OneZero

OneZero is a former publication from Medium about the impact of technology on people and the future. Currently inactive and not taking submissions.

Follow publication

Member-only story

Why You Love Being a Jerk in ‘Untitled Goose Game’

Eric Ravenscraft
OneZero
Published in
5 min readOct 8, 2019

Credit: House House

InIn the rapidly bestselling Untitled Goose Game, players embody a horrible goose whose only purpose is to bother, annoy, and harass members of a pleasant small town. Goose Game’s primary game mechanic is sadism. As the titular goose, you can chase a small child into a phone booth, lock a groundskeeper out of his own garden, or have a picnic of food pilfered from around town. There’s no combat or complicated narrative, and your only reward is the smug satisfaction of being a jerk.

Yet despite the deplorable behavior of your anti-social anatidae avatar, Goose Game and games like it, which encourage mean-spirited behavior, may highlight how empathetic players can be.

Most of us are familiar with the narrative that video games desensitize players to violence or anti-social behavior. On the surface, the idea feels intuitive. Games like Grand Theft Auto are notorious for allowing players to casually commit criminal and destructive acts — from stealing cars to killing people — which in turn can lead to the (thoroughly debunked) belief that players might try to act out those behaviors in real life. By removing the controversial content — the sex, the drugs, the crime — but retaining the anti-social aspect, Untitled Goose Game serves as a control group to help explain what we really get out of breaking rules and causing mayhem.

According to Rachel Kowert, PhD, research director at Take This, a nonprofit aimed at increasing support for mental health issues in the gaming community, part of the appeal is simply in doing something you’re not normally supposed to do. “We get a sense of joy from pushing the boundaries of what is acceptable, especially when we know there will be no real-world consequences.”

Despite this, when given the choice, players don’t often deviate too far from the morals they have in real life. “At the end of the day, people tend to play characters that are idealized versions of themselves. As such, we choose to behave in the virtual world as we would in the real world,” Kowert says. Gameplay stats for Bioware’s popular Mass Effect series bear this out. The game series allows players to either role play as a good guy, or…

Create an account to read the full story.

The author made this story available to Medium members only.
If you’re new to Medium, create a new account to read this story on us.

Or, continue in mobile web

Already have an account? Sign in

OneZero
OneZero

Published in OneZero

OneZero is a former publication from Medium about the impact of technology on people and the future. Currently inactive and not taking submissions.

Eric Ravenscraft
Eric Ravenscraft

Written by Eric Ravenscraft

Eric Ravenscraft is a freelance writer from Atlanta covering tech, media, and geek culture for Medium, The New York Times, and more.

Write a response

In mentioning Bioshock, you bring up a really interesting point, because that game’s theme and message very much centers on questions of choice and obedience and how they affect morality. “A man chooses, a slave obeys,” says Andrew Ryan, and…

--

The fact that you’re empathetic to the character of the “goose” and happy to get into its head and behave as it does still doesn’t explain to me why people choose to play these games in the first place. Is it to get the jerkiness out of the system?
(T…

--

The reason I have enjoyed video games I can focus on optimizing the game mechanics and not worrying about anything else. It gives you the freedom to try new and unique ways to get things done because of the lack of repercussions.

--