|Two Worlds I: Epic Edition is an example of a "pacifist run" RPG|
|A pacifist run mage in Eschalon Book I casting a harmless "entangle" spell on some bandits.|
Some are motivated by their personal nonviolent philosophies or a desire to have a more peaceful nonviolent gaming experience. Others see the pacifist run mainly as a strategic skill-testing exercise with no apparent philosophical or emotional attachment to minimizing violent behavior.
|A merchant from Two Worlds I comments on the benefits of having purchased a large crystal specimen from the protagonist, who acquired the crystal without using violence.|
The Future of the Pacifist Run
Violence in video games is unlikely to be phased out at any time in the foreseeable future, but as games continue to become more sophisticated and intense in their degree of realism, chances are excellent that the future of the "Pacifist Run" will be a bright one:
On the demand side: Veteran gamers bored with violent gameplay already find the pacifist run a refreshing challenge, while others who would ordinarily never buy violent games for various reasons suddenly become willing to spend their money on games that reportedly include the option of a pacifist challenge run.
From the developer's point-of-view, enabling a solid pacifist run isn't necessarily going to cost much extra, since the designers have usually already done most of the work necessary to enable a pacifist-run using their existing game engines: Many of the games that come close to being winnable via a perfect "zero kill run"—yet regrettably fall short by forcing the player to make a just a few mandatory "kills"— would often need only very minor adjustments (such as adding the ability for a player to open a locked door or passage) to enable nonviolent players to win without having to kill anything.