Stealing in video games has captivated my imagination for years. It taps into a primal urge, allowing us to explore our mischievous tendencies without real-world repercussions. I’ve always relished the thrill of pilfering unsuspecting NPCs, reveling in the spoils as I slink away into the virtual shadows.
My first brush with video game theft occurred in 1993’s The Legend of Zelda: Link’s Awakening. After absconding with an overpriced Bow from the Mabe Village shop, I felt like a mischievous hero. However, my triumph was short-lived. The shopkeepers branded me a ‘THIEF’, their disapproval echoing through my every interaction. At just seven years old, no video game had ever instilled such guilt in me, nor had it remembered my actions so vividly.
Games like Fallout 3, Dishonored, and Skyrim have pushed the boundaries of NPC theft in recent years, but my favorite example since Link’s Awakening remains Spelunky. Inspired by its Zelda predecessor, stealing from shopkeepers in Spelunky incurs their wrath, turning them into vengeful stalkers who lie in wait for you to cross paths again. ‘Wanted’ posters adorn the levels, escalating their hunt the longer you manage to evade them.
Spelunky creator Derek Yu reveals that stealing emerged naturally from the game’s shop system, with inspiration drawn from classic roguelikes where shop theft aligns with a broader design philosophy of player agency. Yu emphasizes the importance of giving players freedom and thought-provoking choices, especially when the stakes are high.
Confessing my own virtual kleptomania, I admit to reacting to an irate shopkeeper in Spelunky with panic-stricken dancing in my living room. Evading their wrath is an exhilarating ordeal, and while avoiding theft is the most straightforward approach, I can’t resist the temptation to help myself when the opportunity presents itself.
Yu expresses surprise at Link’s Awakening’s inclusion of theft, describing the game’s solution as ‘elegant.’ Inspired by his youthful NetHack escapades, Yu designed Spelunky’s shopkeepers with a combination of the hilarious Shopkeeper’s Union, wanted posters, and forgiveness features that became more refined in Spelunky 2.
‘I really liked the idea of shopkeepers chasing you through the run once you’ve wronged them,’ says Yu, acknowledging some inspiration from GTA’s wanted system. While forgiveness was challenging in Spelunky 1, Yu made it more accessible in Spelunky 2, introducing posse attacks for excessively wanted players.
‘I wanted to build and expand on the original game, both in terms of lore and mechanics,’ adds Yu on the development of Spelunky 2. ‘The posse rooms are a group of clones planning an ambush, making the world feel more alive.’
Ultimately, it’s this organic connection to the game world that resonates with me. Despite my age, I still marvel at Link’s Awakening’s ability to remember my actions, teaching me that breaking the rules has consequences. While Skyrim’s hitmen and Dishonored’s immersive world offer their own unique spins on theft, it’s Spelunky’s persistent shopkeepers that truly capture the spirit of virtual kleptomania.
Yu offers his own interpretation of its appeal: ‘Stealing in games is fun in the same way that it’s fun to run across the top of the screen in Bros. or find a cheesy strategy against a Souls boss. It’s like, ‘Whoa, I can do that?! That actually works?” Embracing our inner boundary-pushers, video games provide a safe haven to explore our mischievous side.