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.
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!
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.
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...
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!
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.
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!
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.
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.
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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