in Ancient Greece times (Storey & Arlene, 2008). The
protagonist can be a villain, and the antagonist can be a hero, and vice versa, it
depends on what kind of perspective the story takes.
In interactive fictional works like video games, the protagonist that the
players are controlling also has certain moralities that the player can agree or
disagree with. According to Harris (2006), morality is an ability to recognize
whether our actions are beneficial or harmful to other people, to cause happiness
or suffering to other people. Actions committed by humans can be considered
either as of right or wrong because every action has consequences, and whether
the consequences are beneficial or harmful for other people, and humans’ ability
to recognize actions that are good and bad is called morality (Haidt & Kesebir,
2010). In video games, there are many instances where players are encouraged, or
even forced, to do things that are morally questionable (Gotterbarn, 2010). Grand
Theft Auto, for example, is a game that rewards players for doing an act of
violence, racism, and discrimination, or even requires players to do such things to
progress and finish the game (Anderson & Bushman, 2001). Last of Us is also a
game where morally questionable actions are the only way to progress, such as
when the protagonist has to kill fellow survivors of the outbreak and even eats the
human meat to survive (Green, 2015). However, there are also games that players
can enjoy without having to do questionable actions, such as The Sims where
2
SKRIPSI "HERO OR VILLAIN?"... DITYANING PRESVIANTI PUTRI IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA
players manage a household and help their individuals to survive, without the
need to do something bad.
In Indonesia, with most of its citizens are Muslims, they interpret morality
through the Islamic point of view, while also keeping the democratic principle in
the country (Brenner, 2011). Because Indonesia is a democratic country with
most of its citizens are Muslims, the law that is established in this country is a mix
between democracy and law, which sometimes conflicts between one another. In
consequence, Indonesian’s understanding of morality is a combination of their
own culture, religion, and democracy, in which all three of them may clash. And
when that clash happens, people are in confusion and in separate opinions
between which one out of the three to follow, some follow their cultural
background and understanding, some others follow their religion’s that they
strongly believe in, and the others are following the government’s law. To sum it
up, Indonesia has different opinions about morality, depending on which of the
three aspects that they follow, understand, and believe the most.
Not only people’s own beliefs, but gender differences also affect people’s
opinions about certain problems, and certain people, especially regarding
morality. According to Gilligan & Attanucci (1988) and their theory of moral
orientations, men and women have different ways in case of life orientation, in
this case, the concept of self and morality. Gilligan and Attanucci believe that men
typically have justice orientation (also known as rights orientation) because of
their individualism, defining identity with an occupation, as well as their
preference in fair rules, and regard morality conflicts as an interesting issue of
3
SKRIPSI "HERO OR VILLAIN?"... DITYANING PRESVIANTI PUTRI IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA
conflicting rights (Walker, 2006). On the other hand, Gilligan and Attanucci
believe that women have care orientation (also known as response orientation)
because they perceive identity as connected with other people and concern with
self as well as others, along with the tendency to keep good relationships in any
situation, regarding morality conflicts as an interesting issue of conflicting
responsibilities (Walker, 2006). Gilligan (1988) also adds that while moral
orientations are gender-related, but they are not gender-specific. This means that
gender is also an important factor in influencing someone’s perspective in viewing
morality issues, because men and women view problems differently, interpret
them in their different way according to their characteristics.
In most videogames, usually, there is a clear difference between the right
and wrong actions when the choice happens, so players can avoid wrong options
at ease and lean more to the correct choice to do, especially when some games are
biased to one certain answer as it hints players to choose one particular, correct
option (Heron & Belford, 2014). Protagonists are controlled by players and are
encouraged to do heroic actions to defeat against villains, thus becoming a hero.
Though recently there are games where the lines that differentiate between heroes
and villains are blurring, leaving only protagonist and antagonist, such as a game
by Lucas Pope in 2013 titled Papers, Please mentioned in Heron & Belford’s
research (2014) where the players are given choices that are morally right and
wrong—such as whether or not to let an immigrant with no valid documentations
to run away from the country that is trying to kill her into the country of the
player—but the circumstances happening in the game makes it hard to choose the
4
SKRIPSI "HERO OR VILLAIN?"... DITYANING PRESVIANTI PUTRI IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA
morally “right” thing. The player will be punished for citation and do not get a
salary to keep their families alive if they let the immigrant in, but the immigrant
will be killed if the player does not let her in. There are also rebel movements
happening in the game, in which players can join if they desire to do so and betray
the country, or to stay loyal to the communist country they work in, or to escape
to another country where things might be better. The heroes and villains' role is in
blur here, and leaning more to protagonists and antagonists and it is unclear which
one is right and wrong since every person has their reasons. Videogames
nowadays are trying to promote moral ambiguity to make the experience realistic
to the players, and to make the game more enjoyable to the players, where the
“right” and “wrong”, as well as who is the “hero” and “villain” depends on from
which perspective the players take, and which side that the players choose.
However, in some instances, there are times when a character does not
have to be categorized in either “hero” or “villain” category. While normally in
fiction, people can clearly distinguish between hero and villain characters, there
are times when the audience thinks that a certain character belongs to neither.
Such characters are called “ambiguous characters”, by literary scholars such as
Ealy (2004) and Strimel (2005), to refer morally complex characters. Krakowiak
and Oliver (2012) later use the term “MAC” that stands for “Morally Ambiguous
Character” to describe them, also categorizing characters that are capable of doing
both good and bad things at the same time as one. Other lecturers argue that even
anti-heroes are considered in this category (Kleemans et al., 2016) even though
according to TVTropes (2020) anti-heroes are different since they are still
5
SKRIPSI "HERO OR VILLAIN?"... DITYANING PRESVIANTI PUTRI IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA
considered as a hero even though their actions sometimes are not heroic. Heron
and Belford’s research (2014) about Papers, Please game as mentioned above has
a human working as border patrol in a fictional communist country called
Arstotzka as the protagonist, and depending on the players’ choice, he can fall into
this category. Players can choose either to save refugees who are pursued by
murderers, bring justice by detaining murderers, obediently follow all orders from
his country even though some are questionable, or join mysterious rebel forces by
letting terrorist attacks happening at the country’s border, or run away to the other
country. This example shows that there are growing interests in video games in
creating morally ambiguous characters as an integral part of the game, whether as
important NPCs or as the protagonist controlled by the player.
In the case of non-playable morally ambiguous characters in video games,
in the Pokemon Black and White series (GameFreak, 2011), the main antagonist
named N is presented as such. Even though he is on the side of the antagonists, he
has the genuine intention of saving Pokemon and changing the world without
Pokemon being hurt and is friendly towards the players most of the time. Even so,
he still has his antagonistic nature of not wanting to believe different opinions and
ideologies presented throughout the story. N in the game is presented as a
character with a gray morality. However, he is interpreted in different ways by
both the animated adaptation of Pokemon, along with one of the comic
adaptations. In the former (OLM, 2013), he is shown as being kind and friendly,
even barely shows his antagonistic side and sides with the main characters most of
the time. While for the latter (Kusaka & Yamamoto, 2014), his antagonistic side is
6
SKRIPSI "HERO OR VILLAIN?"... DITYANING PRESVIANTI PUTRI IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA
more emphasized, with him being hostile towards the main characters and does
not show any friendly side until the very end of the story. This shows an example
of a morally ambiguous character, whose morality and personality can be
interpreted differently according to each individual who writes his character.
There are no agreements between the scholars about the issue of morality
and ethics in video games since there are scholars who agree that morality can be
a topic for video games and there are also scholars who argue that the issue of
morality that is brought up in the game is flawed and does not necessarily
represent the morality issue happening in the real world. Kirkpatrick (2011)
argues that there is an ambivalence in bringing real-world issues into video games,
but Murphy and Zagal (2011) argue that by bringing issues of morality and ethics
into video games, while different from the traditional practice, is effective because
players involved in the games feel the experience to be more personal and
emotional, especially when said morality issue is currently happening in the
player’s surroundings and place. Along with the examples mentioned above, the
issue of blurring morality in video games, where the protagonist can either be
“hero” or “villain” depending on the perspective, also heavily presents in a
massively popular worldwide RPG game released in 2015, titled UNDERTALE.
UNDERTALE is an independently developed game (or indie game)
released on September 15th, 2015 by Toby Fox, that tells a story about a human
child who climbed a mountain, fell into a hole, that led to the world of monsters,
met many kinds of monsters as they tried to figure how to return to their home.
However, the player of this game has a big role in deciding the protagonist’s
7
SKRIPSI "HERO OR VILLAIN?"... DITYANING PRESVIANTI PUTRI IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA
morality: to befriend all the monsters, to kill all of them, or in-between, since
there is no real agreement of whether or not the main character is a hero because it
is up to every player to play either as a hero, in-between, or villain. This game is
split to three major routes according to how the players want to play: Pacifist
(where the players decide to befriend and save all the monsters), Neutral (where
the players save some and kill the others, which also have many variations
depending on which main characters that the players kill or save, and the number
of monsters that the players kill), and Genocide (where the players kill all the
monsters in the underground, not leaving anyone else to live). Because of these
multiple routes of the game and the game has multiple endings as well, and how
the personality of the protagonist is described differently by the other characters
according to which route the player takes, there are different interpretations as of
how the protagonist is good-hearted or not, and there is no real agreement within
the fandom of UNDERTALE as well.
When the player decides to befriend everyone, then the protagonist will be
the hero, and the monsters who are rejecting their ideas to befriend them will be
the villains as well as the antagonists. However, when the player decides to kill
everyone, then the protagonist will be the villain, and the monsters who try to stop
their massacre—the antagonists—will be the hero. Because of that, people will
have a different opinion of the protagonist’s morality, whether they are a hero or
villain or even neither, considering each person plays UNDERTALE differently
and from a different perspective, according to whichever route that the player
takes. Thus, this study aims to find out the different interpretations of the players,
8
SKRIPSI "HERO OR VILLAIN?"... DITYANING PRESVIANTI PUTRI IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA
specifically towards the protagonist which will relate to the narrative as while,
since the morality of the protagonist can be interpreted in many ways, whether
heroic, villainous or in-between.
People who are participating in this study is a community of
UNDERTALE players in Indonesia, taken from the Facebook page. There is a
group in Facebook which acts as a hub of where every UNDERTALE fans gather
to discuss the game and its theories, share the fan works, talk about the
UNDERTALE’s creator and his history as well as achievements in video game
history, and just all about everything about UNDERTALE and its creator. Most of
the players who gather there have played UNDERTALE and at least know the
genocide route. Not all of them play the route, considering the damage that will be
caused to the game. There are people of varying ages in the group since
UNDERTALE can generally be played by all ages, even though some of them
also would rather not say anything about their age.
UNDERTALE Indonesia Community is a fan page existing on Facebook.
It is established in 2015, the same year where UNDERTALE is released at Steam
for worldwide consumption, and until this point of writing it has 1.1k likers as
well as 1.2k followers. It is dedicated as a gathering hub for UNDERTALE
Indonesian players to gather, post anything related to UNDERTALE, including
but not limited to discussions, fanworks, etc. Until now, likers and followers of
the fan page are still actively posting their fan-created contents into the fan page,
even though the activity has been rather slow because the hype for this game has
been slowing down significantly after five years, even though it is generally still
9
SKRIPSI "HERO OR VILLAIN?"... DITYANING PRESVIANTI PUTRI IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA
beloved with fan contents and discussions ongoing, especially considering the
creator of UNDERTALE is in the progress of making a new game.
This research aims to answer: “How do the players respond to the
personality of UNDERTALE’s protagonist?”. Thus, the objective of this research
is to learn about the player’s response to the main protagonist of UNDERTALE’s
morality and protagonist, as well as the players’ perspective in understanding the
protagonist. This research will be using Stuart Hall’s Audience Reception theory,
along with Hero’s Journey by Christopher Vogler as supporting theory. This
research will also be using the qualitative method and using reception analysis as
the approach because of the aim of this research. Along with that, the method of
selecting respondents will be using purposive sampling, following several certain
criteria, which will be explained along with more details of the theories and
methods in the next chapters.
1.2 Statement of the Problem
This research aims to answer this following research question:
1. How do the players respond to the personality of UNDERTALE’s
protagonist?
10
SKRIPSI "HERO OR VILLAIN?"... DITYANING PRESVIANTI PUTRI IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA
1.3 Purpose of the Study
And thus, the objective of this research is:
1. To learn about the players’ response to the main protagonist of
UNDERTALE’s morality and personality.
2. To learn about the players’ perspective in understanding the protagonist.
1.4 Significance of the Study
This research will be beneficial for three aspects: the researcher, the
UNDERTALE players, and the cultural studies community. The researcher will
find benefit through this research by learning many ways of people interpreting
the protagonist of this game because of their ambiguous nature. UNDERTALE
players will also find this research significant by learning that every other player
has their own opinion about the protagonist of UNDERTALE, and it also depends
on which route of the game that each player decides to play and which route of the
game that each player favors the most among the three. For cultural studies
community, this research is also beneficial for showing that not every protagonist
in video games has a morality that everyone can agree of, that every player of
UNDERTALE has their own opinion to the protagonist of this game, and this will
also push the interest for students of cultural studies to do further research not
only about this game but also other independently-developed games, especially
using Hero’s Journey theory and learning about morally ambiguous heroes.
11
SKRIPSI "HERO OR VILLAIN?"... DITYANING PRESVIANTI PUTRI IR - PERPUSTAKAAN UNIVERSITAS AIRLANGGA
1.5 DEFINITION OF KEY TERMS
Audience: The group of people that witness certain work, and act
as a necessary force in a work of media, as well as the writer’s
partner and co-creator in the creation of meaning. (Ede, 1984)
Hero: The person that is always right, a friend to all of their
teammates, morally superior, and most often is also the protagonist
of the story, with some exceptions (TVTropes, 2020).
Interpretation: A certain communication strategy that has the
purpose of translating certain information so it can be understood
by other people. (Veverka, 2019)
Morality: The concept that distinguishes between proper things to
do and the improper things to do, oftentimes are derived from
religion, society, culture, and each individual’s belief. (Long &
Sedley, 1987)
Protagonist: The main character of the story, the person whose
perspective will be the focus. (Blaisdell, 2018)
Villain: The person that creates the conflict and problems in the
story, and the one that audience will root for their loss (TVTropes,
2020)
12
SKRIPSI "HERO OR VILLAIN?"... DITYANING PRESVIANTI PUTRI