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Blogs

  Violence through the eyes of a salvadoran game developer
by Sergio Rosa on 06/19/12 11:47:00 am
4 comments Share on Twitter Share on Facebook RSS
 
 
The following blog was, unless otherwise noted, independently written by a member of Gamasutra's game development community. The thoughts and opinions expressed here are not necessarily those of Gamasutra or its parent company.

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This is going to be a rather short post because what can be said about the subject is very "to the point."

El Salvador is one of the most violent countries in the world, with one of the highest murder rates. Like it or not, that changes how one can perceive violence, compared to "more peaceful" countries. Put it under perspective: there are 6 million people in the country, and the country is 0.002133 times smaller than the U.S.

There are surely only a handful or people on this site from El Salvador (or less; since I only know one active Gamasutra member from El Salvador, besides me, obviously), and thus it's sad this is not an "all happy together" post, but after everything I've been reading lately (and a couple of back-and-forth emails with someone) I decided to share the perspective with everyone else.

What comes next may not be the kind of thing you read while you're eating your pretzels:

  • It’s a country that was struck by civil war a few years ago, where soldiers went into a University in the middle of the night and killed all the priests (and maids) living there. Not only they killed them, they broke the priests bones, crushed their skulls and spread their brains on the grass/pavement. Save for the women, because they were headshot, with a shotgun, at close range, so they had no head to crush.
  • Gangs from our country will set a bus on fire, with people still in it, and shot people, in the legs, so they can’t get out unless they crawl, and die in the fire, and then you think “I’m never getting on a bus again”.
  • Drivers in our country will sometimes speed up when you’re crossing the street just “to scare you.”
  • I read on the newspaper once that some guys raped a 70-something years old woman and then killed her. I should add this is the kind of country where not only women are raped, but also men, and kids... and babies...
  • Sometimes unwanted babies will be left in dumpsters or under tables of street markets to die, because idiotic mothers thought that was “more acceptable” than sending the baby to an orphanage, or even aborting (please note that I’m against abortion, so I vote for the orphanage).
  • You can’t give a security guard “that look” because you end up with a bullet in the chest. You can't get into trouble defending your girlfriend in a bar either, because you will also get shot. And you can't give "that look" to another driver because he'll pursuit you, hit your car so you stop, then shoot you.
  • A few years ago there was this serial killer that would only kill male-prostitutes (I mean homosexual men that prostituted themselves).
  • A husband will beat up and kill his wife because "dinner is not ready on time."
  • A robber will shoot you over 25 cents or a crappy cellphone (like one of those with green/yellow screens that' can't even send 50-character long messages). For every raped person there are 10 to 15 people who will never see his father/mother/brother/sister alive again because of those 25 cents.

Why do I care if you know all of this? Because It was not until very recently that I've been reading how "alarmingly violent"games are today, and certain "other" themes. I may not be the right person to talk about violence in video games because the game I'm developing now *is* violent, it will not make killing fun (in part because you won't have the almighty shotgun everyone loves to have in a game).

So, again, why do I care? Because I see something wrong when it comes to dealing with violence in games. One day people talk about "rape culture," and the next day they talk about how this year's E3 was almost about the "old ultra-violence," BUT the next day it's all about designing the prefect headshot, the perfect run-over-pedestrians routine and the best "crush your enemy's head" animation, slap an M on the box and call it a day.

As I said, I may not the most suitable person to talk about violence in games, and I'm not saying "let's go Disney-friendly, then." I'm just not acting like certain specific form of violence is THE form of violence that deserves the "don't even touch that!" label, while other forms of violence are just fine because they are not emotionally traumatic (tell that to the mother who lost her son to that bus on fire, she'll find that extremely comforting). Now feel free to make a game where you don't make players feel cool when shooting prostitues or blowing someone else's head at close range  with a shotgun.

I certainly hope I won't be getting a lot of hate on this post, because I just pictured my country as one of the worst places on earth so that you understand how violence (and thus all the talk about violence in games) is perceived through the eyes of someone from El Salvador.

 
 
Comments

Joshua Oreskovich
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Thank you for the wake up call. It's a needed one.

Will Ooi
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When you say that the violent game you're making won't feature any fun killing, I take it that you're using it to go for a more shocking effect of the actual act and/or its consequences - I'm curious to know more. I'd definitely like to see more questions being asked when violence features in games, rather than becoming their major selling points.

Thank you for this post, definitely puts things into perspective.

Sergio Rosa
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Hi, thanks for commenting sorry for taking so long to answer.

Well, many things in that game are not revealed yet, but some things I can mention now are that you're not the one doing the killing (at least not most of the time). Somewhat similar to what they showed in the Sherlock Holmes game during E3, where they had this horrible murder but you were not the one to kill the guy. Another thing I'm trying is making death (as in death of NPCs) a very painful thing. In most games I think one problem, so to speak, is that you don't have the time to "get" the death, because you killed one guy and you're too busy killing the next guy to even care what happened to the first one. I know this may be a somewhat vague response right now. Simply put, it's like showing you the death of the NPCs as the work of someone really sick (going back to my post, for example it takes a really sick person to set a bus on fire with 14 living people in it).

Another example, used for a more "mainstream" type of game is the idea I had for the 7 day FPS. I came up with this idea for a war shooter but I didn't actually make it because I didn't have the time. Basically you don't play as a soldier from any party but as one of those civilians trying not to get caught in the middle of the fire. More about that on my blog: http://nemirc.wordpress.com/2012/06/13/quick-post-my-unused-7dfps-idea/

Will Ooi
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Thanks for the reply. These are really good ideas you've got, both with this game you're doing now as well as the 7 day FPS proposal. What you've described are exactly the sort of titles I feel should be in the market to counter the sheer numbers of violence-glorifying games out there, and if it got players to just stop and think for a moment about the meaning of their actions or of others', that would be a success.

Playing an ordinary person in the midst of a war in your 7 day FPS proposal has so much potential, just to highlight the brutality and lack of humanity that war creates. Much better than thinly-veiled propaganda, certainly, and as you say, oversimplifications of who's "good" or "bad". You say that you haven't played the COD or Battlefield games, and you're probably better off that way... COD had up until a certain point been trying to highlight the futility of war (or at least, that's how it felt at first with the serie's death screen quotes), but once World at War rolled round, for the developers to turn the game into a binary USA vs Japan/Soviets vs Nazis showdown without even a mere mention of the dropping of the atomic bombs or consequences of Soviet rule in Europe just left me feeling a bit sick, really.

When you mention how the player's victims in these common FPS's just turn into tallies on a death toll rather than as actual people, I would love to eventually see a game where the player is given the choice of killing all throughout, but if they ever act upon it, the guilt/shock of the moment would stay with their character forever, somehow... (Kratos' nightmare of killing his own family and then himself springs to mind here, although sadly he just went on to become an emotionless killing machine which rather went against that earlier portrayal).

Being able to go through a game like the original Fallout without ever needing to kill a single thing was quite amazing, and the option of being a pacifist in a violent world has never really been expanded upon in anything that's followed. Maybe you could help change that? =) All the best with your work.


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