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Ever since my dad held me up to a Pole Position cabinet to steer as he worked the pedals, I've been absolutely hooked on games. It just took me 25 years to figure out that I loved writing about them too. I don't have any particular genre biases, I'll play just about anything that involves pressing buttons (that's probably why I shouldn't visit hospitals...). This blog is just the thoughts of a guy who loves games, but is occasionally frustrated when they squander their potential.


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kona
7:43 PM on 03.12.2012

Something about that Jennifer Helper interview and the misogynerd flamefest that ensued bothered me. Not because she asked for a combat skip button in games—it's been experimented with before, and even Bioware offers a “combat-lite” option in ME3. No, what struck me was the fact that someone felt the need to ask for one in the first place. Here's what she said in her own words:

Games almost always include a way to "button through" dialogue without paying attention, because they understand that some players don't enjoy listening to dialogue and they don't want to stop their fun. Yet they persist in practically coming into your living room and forcing you to play through the combats even if you're a player who only enjoys the dialogue. In a game with sufficient story to be interesting without the fighting, there is no reason on earth that you can't have a little button at the corner of the screen that you can click to skip to the end of the fighting.

Now after you get over the obvious knee-jerk reaction thinking that no “true gamer” would say this, think for a minute about what she called herself: “a player who only enjoys the dialogue.” Hmm. This statement stuck in my craw for a good while, and I couldn’t quite figure out what it was. After some time it finally occurred to me why the answer eluded me; it’s because Ms. Helper posed the wrong question. The real elephant in the room isn’t “why can’t you skip combat.” It’s why are violence and video games two such inseparable concepts?

For years, my mom would quizzically poke her head into my room and ask, “who are you killing today?” I would always in turn scoff and roll my eyes, entrenched fully in my belief that 'parents just don't understand', then resume decimating another defenseless legion of henchmen. But think about that for a moment. Gaming, our beloved pastime, looks like an endless buffet of murder to a casual observer. Have you ever had to take a public conversation about a game down a few notches to avoid a situation like this?





One really has to sit down and re-examine their hobby when a casual conversation between two enthusiasts makes them seem like psychopaths to the uninitiated. Now I’m not saying that putting a pretend bullet into a polygonal representation of a human head is anywhere near the same thing as witnessing or participating in actual murder (I have no desire to take on Jim on this) but what I am saying is that as every day goes by, video games are slowly crawling their way out of the uncanny valley, and it’s already getting hard to be able to tell the difference between real and simulated brutality. And what then? Will there be a tipping point where games just get ‘too realistic” and our gamer bloodlust begins to waver? And is it possible that there a separate uncanny valley for graphic violence, one that we will slowly begin to trudge out of until the depictions of violence become too real? Or is it more likely that the slow graduation of graphical fidelity is just subtle enough that we won’t notice when things go too far: like a proverbial frog in boiling water.



Every once in a while we should hold a mirror up to our culture—and more importantly ourselves, to make sure we like what we see.


Lets try an exercise. Try to forget we're gamers for a moment, that we don't have three decades worth of deeply entrenched mores and expectations associated with video games. How to enter the Konami code, throw a fireball, or that plumbers are excellent at resolving royal hostage situations. Now look at this list of games that were released for the Xbox 360 in 2011.





See any patterns there? The vast majority of these games include violence towards people, or at least reasonable facsimiles of them. And half of the few games that aren’t, are sports games. WTF? Is it not the tiniest bit alarming, if not altogether creepy, that our favorite hobby is so enamored with the death, torture, and suffering of incredibly realistic pretend people? Hell, even our driving games are violent now. Murder Simulators, indeed.



As my favorite Salarian biologist would say: Chances of survival...slim.


Critics of this view inevitably roll out the same platitudes every time. “Of course it isn’t real” “They’re just games anyway” and the like. Now this is all fine and good, until you have to reconcile the fact that games have been trying to transcend the “just a game” stigma for a very long time. Practically every other title released today tries to reach some part of your humanity, to make you believe for even the most briefest of moments, that those avatars on your screen are real—people with hearts and souls, dreams and desires, entities deserving of your love. If this wasn’t true, people wouldn’t talk about how Aeris’ death made them shed real tears, or how Celes’ leap from that cliff still sticks with them to this day. And if Red Dead Redemption didn’t affect you in any way—you may already be one of those innumerable zombies you've mowed down with a shotgun.

Isn't it weird though? That we aren’t supposed to care about those people on the other end of our cross-hairs? These motion captured, intricately detailed computer representations of human beings? It wasn’t so bad in the old days; when you could shoot a bad guy and he would crumple to the ground, only to flicker and disappear moments later like a flame in a brisk wind. Today, you’ve got designers that dedicate their lives to making those pixels on your screen move and sound as real as possible--some even beg for their lives as you kneecap them and slowly walk up them, in a writing heap, and execute them in the most brutal way imaginable.




So lemme get this straight: during cutscenes gamers are supposed to open our hearts, exposing ourselves to the intricacies of love, loss, and sacrifice; and 30 seconds later we’re supposed to be stone cold harbingers of torture and death, reveling in every kill as the mutilated bodies stack to the ceiling. The cognitive dissonance at work is deafening. Yes, most games require a degree of suspension of belief, but should we also be required to leave bits of our humanity outside on the coat rack, every time we power on our PS3's?

Another argument I seem to hear a lot is that games are really about “escapism” and “wish-fulfillment.” That we play games to do things we only dream we could do, but could never get away with. To that I say: is that really what people walk around wishing they could do all day? Aspiring to eviscerate every living thing within arms length? Honestly if it is, we’ve got some far more pressing issues within our culture to address than who lives and dies in a computer game.


"...as games get ever more immersive and lifelike, it starts to feel less like healthy play and more like unsettling aspirational fantasy to me. And as the economic competition around the genre heats up, the push for bigger-bloodier-more seems especially opportunistic and shameless. I don't understand the continuing appeal; I don't understand the unquestioning audience." – Leigh Alexander "Who Cheers for War?"


But it is obvious that wish fulfillment is definitely an aspect to games, as people have long yearned to be rock stars and they responded to the arrival of Rock Band by filling their houses with hundreds of dollars worth of plastic instruments. So yeah, people can have fun without needing to kill things--it just feels like we forgot how. Is there any wonder why non-gamers have such a tendency to gravitate towards violence-lite console choices like the Wii and DS? Most people--especially women (not all, of course. shout-out to all my lady fraggers!) do not enjoy playing bloody gib-fests to relax after a long day at the office. As long as gaming remains the domain of mindless brutality and careless violence, what's keeping the average person from continuing to assume gaming is only for immature teenage boys?

Is there any wonder that games, much like comic books, are seen as near-impenetrable to women? But that doesn’t mean it has to be that way. In 1989 there was a groundbreaking graphic novel by Neil Gaiman named “The Sandman” that took the comics world by storm. It stepped forth into an industry full of testosterone, capes, overdeveloped pecs and endless violence, and turned it on its ear with thoughtful tales of life, love, and the human condition. And then, a funny thing happened. Women started buying it in droves—eventually becoming half it’s readership and even outpacing Superman(!) in sales.

And I fully believe that video games could do the same thing. The real beauty of it all is the fact that finding a non-violent game didn’t used to be like looking for a needle in a haystack. Just a few short years ago we had Grim Fandangos, Monkey Islands, Mysts…games that didn’t require twitch reflexes and an insatiable desire to inflict pain on other people. They relied on things like character development, atmosphere, and imagination to draw the player along. What happened to our sense of adventure? Even though I have an all-around distaste for the Elder Scrolls series, it warmed my heart to see gamers of every kind having so much fun just playing and exploring in Skyrim, creating their own unique experiences rather than just hitting things with swords until all the hit points came out.


“As an industry, I’m ashamed that we explore only a generally tiny slice of the human experience,” he continues. “If we want to reach a broader audience, we need…to make our games about feeling differently from ‘fight or flight’.”--Double Fine's Nathan Martz



There was plenty of killing to be had in Skyrim too, but it wasn't the only appeal. Too often, games that weren't originally action heavy are devolving into balls-out shooters. *coughResidentEvilcough* And let’s be honest, was there any need for L.A. Noire’s action scenes? The controls were stiff and unresponsive, and they were generally very short and uninteresting. Most of all, Team Bondi’s hearts didn’t seem to be in it anyway considering they let you skip them completely if you failed too many times. And I thank them for it. Far too often, games aren’t allowed to simply be what they are—they have to be an RPG, a first person shooter, a driving game, an RTS…with stealth elements.

Here’s another consideration, how about games with just less killing, or even better, more mindful violence? Hideo Kojima seems to be acutely aware of the myriad of issues that war presents, and wants you to too. I’ll never forget The Sorrow from Metal Gear 3. In quite possibly the most non-standard boss fight in history, in a game full of convention-shattering elements, Snake was forced to slog through a swamp of a soldier’s personal hell. Every knife to the sternum, every headshot, every snapped neck you inflicted upon your enemies and forgot about, was thrown back into your face in ghastly detail. You were forced to look every one of those people in the eye, and face the horrors you had inflicted in the previous 10 hours. The Sorrow couldn’t hurt you physically, but by the end of the scene, you almost wish he was launching stinger missiles at your face rather than heat seeking daggers of remorse into your conscience.

After the brief exchange was over, and I was back on my impossible mission to save the world from thermonuclear war, I shook my head and got back to work. The thing is, when I encountered the next generic, army-fatigued solder and pulled out my silenced M1911A1, I froze. For just a second, I thought of all of those “men” I had sent to an early grave. Eventually I did pull the trigger, but I didn’t feel any satisfaction after hearing the hammer’s click launching a bullet into the guy’s skull. Instead I felt an ever so slight pang of regret, knowing that I had sent yet another number to the parade of victims I had just met. It was then that I realized that I hadn’t escaped that tango with The Sorrow unscathed after all; in fact, he and in turn Hideo Kojima, had won. Of course I did finally finish my mission, taking out whoever got in my way, but murder was never quite as automatic as it had been before.



Listen to the voices of the dead...


A game that makes you weigh the consequences of every life you take is quite the game indeed, and any game that allows you to solve conflicts non-violently but still allow them to be fun, should be commended. Why don’t more games allow you to do this? About halfway through my Red Dead playthrough I got bored shooting everything that moved and started disarming and lassoing bad guys whenever I had the opportunity. Sure it wasn’t easy, chasing down some perpetrators for miles in in order to get close enough to rope them, but it added an interesting layer to the gameplay and my character, as I tried to play Marston true to his story, an ex-gunslinger turned family man reluctant to return to his old ways.

It begs the question that after all these years there really has been no police game that focused on apprehension of criminals with minimal collateral damage. The game could make you get creative in catching the criminals, forcing the player to ram cars to cause spin-outs instead of just filling them with bullet holes. Or maybe using pepper spray, tasers, and cuffs in addition to a realistic grappling system like UFC games to bring bad guys to justice. Maybe sometimes you do have to get all Dirty Harry on some asses, but it means you get your butt chewed out by the chief back at the precinct. You're off the case Mcgarnicle! It would certainly be more interesting than what every other game tells you to do:





Now I enjoy violent games just as much as any other John Q. Gamer. I’ve been playing First person shooters since Wolf3D, and I still remember most of the fatalities and the blood code from Mortal Kombat on the Genesis (I'm a blast at parties). And I understand the instant gratification from pulling a trigger and watching something die on the other end of your gun--it's game design 101. What bothers me about all the violence, is the blind ubiquity of it all. The fact that people don’t question it, and eventually don’t even consciously see it anymore. And if you don't like playing these very specific types of games, you don't belong here. Get the hell off our playground.

One reason there are so many violent games, is because violence is one of the easiest ways of stimulating or generating arousal in somebody. I don’t deny or dislike violence per se in games, but I don’t like the use of violence merely to bring about this sense of heightened, excited emotional state in humans. That I don’t like. If the violence is used to make the player realize that violence is a destructive and often negative force, if it is used in a ‘balanced’ way, then I don’t mind violent content in games. So I wouldn’t say I was ‘anti’ violence, I just want to bring so many other elements into games in terms of proper pacing and a better variety of emotional responses…which I think leads to a much healthier gaming scene. – Yasuhiro Wada, creator of Harvest Moon



It sorta reminds me of...porn. We're encouraged to perform these repetitive motions until we're rewarded with a messy, briefly satisfying moneyshot. Aim. Shoot. Splat! Its thoughtless, its mindless, its excessively masculine and gratuitous. It's without context. It strokes our boners for destruction and not much else. No wonder people are always saying “games don't need stories.” Porn doesn't need them either.

I'm aware of the irony here, but Roger Ebert said something about movies that when tweaked, I think translates perfectly to video games:

Many games diminish us. They cheapen us, masturbate our senses, hammer us with shabby thrills, diminish the value of life...they're fun, but just scratching the surface of what they are truly capable of.





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Legacy Comments (will be imported soon)


Wonderful blog, if I nod any harder I might snap my neck.

We are ridiculously desensitised to violence in games, we really need to take a step back and take a look in from the outside. I felt like a psychopath playing God of War 3, at one point a man made up a little poem about Kratos and my response was to apparently chase him across a city, beat him to a pulp, chop off his legs, and steal his shoes.

I despise that Fallout screenshot, the over the top violence was funny for about ten seconds, the game has lots to its merit, but I spent sixty hours being reminded “I can’t take this shit seriously” every time it happened.

The beginning of this part in Charlie Brooker’s Gameswipe is what I’m talking about, but really the whole thing is worth watching. One of my favourite things about Charlie (and Graham Linehan and Dara O’Briain who also appear) is that they clearly love games but they’re not afraid to call us on our bullshit. We’re like the doting mother who can’t see her child for the playground bully that he is sometimes.

This is why it’s so hard to explain our love of gaming to other people, because we have to tip-toe around all the stuff that just sounds horrifying out of context.
"it's alright he's a naaaaazi!" Great find with Gameswipe. Gonna totally watch the rest of the series now.

And yeah, it drives me up the wall that so many gamers have such an inability to A. see things from other peoples perspectives and B. Call out stuff that's obviously broken. When you love something, you should be able to both praise its triumphs, and criticize when you know it can do better.

Thanks for the thoughtful comment!
SOme games are definitely porn. I think that CoD is, for the most part, a cross between porn (king of the hill violence porn) and sports (paintball).

Animal Crossing is a cross between art and porn (hunter gatherer porn). Catherine is also art and porn. Brain Age is education and art. And it does on like that.

Just about every game is some cross between art, porn, sports, and education.
@Jon Holmes

You're absolutely right that the repetition/satisfaction cycle of porn is comparable to all kinds of games. It was actually something I realized after finishing writing this 2500 word monstrosity. It's definitely a point worth exploring in another blog. A potentially disturbing blog whose analogies could go to bad places really, really quickly. =D

I just wish that the industry would offer/put its money behind a larger variety of "porn" other than gun and gore variety. But I suppose that same assertion could be made about real porn too...
Absolutely wonderful blog!!

The thing is... multiplayer games don't need stories because they are games. Chess doesn't need a story, neither does playing Bridge. Games like Call of Duty (to me anyways) aren't at all about violence, they're about rules. Choosing a shotgun means than an AR will win at a distance, but you'll win up close. It's a massive game of rock, paper, scissors with a computer calling the constant wins or losses.

I also think that FPS multiplayer games are growing and becoming more of what they are capable of. In games like Battlefield, MAG and Dust 514 there is a higher sense of working as a team to accomplish a win. Players play to "win" which is not necessarily getting the most kills or committing acts of violence, it's all about getting the most points. In a game like MAG you'll see people repairing team assets (bunkers, gates, etc) or reviving allies simply because they can get more points that way than by shooting enemy players. Again, it's more akin to chess or a game in that the objective is not violence, it's using skills, strategy, map experience and game experience to best know how to accumulate points. In fact in many games like MAG, there is no blood, and the "death" is simply a minor loss to be overcome when you start again with a respawn.

In terms of single player games, it's not really a lot different than movies or books in that conflict is the primary theme. Conflict often presents as violence whether it's emotional or physical. To be honest, I'm rather glad that games don't get into the emotional violence as much as other media... the physical violence is merely simpler. Just like in the movies and books, war is often an environment used to forward the plot, but in books or movies the "war" is often emotional as in a war between two people, a war between groups or even an internal war within one person. Even Sherlock Holmes was essentially a war of winning... successfully figuring out whodunit and catching them.

Games simply distil the entire conflict through violence down to it's base roots... fight or flee. A well balanced game gives you those choices... and it's where the "game" part of gaming comes into it, because it's not a matter of committing an act of "violence", for most gamers it comes down to simply winning the game. Winning the game is mostly determined by the developers of the game who create the rules. In a game like Fallout there are multiple paths to the end - but all paths will include some form of overcoming conflict... but mostly it's about progression, points, and "winning".

Ouch... I've rambled and a lot of this likely won't make any sense at all after I hit the post button, but the sign of a truly awesome blog is that it makes me think... which is what this blog did! Faps!
A really great blog!

Like Elsa, I mostly see multiplayer shooters as competitive, sports-like games. It's not so much about killing as it's about scoring points and winning. Of course that brings into the question about why "killing" even needs to be included. Is there a way to create the same type of competitive gameplay without the violence?? It's actually something researchers were interested in since first-person shooters were found to be more beneficial for brain-development than the brain-training games (url=http://www.thestar.com/ParentCentral/Family%20Health/article/933710]news article[/url] and research paper).

One of the hardest games for me to play through this generation was Killzone 2. I generally have no problem taking out the enemy since it's "us vs them" but KZ2 was a bit different than that. The fight against the Helghast was in retaliation of an attack on our home planet. Landing on Helghan, we see that the people live in sprawling slums in a near-inhospitable environment. These people literally have nothing yet we're killing them as they try to protect their home from invaders. It didn't help that the weightiness and pretty graphics made the game feel all too real. With that said, I still need to play through KZ3 to see how the story progress. Other gamers may not have liked it too much, but the story really gripped me. It was less action movie and more of a war story.

The closest thing I can think of to a cop game you are describing would be SWAT and True Crimes. SWAT was a series of games on the PC that played out somewhat like Counter-Strike but with I high focus on coop play. I don't think they make those games anymore though. I tried to get my roommates to play it but we stopped pretty quickly after they realized you're not supposed to kill the suspects. And for some reason I was always a much bigger fan of the True Crime games than GTA. You played as a cop so you were punished for killing people in most instances. Plus the shooting mechanics were great as you can pick off limbs and take out tires while shooting in slow-mo.
Here's the first link since I messed up the coding: link
@Elsa

That's a great point you made about first person shooters being more than just about who fills who with more bullets. You're right that a lot of those games are so tactical they're more like chess than anything. I like to think of them like sports: a team using a varied number of strategies to achieve a common goal. I was actually going to bring this up before I realized I was starting to sound like a windbag... Team-based shooters bring much needed context to violence. Sacrifice, teamwork, revenge...these are all things that add layers of meaning to every confrontation. This is very different from a lot of games which attempt to be little more than gore porn.

Yes, violence is indeed just a way to resolve conflict, and it's also the absolutely easiest, some would say laziest way to convey it. Kids have been playing and simulating war for as long as there has been “play”. But of course that doesn't mean that murder is the only way to go about solving problems in the world. You mentioned Fallout allows you multiple ways to attain a “win state”. And that's all I'm really asking for, the ability to solve problems in ways that extend beyond whacking it until it stops moving. Working out my trigger finger is great, but sometimes I want my curiosity rewarded, my gray matter challenged, or my heart-strings tugged upon. And we could all use a little more Sherlock Holmes in our lives, couldn't we?

Thanks for the great comment/faps!
@Celica

Like my previous comment says, it looks like we both agree that a lot of FPS play is akin to sports. You mention that shooters tend to be very beneficial to brain development, and I can't help but agree with this too. High-level FPS play is one of the most beautifully strategic things in all of gaming. Just as complex as a RTS, but needing even quicker adjustments and decisions.

Re Killzone: Context, context, context! This is everything. Sometimes you wanna just sit back and relax and blast something, but sometimes you want to be required to think about the consequences of what you're doing.

Funny I always dismissed True Crime as a mindless GTA clone, so I never played it. Maybe I'll go track it down now.
I actually tend to stay away from super violent games, most shooters just don't interest me at all for that very reason. Most of the violent games I do play involve killing monsters and robots and such, which I guess makes them less violent in my opinion? I also enjoy video games that have violence in them, but allow you to get by without actually killing many (human) enemies (Mirror's Edge, Beyond Good & Evil, Metal Gear Solid). And then there are violent games which eventually make you feel bad about committing acts of violence which I also enjoy. You mentioned Metal Gear Solid 3, which was a good choice. Also Shadow of the Colossus and Demon's/Dark Souls do this as well (anyone who feels good about killing Maiden Astraea or the Great Grey Wolf Sif is just heartless).

The one shooter that I do really enjoy playing is Team Fortress 2, but I know that when I kill anyone in that game, they'll be back alive again in a few seconds.
As long as games don't have any fear AI for the NPCs, I will still gun them down. GTA 4 has people running oh sure, but after seeing 300 police bodies on the street the cops still show up to die. This ruins any suspension of disbelief. If I kill a bunch of bandits in a camp, shouldn't some run away or at least appear fearful? If I destroy gods at regular intervals, won't someone bow down out of fear just once? My point is that if there is no realistic or proper reaction to my actions, then NPCs seem only there to converse with or kill. I feel involved in a game when I can do more than just the usual shooter/RPG style kill/talk/kill/talk. Even the crafting systems in games like those are about making a better weapon or armor, not much else.

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