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Just to get it out of the way, when I say "violence" I also mean "combat" -- in other words, the solving of conflicts through brute force and physical harm. 

Since the medium's birth, videogames have been about killing. Spacewar concerned two spaceships attempting to blast each other out of the cosmos. Contra turns the player into a one-man army against a generic battalion of baddies. God of War, Rainbow Six, Knights of the Old Republic, and Grand Theft Auto, for all their differences in setting, tone, and gameplay, are still about fighting difficult battles and vanquishing all your enemies. 

And, to be frank, I'm getting a little sick of it. The emphasis of combat and violence in videogames now feel almost anachronistic, considering the beautiful graphics and different levels of interactivity our games are now capable of. Game artists spend hours rendering the most gorgeous environments and character models the world has ever seen, only so those environments can serve as a slightly prettier arena in which the player blows things up.

After the jump, you'll see (A) why there seems to be an unnecessarily strong emphasis on combat and violence in videogaming, (B) why this is a bad thing, and (C) what can be done about it. But not necessarily in that order. 

Eight million ways to die

Stabbing, shooting, slicing, strangling, poisoning, chainsawing, curb-stomping, detonating. For the most part, we seem to have death covered. I indirectly touched on the subject a few months ago, but suffice it to say that we have games that turn death scenes into “Burnout with body parts” and games that take a great amount of pride in their ability to show violent deaths -- for all intents and purposes, we seem to have violence, in most of its incarnations, covered.

I don’t mean to say that these games are bad because of their violent content, and I don’t even think that these games should have scaled back their violence -- the “videogame gore” article is one for another day -- but it stands to reason that if a considerable majority of videogames released on a yearly basis involve killing, maiming, and/or beating the living daylights out of everything in a ten mile radius, why not explore some other options?

The Japanese game market obviously provides many different sorts of gaming alternatives (were we talking about this in person, this is the point at which I’d point to a physical collection of Japanese DS games like Rub Rabbits and Brain Age), but these nonviolent titles usually function as little more than small, casual diversions. As it stands, the titles that get the most weight (and money) thrown behind them are those games that focus on hacking, slashing, and/or boom-headshotting.

Again, I like action games just as much as the next guy, but, at times, it’s tough to feel like the genre doesn’t repeat itself (“an exciting, realistic third person shooter…but this time, there’s a ‘cover’ button!”).

vv

You can do anything…just don’t be a pussy

At the risk of possibly crossing into Leigh’s territory, videogaming’s almost single-minded focus on violence and combat is best exemplified in the modern RPG.

Just recently I started replaying the first Knights of the Old Republic, with the intention of creating a character wholly unlike one I used my first go-around. I beat the game with a light side warrior-Jedi a few years back, so, this time around, I wanted to see how it might be possible to get through the game as a morally grey scoundrel with skills much more suited to hacking, repair, and persuasion than balls-out combat.

After a few hours of getting my supporting party members to do my fighting for me and one or two instances where I actually used my “persuade” ability, I went into the lower depths of the planet Taris, where a very simple bit of conflict gave me a realization (and, subsequently, the desire to write this article).

Upon entering Taris’s Lower City, the player accidentally walks in on two dueling gangs. After one destroys the other, the victors turn their attention to the player and his party, instantly deciding to attack.

As five Black Vulkar gangsters rushed forward, something occurred to me: my reasons for fighting these thugs didn’t just boil down to a matter of my wanting to survive, so much as the game was actually forcing me to fight. Logically, my character should have been able to run away from the Vulkars, or sprint past them in an effort to survive the encounter -- according to the circumstances of the fight and the buildup to it (the Vulkars are shown to be the stronger of the two gangs, and they literally force their aggression upon the player), the character’s only goal should be survival, at any cost. This can mean dueling the Vulkars until they are all dead, but it could just as easily mean running away/past them, or sneaking around them.

Now, of course, I could technically do these things: running past them might cost me half of my health bar, but it still remained a possibility. But something still felt wrong about this option, and it took me a moment to understand what it was -- there’s no reward. In addition to the fact that running past the Vulkars is but a temporary solution (the Vulkars stay where they are -- evidently, they’ve got nothing better to do than sit around and wait for the player to come back), there is no tangible reward simply for surviving the encounter. And by “reward,” I am referring to XP.

In a nonlinear, “go anywhere, do anything” sort of RPG, one would assume that all different types of conflict solutions would be supported by the game mechanics: every conflict has an obvious goal (in this case, survival), and the game mechanics reward the player for completion of this goal, no matter how the player chooses to solve the problem. The rewards may vary, of course, as there need to be different incentives for choosing different paths (going through the trouble of combat results in stealing items from your dead enemies, whereas simply running past them does not), but, hypothetically, each path should result in more or less the same XP reward so the player can level up their character as the plot progresses. The different problem-solving methods and their relative difficulty/inefficiency would obviously change as the game progresses (I don’t mean to suggest that players should be allowed to effortlessly run past every enemy and problem in the game and still level up -- at some point, the character must do something, whether it be hacking, turning baddies into the police, sneaking, persuading or getting others do to their fighting for them), but all possibilities would be at least partially covered by the XP reward system.

Obviously, this is not the case. Since running past the Vulkars doesn’t net the player any XP, and since the Vulkars stay there until they are killed, the game essentially forces the player into a single course of action: kill. In many RPGs, killing is not a matter of choice or morality, but simply a necessity -- apart from certain scripted instances where the player can talk, hack, or repair his way out of a situation, violence is the rule, not the exception, when it comes to problem-solving. While running or sneaking past enemies solves the immediate threats to life and limb, it doesn’t help the player level up, and is therefore almost never an acceptable course of action. Without levelling up, the player will be incapable of facing challenges later in the game. To survive, the character must fight, even if he or she doesn’t necessarily need to.

werer

To borrow another example from KotOR, compare the hacking and repair systems to the combat mechanics. Where swords and blasters will never run out of ammo and therefore always represent a permanent method of gaining XP by killing enemies, hacking and repair require perishable items in order to function properly. Given the fact that computer spikes and repair parts are essentially used as hacking or repair ammunition, the game seems to suggest that these skills are secondary to the character’s main ability to fight. Unlike combat, hacking and repair take no skill or strategy – just a heap of items and a character with sufficient ability points. Instead of encouraging the player to try everything at his or her disposal to solve a problem, the skill-free, item-dependent implementation of hack and repair essentially tells the player, “these options are here, but you’ll probably still want to rely on your combat abilities.”

If it seems like I’m just picking on KotOR (it is Star Wars we’re talking about, after all) consider  the Fallout games: these two titles may very well be the most nonlinear games ever made, yet both, in some way or another, require the player to engage in combat. In Fallout 2, the game inexplicably ends with a long, difficult boss fight between the player and a mutant soldier. There is absolutely no way to beat the game without defeating the soldier, and there is absolutely no way to defeat the soldier without having levelled up a character to the point of combat excellence (though, thankfully, the player can persuade a few nearby soldiers to help him win the fight). And despite the fact that the first Fallout game is aaaalmost possible to complete without firing a single shot or even meeting the main villain, the mutant base that must be explored and destroyed by the protagonist is pretty much impossible to survive without the ability to handle a rocket launcher and/or chaingun. I would love to be proven wrong on this (honestly), but the way the base is constructed, and the way the enemies are placed, makes the whole level literally impossible to sneak through.

I do not mean to suggest that all games should make sneaking, hacking, repair, or any other methods of nonviolent problem solving really easy, but rather to say that -- at least in nonlinear RPGs, a genre where the focus is indeed on choosing how to do things -- the player shouldn’t be constrained to only one (violent) course of action, whether directly or indirectly. 

eredfx

Feeling helpless can be awesome

Quick -- name your favorite mission from the original Call of Duty. If you chose the very first Russian mission, where your character is given ammo but no gun and must run past Nazi machine gunners, your opinion is in the majority. If you chose another mission, pretend you didn’t, because that kind of crap is really damaging to my argument.

Essentially, the concept of being forced into a dangerous, violent situation with no real way to defend yourself represents an effective, suspenseful, exciting, often terrifying gameplay mechanic that isn't used anywhere near as frequently as it should be. In a level like Stalingrad in the original Call of Duty, the player is thrust into the middle of a warzone. Nazis armed with MG42s blast away at the Russian soldiers below, and Russian sergeants linger behind their soldiers with the intent of shooting anyone (including the player) who might attempt to retreat. As the player gets in line to receive either a gun, something incredibly odd happens...he doesn’t get one. Instead, the soldier in front of him receives one, and the player is forced to complete the entire first section of the level without so much as a rifle.

In addition to making the player constantly feel on-edge, the idea of taking a weapon away from the player really makes the battle feel more real: rather than just sprinting from cover to cover and taking halfhearted potshots at the enemy, the player is forced to consider his surroundings, concentrate on the firing patterns of the enemies above and below, and time his movements in accordance with him. What would have otherwise been another boring “assault the Nazis” mission is now much scarier and more deliberate: the player, having been denied a weapon or any other means of defending himself, is forced to actually think. What results is, without a doubt, the most memorable level in the entirety of the Call of Duty series.

Of course, Call of Duty doesn’t necessarily have a monopoly on weaponless action sequences. Slightly more common (though still woefully underutilized) is the weaponless chase, a gameplay scene where the unarmed player must frantically flee from a group of armed, powerful persons and/or monsters. This type of scene is used to great effect in the independent horror/adventure title Penumbra: Overture, where the player has to (very, very quickly) throw switches, build small bridges of wooden boxes, and run through a collapsing cave as a giant wormlike monster pursues him. All things considered, the chase sequence is simple, straightforward, and scary as hell: big monster is chasing you, so you have to use quick thinking to outrun him.

And while the weaponless chase in Penumbra was pretty good, the one in Call of Cthulhu: Dark Corners of the Earth is nothing short of awe-inspiring. After spending two or three hours wandering around Innsmouth Village talking to the locals and investigating assorted locations, the player heads back to the hotel to sleep -- and is rudely awakened a few hours later as the entire goddamned town storms the hotel in an effort to kill him. After waking up, the player is forced to run through adjacent rooms in the hotel as the insane villagers beat in doors and shoot through windows. Since the player has no weapons, his only method of protecting himself is by individually locking and barricading doors; however, since we’re literally talking about dozens of angry, bulky lunatics intent on killing, simply blocking doors doesn’t hold them for very long. As a result, the chase takes on an extremely fast pace, as the player must simultaneously decide where to go, when to lock or barricade doors, and how to most efficiently block his path -- and all the while, the player's sanity meter slowly depletes. While the player still has numerous strategic gameplay options open to him throughout the course of the chase, his lack of weaponry and the emphasis on flight, rather than confrontation, make the player feel helpless, terrified, and (as a result) totally exhilarated.

It’s tough to explain how incredibly tense and fun this scene is to someone who hasn’t played through Call of Cthulhu, but the chase itself is one of the most original and terrifying levels I’ve yet experienced in my 19 years of gaming -- and it’s all due to the fact that the developers had the good references to deny the player a firearm. Is it any surprise that almost every single review for Call of Cthulhu points out that the game goes completely downhill once the player gets a gun and is forced to engage the townsfolk in direct combat? It shouldn’t be.

As gamers, we are so used to being the aggressors, so used to being fully-armed gods who conquer endless enemies across numerous levels, that we forget how it feels to be truly put on the defensive: when games like Penumbra, Call of Duty, or Call of Cthulhu force us into positions of helplessness, it’s like a breath of fresh air. Players are so often the masters of their virtual domains that when these games take away our guns and force us into deadly situations, the stakes are suddenly much higher. The game feels more honest, realistic, and -- as a result -- much more immersive. When a game like Call of Cthulhu acknowledges the fact that a man facing a small army of insane townspeople would have literally no choice but to run for his life, the chase gameplay that follows makes a hell of a lot more sense and feels a hell of a lot more real.

If nothing else, leaving the player unarmed results in action sequences that feel different. In a gaming climate of clones and sequels and rip-offs, how many titles can honestly say they accomplished that?

feferd

Violence as climax

There’s a reason that other forms of action-based entertainment seldom, if ever fill their stories completely to the brim with balls-to-the-wall excitement: it gets tiresome, and the “action” itself tends to lose its significance.

While Call of Cthulhu did indeed suffer once it turned into a full-blown FPS, there was admittedly a moment of extreme satisfaction right before the game truly nosedived: after several hours of sneaking past bad guys and staying to the shadows, the player finally gets into a police station and, after some quick puzzle solving, the player finally gets a gun. After hours and hours of feeling totally helpless, the player finally has the means to fight back against the bad guys.

The actual implementation of the gunfighting in CoC was, of course, absolutely abysmal (the guns were horribly inaccurate, and the human enemies took way too many shots to kill), but the point remains: a lack of violence or gunplay makes those eventual moments of action that much more effective and satisfying.

If developers won’t ignore violence entirely, they can at least provide a decent buildup to it: if anything, Jedi Knight II: Jedi Outcast taught us how to do this properly years ago. The player doesn’t get a lightsaber until about three hours into the game, and once he does, the sudden feeling of total power is indescribably satisfying. While I’d obviously like to see more games that can be completed without any combat whatsoever, those games that insist on providing a balls-out action experience would still do well to take a few pages from the books of Jedi Outcast and Call of Cthulhu.

halo

The easy way out

In the genre of fiction, a character who uses violence as his exclusive method of problem-solving would probably be described as oafish, thuggish, or just plain dumb. In the world of videogames, we refer to these characters as “protagonists.”

We refer to our most beloved videogame heroes as “tough,” and “badass,” and a whole myriad of other adjectives dealing with physical strength. As it stands, there aren’t really any role models in the world of videogaming characters. No Atticus Finches no Doctor Whos -- our favorite videogame characters are either totally nondescript (Mario, as much as I love him, doesn’t seem to have much personality) or brawn-over-brain types that would feel totally at home in the worst sorts of Michael Bay movies. Seldom outside of the adventure genre are we rewarded with heroes whose main strength is a mental one (though even in series like Sam and Max or Tex Murphy, a great deal of the humor revolves around the fact that the protagonists are somewhat stupid).

While the majority of those who would crucify game developers and place gamers in mental care are typically ill-informed jerks, they do have something of a point when it comes to the brutal, lowest-common-denominator nature of videogaming protagonists. When characters not only serve solely as walking, talking weapons of destruction, but sometimes seem to enjoy the violence they participate in, is it any surprise that videogaming is as demonized an art form as it is?

Not to mention that as a method of narrative problem solving, violence is a pretty simple: it requires very little thought, its consequences are immediately evident, and the solutions it presents are usually short-term in their ramifications. As it stands, videogaming’s over-reliance on violence makes storytelling a hell of a chore: if a player’s goal is simply to kill all the bad guys, the narrative that follows will probably have a hard time staying interesting and/or relevant. Every initial bad guy is just a step to get to another bad guy, and another, and so on and so forth until the final boss has been extinguished. This sort of plot leaves little room for intrigue, character development, or indeed any emotion other than the pure adrenaline rush that comes with large-scale violence. While the most creative of designers can find a way to make constant violence poignant or interesting (I can't write a long article like this without mentioning Shadow of the Colossus at least once), the games that can effectively create a good narrative out of constant action-oriented gameplay are definitely few and far between.

qerererererere

"In a standard video game, it's very easy to kill someone but virtually impossible to talk to them."

The above quote, made originally by Jonathan Rauch but personally taken from this article by Warren Spector, goes a long way in describing the inherent limitations of videogame development technology.

When I complain that too many games focus solely on violence, I do not mean to place blame solely on the shoulders of the game developers: from a purely technical point of view, implementing anything other than relatively simple action is damned difficult. Spector’s article does a much better job of explaining the problem than I ever could, but the essential conundrum is this:

-As technology increases, game developers want to branch out and explore what videogaming can be.

-Videogaming technology is still nowhere near advanced enough to handle legitimate physical/conversational, AI or  realistic, on-the-fly character animations -- things that would be more or less necessary for games that require more than just a quick trigger finger. If a character is supposed to talk other characters out of doing something, a dynamic and extremely intelligent conversation engine must also exist in order for the task not to feel contrived and artificial.

-As AI technology stays more or less the same, graphics technology increases exponentially.

-As graphics technology gets better and better with each generation, gamers expect a comparable degree of depth to the actual gameplay, meaning AI.

-Since developers can only deliver on the former and not the latter, they must either try to “trick” the player (see: the “flanking” bad guys in F.E.A.R.) or create a game that does not require a level of player interaction beyond physical combat.

As it stands, violent, action-oriented games are easier for everyone involved: production teams know their way around the genre, audiences are more accepting of them, and distributors feel that a game with action sells a hell of a lot better than a game without it -- ignoring, of course, the fact that two of the highest-selling games of all-time (Myst and The Sims) involve almost no violence whatsoever.

In the end, there’s no easy answer to the question of violence in videogames. Violent games can be entertaining and provocative and comparatively easy to create, but their redundancies and general lack of maturity contribute to gaming’s status as an art form in the earliest stages of its infancy.

As gaming grows older, it -- and we -- will have to put down the guns, the swords, the grenades and the molotovs and find a different way of telling a compelling story. When that day actually comes is anyone's guess.

 


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79 comments | showing # 1 to 50

Bans's Avatar - Comment posted on 08/08/2007 12:04
Bans
This is why I love the MGS series. Not that all games should stealth but just gunning down enemies doesn't yield anything except, more enemies. So knocking them out or putting them to sleep is a good alternative. Even the bosses are susceptable to put tranqualized, adds a nice depth to the game.
Butmac's Avatar - Comment posted on 08/08/2007 12:07
Butmac
I think I'll check out Call of Cthulhu for that part. That sounds really really rockin.

Great article.
DrYou's Avatar - Comment posted on 08/08/2007 12:08
DrYou
We need more cow bell in Video games...
Ndizi's Avatar - Comment posted on 08/08/2007 12:09
Ndizi
Just to comment on the fallout 2 boss fight thing. If I remember correctly can't you hack the computer and have the turrets reduce the boss to shreds.
BlindsideDork's Avatar - Comment posted on 08/08/2007 12:10
BlindsideDork
I tried Call of Cthulhu and I remember that...pure craziness! Had to do that scene a couple times before I could make it. I never got to the weapons part, I sent it back to get a different game (gamefly). But I plan on picking it back up soon.
Mxyzptlk's Avatar - Comment posted on 08/08/2007 12:11
Mxyzptlk
Fantastic read. And that is my favorite level from the original Call of Duty.
Ndizi's Avatar - Comment posted on 08/08/2007 12:17
Ndizi
By the way I loved Half-life 2 untill the point you were given a weapon. After that it went downhill.
J03yyz's Avatar - Comment posted on 08/08/2007 12:20
J03yyz
no thanks rev, i like my violence, keep it coming
blehman's Avatar - Comment posted on 08/08/2007 12:22
blehman
Great article rev, I agree with most all of your points, especially the a.i. hasn't caught up with graphics department arguement. And Ima have to pick up call of cthulu, it's gotta be pretty cheap somewhere.
Ignignokt01's Avatar - Comment posted on 08/08/2007 12:24
Ignignokt01
Rev, you're quickly becoming one of my most respected videogame journalists. Not because you're honest and harsh in your reviews, but because you think beyond the average player's frame of consciousness in playing something and try to understand WHAT makes one game fun and another suck.

This was an amazing article. I wish more videogame developers thought like you.
Scape's Avatar - Comment posted on 08/08/2007 12:28
Scape
I definitely agree about the whole feeling helpless thing.
Yashoki's Avatar - Comment posted on 08/08/2007 12:30
Yashoki
This reminds me of the early stages in Grand Theft Auto (yeah i know, sort of a bad example) the most you get early in the game is a bat or some melee weapon, and for the most part, it's harder to kill someone with a bad than it is to just pistol someone in the head for an instant kill.

It's fun to provoke the cops and get that 20 star wanted level and know that no matter what you do the FBI, Tanks, and Helicopters will get you.
rdaneel72's Avatar - Comment posted on 08/08/2007 12:35
rdaneel72
This is the kind of critical thinking that videogame journalism needs. Bravo!

Conflict is the basis of all narrative. Unfortunatley, videogame conflict is boiled down to violence. It is the easiest way to depict conflict, visually. Internal conflict, moral coflict, relationship conflict don't really translate well to the medium. Conflict + action = viloence.

The old adventure games of yore, from INFOCOM to LucasArts might fill the void. Conflict resolution through exploration and problem solving, not violence. Too bad such games have been deemed "boring" by the gamersphere of today.

I never played that Cthulhu game, but the scene you describe sounds like an excellent re-enactment of the very scene from Lovecraft's story ("Shadow Over Innsmouth," ironically, not "Call of Cthulhu").

Great article.

zardoz's Avatar - Comment posted on 08/08/2007 12:41
zardoz
Good article, this is an important discussion because game developers are constantly taking the easy option.

At the moment we are at the "Caveman" level of interaction, we can't interact with the game in a complex way so we just resort to the equivalent of hitting someone over the head with a club. Take Assassin's Creed for example, looks good, but it's the same old problems, the producers liked to show off the physics of the town crowd, how you can bump into them and push them away, so yet again the caveman element of gaming has been developed, you can't interact with the NPC's in any way other than push, shove or grunt.

Violence is boring, it's the action which is fun, but when the action is so predictably limited, even the contrived action becomes boring. I'm afraid this so called next generation is all smoke and mirrors, they have advanced the presentation of violence, but beyond the superficial details it's the same old limited caveman running around a non interactive world.

Basically the monkey hasn't touched the monolith, it's just put on an expensive suit instead, it may look more presentable, but it's the same old monkey.
PwnDaddy's Avatar - Comment posted on 08/08/2007 12:43
PwnDaddy
You do realise that this article's impact is somewhat complimented by your interesting choice in avatars?


Other than that, keep up the good work Rev. Been missing these.
KyleGamgee's Avatar - Comment posted on 08/08/2007 12:43
KyleGamgee
Great read, Rev!

The non-violent game -very heavy on conversation- that comes to mind is Dreamfall: The Longest Journey.
owenkun's Avatar - Comment posted on 08/08/2007 12:45
owenkun
I for one, would like to see more games where there's less killing and more torture.

What can you do now? Walk up to a guy, shoot him in the head. Or the leg. Or something. You consider yourself lucky if the game's engine decides that he dies in a different way based on the body part you'd injured.

Just imagine: You walk up to a guy and shoot him in the leg.

He falters, his lifeblood seeping from the enormous cavity you've seen fit to equip him with. As he struggles to remain upright, violently jerking back and forth as he attempts to keep his balance on the one sturdy leg that remains.

You equip a knife another enemy had dropped earlier. He feebly attempts to shy away, but he's hardly a match. You plunge the knife squarely into the man's eye. Vitreous liquid, blood and the tattered remains of what once was the man's optic cavity begin to flow out from his newest wound.

With a deft strike, you plunge a scalpel into the man's sinewy arm, make a perfect Y-incision and gently peel back the flesh. Beneath the flesh and fat you find the man's musculature. You pour salt upon this just to hear him wail.

Finally, feeling pity, you pluck the knife from his eye socket and slash his throat with such force that his head is shewn clean off.

You smile warmly.

Where is the game that allows me to do all this, people?

WHERE IS IT?
DeusPayne's Avatar - Comment posted on 08/08/2007 12:46
DeusPayne
My favorite part about the CoD series is the 'cinematic' aspect of it. You're not so much playing a FPS as being engaged in a cinematic retelling of the war. My favorite part of CoD 2 was the level where you start off running out of the boat, only for it to get hit by an RPG or something, knocking you to the ground. You don't have any control for a while, and you eventually get rescued by medics.

The Darkness is another game that does this pretty well. There are quite a few points where you have minor control over your visuals, but can't control your actions. It does a REALLY nice job of making it feel like the darkness was actually controlling you. You have the 1 sense that you have control over your character, but are held back by what the overall force of the Darkness wants you to do.
thisissami's Avatar - Comment posted on 08/08/2007 12:53
thisissami
@DrYou

Cowbell Hero FTW!!!
OrangeGoblin's Avatar - Comment posted on 08/08/2007 12:53
OrangeGoblin
Excellent, excellent article. However, you neglect to mention adventure games, where 99% of problems are solved without the use of violence (unless you count me kicking my PC when I can't work out a puzzle).

Also, I don't think you can expect action games to be anything BUT combat. What if Call of Duty 5: "You're Fucked" comes out, where you spend the majority of the game trying not to be killed until you finally find a weapon in the last level. Is that really going to be fun?

RPG's are a valid point, but I think it sadly comes down to developers with limited time thinking "hmm, we could give you all sorts of options, but since most people are just going to go for all out combat, lets not."

Finally, I really need to get my hands on Cthulhu. How long has that game been out? Far too long for me to have not played it.
HertzaHaeon's Avatar - Comment posted on 08/08/2007 12:55
HertzaHaeon
Excellent article.

As for why violence is so widely used, I agree that it has a lot to do with technology. If you know some of the programming and math behind games, you know that modelling a realistic physical collision between objects is way easier than modelling realistic social interaction or intelligence.

It'll be interesting to see how Mass Effect handles this problem, btw.
thisissami's Avatar - Comment posted on 08/08/2007 12:55
thisissami
oh and owenkun... you should see a psychologist.
Shining Wave's Avatar - Comment posted on 08/08/2007 12:57
Shining Wave
i agree, great article.
can you imagine if other genres of art relyed on violence incessantly? like if EVERY movie was 'scarface' or 'taxi driver'?
BORING! once in a while is ok but i prefer cartoon violence... DOA series, ICO, JSRF, etc. conflict without the gruesome 'killing' and gratuitous gore.
'Manhunt' i'm looking at you.
reverendmatrix's Avatar - Comment posted on 08/08/2007 12:57
reverendmatrix
Huzzah, Ant! The developers in the trenches applaud you! DEATH TO THE UNBELIEVERS!!! ... ah.. wait... damn, those ... those kinds of statements sort of undermine the whole argument, don't they? crap.

The issue is unfortunately a deep one. Violence sells, games are a business, and that makes it tough to buck the trend. But you're not alone, Rev: many developers--myself included--think violence is just a crutch for poor game design.
zardoz's Avatar - Comment posted on 08/08/2007 12:58
zardoz
@Distrato

That's what I use to think, but I'm telling you man, it's not about how good you are, the whole process of creating a game today is so anti creative that even if you were the next Miyamoto the conveyor belt process of game design will not let you express any unique vision. Companies hire people who can effortlessly slip into their game factory and become part of the machine which churns out the same old products. They are 100% uninterested in a visionary or a individual. The viscious circle goes like this - the games industry needs new blood, new ideas and designers, but they only hire people who can do what is already being done, therefore giving no opportunity to new ideas - it's an inbred industry which claims to want new products but never takes the risk of hiring outsiders. It's a creative industry with technicians doing the creative work, that's why it's predictable.

The reason why Miyamoto is so good (aside from the fact that he has an insane supernatural attention to detail), is because Nintendo give him the perfect working environment, he could no doubt leave and make more money, I'm sure Microsoft or Sony would pay him silly money for an exclusive game, but he knows that Nintendo understand what a designer needs and what kind of team is needed to compliment him.

I've done some game design, I became very disillusioned with the whole industry set up, so I quit. Right now I'm setting up a esign team to develop some games for Wiiware, I think the indie game scene could really be the perfect launchpad for visionary designers, so good luck to you.
JLanphear's Avatar - Comment posted on 08/08/2007 13:08
JLanphear
Outstanding article. I really agree with you. Games are becoming repetitive in many aspects and it's getting difficult to find an entirely original game that is still compelling and awe-inspiring.
Holiday's Avatar - Comment posted on 08/08/2007 13:08
Holiday
This is an excellent article and mirrors my thoughts on modern video gaming almost exact. If you stand back and look at the video game industry on a whole you gotta wonder why the overwhelming majority of games published are centered around murder and destruction. Sure you can say Humans are by nature violent and destructive (one look at the History TV channel and you might very well believe so) but I'd like to think human beings are capable of so much more, positivity.

Sure I understand it's hard to create an action packed game without physical conflict but without a doubt a lot of game developers/designers don't even want to make the effort in making creative alternatives. For that matter many gaming studios seem only interested in pushing out the most deplorably violent content possible with little or no redeeming context in the storylines. We end up being stuck with one WW2 FPS game after another, year after year, because it's a proven formula and makes developers and publishers money. We get developers making games like Manhunt 2 because they know a gamer's bloodlust can be a bottomless pit, especially if you pushed it to be that far. I say get over it already, grow up, evolve and move on. It's time the gaming industry on a whole evolved and took some chances, got really creative like...LittleBigPlanet. Too it's time gamers on a whole realize that they can have fun playing video games without running around blowing each other heads off all the time. I know it's possible I remember the 80's.

On a side note I have played violent video games but they are for me not what makes up the majority of my gaming time. I actually feel sick if all I play is violent video games. Indeed when Gears Of War matches online degenerate into screaming matches, insults and hatred I know it's time to turn it off.
s0lesurviv0r's Avatar - Comment posted on 08/08/2007 13:08
s0lesurviv0r
Very nice article, Rev.
BlackDove's Avatar - Comment posted on 08/08/2007 13:09
BlackDove
The ultimate FPS RPG where killing is not only completely unecessary, but you can literally not engage anyone except the few bosses in order to advance and complete the storyline, is Vampire the Masquerade: Bloodlines.

Experience gain = completing quests. Killing gains you nothing aside from the route that you are able to pass in order to complete said objective - however there is more than one option when it comes to sneaking past the countless hordes of Vampires, without them ever seeing you, or you seeing them.

It is by far, to date, the ultimate exception to the violence rule, and quite frankly I've wished on more than one occassion for other games to be more like it.
ElRhino's Avatar - Comment posted on 08/08/2007 13:11
ElRhino
way to long of an article

but, actually your arguments is not vaild so much anymore. With the popularity wii your seeing different types of games come out. Im not sure but i think a majority of the wii games do not involve combat.

Also, games that feature things besieds combat typically don't do to well.
Johnny Blaze's Avatar - Comment posted on 08/08/2007 13:21
Johnny Blaze
Good Fucking Article.. You gave me one of those moments where you read or watch something and your head tries to figure out why these things don't happen more often.

Good job of making me think outside of the box. I really agree about violence being an easy target for making a game. I agree if you do go that route atleast put some effort into it.. How many GTA games can you play that is really that immersive in gameplay that it just keeps you wanting to play the next version..
Cowboy TTop's Avatar - Comment posted on 08/08/2007 13:23
Cowboy TTop
I agree with what you are saying. There is indeed a lot of violence in games and we do unashamedly enjoy it, there's nothing wrong with that. Film, art, books and theatre has done and relied upon sex and violence countless times, for hundreds of years between them. Have you seen some of Carravagio's detailed, sometimes gore fueled art, read the Bacchus or Portrait of a Serial Killer, or seen Hostel? Its healthy to enjoy some fake violence in games and we shouldn't stop, though. Why? I'll explain.

When we do all get bored with so much violence, its then that we'll see some developers turn to and revive the point/click adventure game. This forgotten genre I think will make a comeback. We've already seen signs of this for the better on DS (Hotel Dusk, Touch Detective, Another Code, Phoenix Wright, Project Hacker (jap import) and Professor Layton, all show that these type of games are gaining more interest. I've also heard whispers of Myst possibly gracing the Wii, would should be interesting to play indeed.

Its a shame these same sort of games can't get to home consoles as much (they might in japan), but I feel in time that will change, as more people look for something more engaging and new gamers come into the market from Wii and DS. More than anything, the Wii and DS are leading the way in this area and I hope others will see the potential, that can then move to 360, PS3 and back to PC again.

I think Konami should consider a DS MGS game at some point (as Capcom RE shows DS can change thing), but more importantly, I think Konami should look into remixing and porting Policenauts and Snatcher onto DS, for a new audience who are embracing Hotel Dusk and such. These games are ideal for the format and I bet they'll make a return of some sort when MGS4 is out. With one 1gb or so on a DS card, they should easily fit, with speech intact hopefully, if not uses a GBA cart for extra space.

With that little robot dude from Snatcher in MGS4 next to Snake, perhaps that's a visual clue for the possibility of a Snatcher return once MGS4 is out of the way. Maybe we might see a remixed DS version, next to a 360, PS3 and Wii new 3D game.

Lightthrower's Avatar - Comment posted on 08/08/2007 13:29
Lightthrower
Excellent article Tony! This is why i come here to read game news. I could go over to Kotaku for faster news, but i prefer to stay here for these great editorials.

Speaking of games that let you choose diffenrent courses of action, i expect great deal out of Bioshock later this month.
ArrestedDeveloper's Avatar - Comment posted on 08/08/2007 13:39
ArrestedDeveloper
The Dagger of Amon Ra had a pretty sweet chase scene between you and the killer.
God Len's Avatar - Comment posted on 08/08/2007 13:45
God Len
Very nice article
Cowboy TTop's Avatar - Comment posted on 08/08/2007 13:46
Cowboy TTop
Another thing. Game development in the west is more entrenched in money of shareholders than the true creativity of the creative people. This is why its good to have small development teams, so idea come forth that would have otherwise be frowned upon at megacorps.

When I look at Atlus creating Trauma Center and Persona 3 and Inis creating Ouendan/EBA, and making them work well, it makes me laugh at these me too fps games everywhere, retreading ground again, and when all should be hailing these ground breaking games, sometimes and rarely only Nintendo's efforts get attention. Such a shame but it may change yet.
B__'s Avatar - Comment posted on 08/08/2007 13:54
B__
video games (in general) are not art. they are fantasies. just like pornography. most little boys fantasies are to be god-like killing machines, so that is what games are mostly about.
RoyRP216's Avatar - Comment posted on 08/08/2007 13:55
RoyRP216
After reading this, I think there needs to be a MacGyver game.
SourGr8pes's Avatar - Comment posted on 08/08/2007 13:57
SourGr8pes
Great article, since I do believe the violence in videogames is starting to become a 'boring' violence instead of using interesting avenues to employ violence (instead of killing waves of enemy troops, how about being chased by an enemy mech, where you have to shoot off the legs, while trying to get the hell away from it?).

You can't completely dismiss violence from videogames though, even with RPGs. Sure, there are those who like to play the sneaky, diplomatic types, but what do the majority of us do in the real world? We try to be diplomatic and avoid combat.
Many play videogames to avoid the real world, or for simply the sense of empowerment. We can't go guns-a-blazin' out in our street, but sometimes that feels a hell of a lot better than walking around talking to people, like Shenmue or something.
Chad Concelmo's Avatar - Comment posted on 08/08/2007 14:02
Chad Concelmo
Rev, you are a gentleman and a scholar. :)
jerrt's Avatar - Comment posted on 08/08/2007 14:08
jerrt
great article. lots of good things. as you started to talk about game development/mechanics, i was reminded of the bioshock video i watched today. alot of good things going on with a more advanced AI. Again, thanks, and i envy you. [some day i'll sound so smart]
jerrt's Avatar - Comment posted on 08/08/2007 14:10
jerrt
oh and +10 for the rub rabbits mentions. god, i'm still convinced that game was made to destroy ds touch screens.
DryvBy's Avatar - Comment posted on 08/08/2007 14:12
DryvBy
I think the problem is lack of gore. They want violence, but I never see anything with realistic gore. Not heads flying off from a pistol. I mean like the way Soldier of Fortune did it. Gore gives the game emotion.
Cosades's Avatar - Comment posted on 08/08/2007 14:25
Cosades
I've always thought it would be interesting to play an RPG where the game took a sort of pacifistic stance in its portrayal of morality. For instance, imagine a KOTOR-like RPG wherein engaging in combat -- for any reason -- earns you dark side points. What you accomplish with that violence might earn you enough light side points to make it a net gain, but the effect would be an awareness that any time you use violence to solve problems you are at risk of slipping into evil. Thus any player who wanted to remain good would have ample encouragement to seek non-violent solutions, engaging in combat only as a last resort.
Lord_Satorious's Avatar - Comment posted on 08/08/2007 14:32
Lord_Satorious
Who's fault is it that most games are mindless violent romps through post-apocalyptic gray-skied battlefields? That's right, it's the gamers fault. We keep buying this sort of thing, so we keep getting it thrown right back at us, with a new bell here, a shiny whistle there. You want games that don't give or a ridiculously overpowered array of firepower to wield, or an entire army to follow your every order and whim? Then stop buying those games. Yeah, it ain't going to happen, and you know there's at least one game out on the horizon that is just like another game you've already played, but you want it anyway because it does this one little insignificant thing different.

Non-violent games? I LOVE non-violent games. Not because they lack violence, but because they are _different_ from the scads of 'tough dude with a gun' shooters that line store shelves. Give me all the lawyer and farming games you got, I'll play them all.

In a way, humanity hasn't progressed since Roman times, we're still attracted to glorious violence and spectacle. The only difference is, our entertainment is virtual, and maybe that's some small improvement.

And owenkun, you scare me.
mono's Avatar - Comment posted on 08/08/2007 14:37
mono
It's funny (and perhaps fitting) how the great white hope for the future of video game criticism comes in the form of a skinny teenager with an obscure film reference for an avatar.

Rev, your editorials consistently prompt Destructoid posters to actually form complete sentences. And that is perhaps the greatest compliment of all. Good on ya, brother.
Jeniken's Avatar - Comment posted on 08/08/2007 14:48
Jeniken
Rev, did you ever play Indigo Prophecy? I freakin loved that game and there was a ton of action in it and almost no violence until the end. Most of the game was comprised of running and dodging and investigating. If you haven't played it, I highly recommend it. That goes for everyone.
Draith's Avatar - Comment posted on 08/08/2007 15:17
Draith
Great article!

Wouldn't this be true only for the American market and developers though? I didn't think "big violent action games" were that big in Japan. Probably just due to a difference in culture.

Probably having the atomic bomb dropped on you (twice) would drop your interest in big violent games (I just watched the new HBO documentary on Hiroshima and Nagasaki last night and that made thing of that last remark - I HIGHLY recommend it to everyone, its called White Light/Black Rain, check it out)

Also, would the increase in Touch Generations-type games kind of signal that we are steering away from this? Or is that just a different market (casual gamers) that is starting to be tapped?
cjg0621's Avatar - Comment posted on 08/08/2007 15:50
cjg0621
I totally agree that violence in games can get really boring. That's why they put hexic on every xbox.
gamesronlygames's Avatar - Comment posted on 08/08/2007 16:07
gamesronlygames
I believe that is the genius behind Nintendo. The demographic goes beyond 15-35 year old testosterone filled males to young kids to the elderly. I mean Mario, Yoshi,etc-all puzzle like platformy-very fun and challenging if done right. That is why I get bored with the 360 and appreciate the wider variety of Sony and Nintendo. Iam sick of the term casual gamer. I mean when you grow up, have a family and more responsibilities you realize just that games are only games and are to be for casual entertainment. Life and real life is to be lived. Games should serve as forms of entertainment in small doses not life itself. Being a hero and overcoming challenges in a game could and should encourage the gamer to take that attitude towards lifes challenges and be the hero in his life and in those lives around him. That is where the destructive head shot games do not translate into real life as well-unless one has enlisted in the armed forces,etc Good article.
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