It's important to understand that most of the time, conversations that examine violence aren't fearful condemnations, but curiosity about how and why it's being used. That kind of examination can only lead to better games: 30 years ago, essentially making dots collide was the building block of design -- games have better graphics now, but to what extent are they doing more interesting things?
When it comments on itself. Many games have attempted to use violence to comment on violence, or on the nature of games themselves. It's been mixed success so far, really -- Modern Warfare 2's civilian-killing "No Russian" scene sparked a lot of blog posts because of its aim to jar players with the actual horror inherent in the war they were simulating as a team sport, but there was more conversation about why the scene felt cheap or contrived than there were stories of stirring personal impact.
That the player feels more thoughtful and engaged about decisions they make in the game world is a benefit regardless. Outside the stealth genre, games like Fable, Dark Souls and countless others have offered worlds where player behavior affects the world's behavior, showing that all actions have a role in some kind of ecosystem. | David Navarro |
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Maybe I've read it wrong, but... doesn't item number 4 subsume all others, and pretty much *all* of violence in gaming?
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| Jack Nilssen |
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Nice article without any finger-wagging/pointing but after reading this I'm kind of at loss to identify any game that does violence "wrong" as accorded by this analysis. Or maybe I just don't think that deeply about it.
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| Waqar Rasool |
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"It's not that most of us have secret fantasies about killing others; it's more like why we like to pop bubble wrap. It scratches an itch that's satisfied by some kind of tactile extreme."
Well said....! |
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| Simone Tanzi |
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I will probably get beaten, expecially since the franchise is so popular in the US.
But a prime example of Violence done wrong to me is Mortal Kombat. And still of course is what made it's fortune. It is not necessary for the narrative, it is not absurd in a comical way (it is absurd in many other ways). It's not a denounce on violence... quite the opposite actually. It's kinda optional but ... there is not an actual choice of options here. Well... you can use friendship or babalities but quite frankly, they are quite pointless as well. And doesn't actually add much to the game itself, doesn't really make me feel more powerful. Of course it adds controversy, and basically I think is the only thing MK is based on. Because quite frankly watching at the list of the various fatalities we have witnessed through the years, they are not great either... not only pointless in a game logic sense, but also quite random and poorly designed. A punch that decapitates you 3 times? a girl that suck you in and spit an impossible amount of bones out? A girl that kisses you until you blow up and explode? It's just too random too nonsense... I'm not an anti-violence guy. Violence is good, and I totally agree with those 5 points. Because with those 5 points in mind violence is a medium.... to the narrative, to the gameplay, to some philosophical dilemma... but is not a goal. Is the thinking process that sometimes is wrong. When designers gather around and think about ways to make the game more violent, that to me is the wrong way to use violence. When they gather and discuss about how much violence they really need to send the message they want to send ... that's the right use of violence in videogames. |
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| Axel Cholewa |
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"[...] violent games inexplicably feel good."
So here's a (probably pretty lousy) attempt to explain that good feeling. In societies you always have conflict between the individuum and the whole. Looking at societies of other animals you see a lot of those conflicts solved by violence. Wolf packs, herds of buffalo, gorilla families, they mostly solve inner conflict with violence. And humans did and do so as well. But for many good reason violence is suppressed in modern societies. We have many ways of solving conflicts, but of course violence is still present. From families to school yards to football "fans", violence is part of our society, even if most of us consider it immoral. And this might be at the heart of why I feel good ripping the eye out of a cyclops head in God of War 2, because violence is the ultimate solver of an individuum's conflicts. Falling back to that, even if just in fantasy and even without thinking of any real world conflict you're going through, might just feel powerful and stengthening to your inner self. To put it simple, my argument would look something like this: - violence solves conflict that individua have with and within society - forbidden by society - fantasy of violence -> society & its rules overcome -> inner self stronger I know, it's not 100% thorough. Just an idea. |
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| Joshua Darlington |
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Violence in humans come from hunter instinct / blood lust. It feels good because its a release of instinct.
Violence in games is effective marketing. It's the same as putting tons of fat and sugar in food. It's called supernormal stimuli. It itches a persons instinct at an industrial scale that does not occur in nature. Violence in computer games is rooted in the design of computers. Historically, one of the main forces driving the development of computers comes from military applications like calculating ballistics tables and etc. Any sort of abstracted dehumanization of targets may add flavor or faster pacing but the basic success of violence in games comes from the above mechanics esp their success in stimulating human instinct. If you really want to design games with a meaningful discourse on violence, look to philosophy/ethics. They have their own gaming tradition where they build story problems into their philosophical arguments. For example, look up trolley problems. http://en.wikipedia.org/wiki/Trolley_problem These sort of ethical dilemmas are good for decision systems and morality systems, but would likely slow down pacing of a shooter or SHMUPs. |
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| Toby Grierson |
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This is truthy and all but this really needs to be data-driven; not about what type of violence we imagine is OK.
Studies might (for example) reveal that what we paint as the worst senseless violence actually has positive effects and that violence a sense of justification actually reinforces the notion that violence is an appropriate tool of conflict resolution. Or they might (for example) show that it's all really bad, or that none of it has an effect whatsoever, or . . . The point is that the practical realities can be very counterintuitive and diverge markedly from what we imagine is OK. Like abstinence-only education correlating with high teen pregnancy rates or something; someone feels it's perfectly sensible in achieving result X. It does not. This line of thought could support some classification of games going into a study; you could examine if this or that kind of game has this or that kind of effect. But "this feels like it makes sense to me" is not enough to be any more useful than witchcraft. |
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| Michael Joseph |
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"When, from a design standpoint, does violence "work"?"
-- That uninsteresting question seems like a safe retreat from the setup that preceded it. You could add "When it makes lots of money" because who then could argue from a design standpoint it didn't work? |
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| Jake Skinner |
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So is competitive multiplayer "bad" violence? Not discussing this is a sin of omission, especially when violent competitive multiplayer is primarily considered a facilitator of racism (http://www.gamasutra.com/view/feature/3604/fixing_online_gaming_idiocy_a_.php?pr
int=1) and sexism (http://www.gamasutra.com/view/news/179563/Misogyny_in_games_Stats_and_sexism.php), or at least the expression of personally held ideas of the sort. Also, sources would be nice. |
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| Thom Q |
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I feel one of the reasons this discussion keeps dragging on, is because people tend to think of it as a black & white, good & bad, right or wrong thing, while in reality it's not that simple of course.
What is wrong & right with regards to art, is totally personal, and the average of all individuals tastes is the norm of a society. I keep getting the impression that people are not taking their personal taste as a relative variable into consideration. Like Leigh did in the article above with the last point: When it makes you feel powerful. It's essentially an all encompassing reason. Leigh might not feel more powerful with a game like Call of Duty, but millions of others do. So in essence, that last reason kind of negates the whole article. No matter what kind of torture dungeon game, there are always people who will powerful by it. |
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| Thom Q |
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" I'm satisfied, even pleased by aggression when it feels narratively consistent, when it's paced well. It's just that "because he's coming at me" isn't a reason to pull the trigger for 40 hours straight. Having better reasons will create more intelligent, engaging games "
One of the most interesting and unique experiences I've ever had in gaming is DayZ. With the standalone game coming shortly, I will think this game will solidly introduce a new mechanic which countless others will use from this year on: A game without any narrative at all. DayZ is not only one of the scariest and adrenaline-rush inducing games, but it also looks at morality on a level I've never experienced in a game before. |
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| TC Weidner |
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How many people here have actually been in real violent real life situations? I doubt very many and it shows. Violence in real life is NOTHING like games, nothing. Real life violence is not fun, it makes adrenaline pump at a rate in which you physically shake, it also makes you nauseas afterwards, and in the following days the violence haunts you, in severe cases of violence, it haunts you the rest of your life. Sound like game violence? of course not, sound like something you want to aspire to? of course not.
The danger with game violence lies in the fact that it portrays "violence" as a means to an end,which it isnt. Games/media portray violence as a matter of factly choice, it isnt. It will change your life, and not for the better. The danger is that games/media do not portray violence for what it is, and thus media/games is a giant disinformation campaign. So why do we use violence so much in games, IMHO its a cheap competition tool, cheap way to create a sense of accomplishment in a "character", lazy design, cheap and easy content. |
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| Jason Lee |
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As a designer, I like this piece as pointing out a set of tools or approaches to take on a particular topic that comes to the forefront of our minds as game makers. Not every game needs these 5 like a checklist, but rather each of these approaches are differing valid approaches. If I were to make the grave sin of drawing a parallel to cinema, a movie like Kill Bill might fall into #2 and #5, and the approach to violence as both satisfying and absurd is used to great effect to create a particular style in that universe. Meanwhile a director like Park Chan Wook uses violence in movies like OldBoy in a deadly serious and gruesome way, but its use is different than glorification or violence porn; each use is symbolic and pushes forward the themes and larger message of the piece.
What Leigh is pointing out I believe is that in games we can stand to be a lot more complex and nuanced with our violence. We are getting to the point where we can point to games as being able to talk about violence in ways besides being a perpetrator of it blindly, and 4 out of these 5 points are tools she's noticed that point out how to create that nuance. At the same time, her final point serves as a reminder that we're allowed to have entertaining bombast, and that Halo has a very meaningful and proper place in our gaming landscape. |
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| Joshua Oreskovich |
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"There's a certain morbid brutality, bordering on torture that I find extremely unsettling."
I think this statement right here illuminates that violence protrayed with all it's implications and necessary truth is contrary to addictive enjoyment. Violence almost always precludes torture, it's an omitted truth in almost every case of video games. And even those games that include as much of the reality of pain, fear,desperation are commercially driven and don't demonstrate the humanity. An almost perfect example of this is in fact Bioshock. a game bent on humanizing a single child while omitting any of the violent reality of the journey there. A desensitization of percievable human likeness by drawing them in cartoon fashion and degredation of their nature. But they were after all just as human as the little girl. We can look at art like this and say the "moral dilemma" makes this game greta ~ but only at expense of saying the moral dilemma of the journey there has been white-washed. the question then becomes does the lesson of humanity take precedence over the emphasis of the act to dismiss our humanity. When you are looking at a game of cartoon violence like "angry birds" for instance in comparrison, it pales in comparrison. The acts of violence there can easily be projected on people groups or real individual people but the difference is ~ you actually have to try to project your feelings there because the characters are obfuscated and in the end not in the likeness of human beings but animals. This is being perfectly bold one of the many issues of considering yourself on the same level as an animal, when in fact you are not. It's not just that there is a clear line of moral choice to be considered but a distinction of good things. When I fought monsters in AD&D when I was a child there was a line in the sand of good and evil, as there is in real life. that understanding carried through in the actions I took, and has had a great influence on what I value today. Children that cannot make this distinction and grow into adults without learning are to be most pitied, and that IS the problem. |
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| David Peterson |
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Most of the time, shooting a nameless, faceless enemy in a typical FPS has no effect on me whatsoever. It is a task to be done, blocking me from my objective of completing the game. Occasionally, I feel a bit more satisfaction (or relief) when a particularly pesky opponent is vanquished. And very rarely, I feel something more when a character who has been developed through the game is defeated.
But something strange happened when I played The Walking Dead on my iPad. Killing random zombies, with no idea who they were prior to their appearance moments ago, would sometimes induce feelings of remorse, dismay, or revulsion. The first time you have to kill a zombie with a blunt instrument, you have to whack it about 5 or 6 times in the head, blood flying. The first hit, no big deal. Second hit, oh, ok, there will probably be 3 required, I guess. 3rd hit, let's get it over with. 4th, urg, really? 5th, gross... 6th, just die, you poor woman. The physical connection of having to tap the head each time contributed a bit, but just the fact that death was not instantaneous, and went beyond the typical 'three strikes' forced me to confront the act of violence in a way that I do not usually have to. This made me evaluate my actions and turned an anonymous zombie kill into something memorable and actually thought-provoking. I've killed thousands of minions, and bosses, and hundreds of evil megalomaniacal antagonists over the years, but very few, if any, made me process my act of violence as much as tapping a nameless zombie in the head six times. It doesn't always have to be like that, but I do wish games made me care about the consequences of my actions more often. |
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| Joshua Oreskovich |
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http://www.chivalrythegame.com/
Here is a perfect example of everything that is wrong with violence in typical AAA gaming. It exemplifies the brutality without the torture. It glorifies the violence without the personal cost. You might be tempted like myself to justify this sort of depravity by saying "you learn to interact with people", "you are simply playing imaginary swords just like you would with some friends and fallen branches", "it's enevitable in human nature and we shouldn't fear it, but examine it even closer". And yet these "real" people use names like killingyou, murderboner ect. and exemplify the very reasons/natures no one should engage anonymously with this activity. If this were simply playing in your backyard and expressing masculinity, then why are they becoming more violent and less meaningful? ~ Addiction. And the last argument I in part agree with but it isn't done often ~ almost ever and frankly it is a cop out. I would never say this art, and violence shouldn't be explored except to say the manner in which we explore it right now is blind tolerance. Not being more in touch with it's nature. |
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| Daniel Boy |
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this: "it's more like why we like to pop bubble wrap"
For me the core concept, why people engage in violent video games or popping bubble wrap is order, its delivery and the feedback concerning changes: The possibility to change something and deliver it onto another clear state. I do something and the result is a very distinctive state change: unpopped/ popped or living/ dead. And great feedback: plop or splatter. A small motion, overcoming the resistance, an unusually large effect, a clear result - satisfaction. Popping every last bubble is like (-> metaphorically speaking) grazing a space empty: No more change is possible. Everything is popped/eaten clean. The space of possibility is (mostly) cleared. And, behold, I did it. I donated a new order. How great it is to be this I that just has proved, that it has power over something. This creation of more/another order is closely related to cleaning up a kitchen, tidying up your resume, finishing a jigsaw puzzle of a sleeping cat, solving an equation, making sense out of French philosophers, and: clearing a room as a real-life SWAT team. And the opposite: Messing something up. |
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| John Trauger |
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We are a violent, drama-loving people.
I think the crucial question is how well and in what way kids tell reality from fantasy. I was a kid in the 60s and 70s when people were aghast at the violence in Bugs Bunny/Roadrunner cartoons and censored all the best bits. That censoring, cutting up comedic pieces and robbing them of their fun, is exactly what is being discussed here. It was the exact purpose of the Comics Code Authority at its inception in the 50s. Both have gone by the wayside and rightly should have. The next question is what our responsibility is to outlying cases. If 99.99% of the kids playing the most violent game you can think of are fine, do we have a responsibility to censor or be censored in the name of a percent of a percent of our players. We're still talking about 10K - 15K of potentially extreme people at risk that could be playing a violent game. |
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| Tyler Shogren |
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Perhaps #6 should be 'no mass killing simulators.'
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| Brion Foulke |
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As was pointed out, these 5 examples seem to include just about every violent game you can think. I'd like to think that's a sly commentary by the author. If so, well done!
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| David OConnor |
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Violence in entertainment, and violence in society is a fascinating and complex subject.
- We glorify violence - We make fighting 'cool' - We admire victors - We call fighters 'men' etc etc It is fun to shoot a virtual human in the head. I played Sniper: Ghost Warrior (note the macho title.. glorifying a killer) last night and enjoyed myself thoroughly. I'd really like to find a game 'loop' that is more interesting and engaging than: hid, outmaneuver, shoot, repeat. But I haven't found it yet. In the meantime, I'll keep playing shooters, but remain aware of the negatives. I'm not sure if playing GTA would have been healthy for me, if I had been 13 (I'm 43 now). |
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| David Lozano |
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I would say that if people really want to put down bad usage of weapons, instead of trying to find culpables in other industries (like gamming) they should close weapon factories THAT IS THE SOURCE of all.
You see with old games, they are not used anymore because there are new things to do (like internet, iPad, and other things)... so old toys for gamming are no longer used. That will also happen if they close that bussiness. People will find other things to do and probably better than kill other humans (for war or peace like you want to call it). |
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