Video Game Violence Should Affect the Player

Hib1
Wednesday, July 14, 2010

Editor's note: My wife always asks me the same question: "Can we play a game that's not about killing?" I look through my collection and find it difficult to accommodate her request. Perhaps this is because violence is a universal language that transcends the boundaries of culture and time, but I'd like to see the medium take a different approach. Bruno suggests that more games explore the concept of permanence -- I think he'd enjoy playing a Roguelike. -Rob


When you look at the games announced during this year’s E3, you can see how much each developer and publisher tries to push their next big franchise. A good number of those new and returning series's are first-person shooters. Onto our consoles and personal computers will come Halo: Reach, Medal of Honor, Call of Duty: Black Ops, Killzone 3, and Crysis 2 with their big guns, big (space) boots, and big wars. Those damn commies/aliens/Talibans better watch out!

Cool, right?

 

Not always.

I see nothing wrong with violent entertainment, but why does it seem that the industry is only capable of tackling shooters? Could a video game shock me with its onslaught not by its amount of gruesomeness (see Manhunt 2) but by its impact on the characters and the world? Let’s look at another medium for inspiration.

Gus Van Sant’s movie Elephant is shocking not because the violence is plentiful -- quite the opposite. Those sequences are short and brutal. One second you're alive and enjoying life (or not), and the next you're bleeding to death in a corridor.

Van Sant lets his characters live their life on-screen for a short period of time. He gives the viewer time to get to know these people -- their dreams, hopes, strengths, and weaknesses. He does not discriminate between victims and killers: They both get time to live before they are pulled out of their world in a brutal way. Each death affects you because Van Sant never lets you forget that those killed are not anonymous and faceless -- they are individuals.

What about games?

You kill so many people and die so many times in first-person shooters that violence and death start to loose their meaning. Your enemies are plentiful and anonymous; you are often a one-man army blessed by the power of spawning. Violence is the currency and death (yours or theirs) is what’s being traded. You never feel like the game takes something from you. At worst, death is about as annoying as traffic is in real life.

Permanence is one effective way video games make death matter. Sadly, few examples of such consequence exist, and they are often removed from gameplay and placed within the embedded narrative.

Many games will kill someone permanently for you but won’t let you kill others or die yourself in the same fashion. Aeris died not because you ran out of potions; she died because the game decided to remove her for dramatic tension.

Far Cry 2 is an example of a first-person shooter that made death and violence matter more than your average war simulator. Not so much because of the unlimited number of mercenaries waiting to be shot, set on fire, or rolled over, but because of your “buddies." You meet them, converse with them, and -- even though Ubisoft Montreal could have developed them a bit more as characters -- learn about them.

With the exception of one or two sequences, their lives are entirely in your hands. Play with fire by accepting their little offer, and you will put their life in danger. If you fail to save them, they will die in your arms, and sometimes by your hands. Once they're dead, they’re not coming back.

Another good look at permanent death in Far Cry 2 was the self-imposed “permadeath” challenge Ben Abraham took last December. The constant threat of death makes you appreciate the little details of the world and question the use of violence as an effective approach to every situation.


What do I want? I’m not even sure. It's not about "banning violent games" like some overreacting sensationalist might say. It's just about having a balance between pure entertainment and meaningful violence.

Maybe I just want more developers to think about violence in other terms than the number of enemies on-screen or cooler explosions. Maybe I just don't want 14 first-person shooters with 14 different ways of showing us how cool their fictional (or non-fictional) war is. Maybe I just want people to be able to talk about violence, games, and what is between them without being called an alarmist, or worse, being told it’s “just a game.

It won't cause gamers to go into the streets and shoot people up, but maybe it explains why they're strangely apathetic to such stories. Violence, war, and death are not only about sick graphics and kill streaks; they're about the human experience.

 
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Comments (9)
Snapshot_20100211_14
July 14, 2010

I don't really understand your point. *looks around collection* you're just playing the wrong games.

I could make you a list of endless amounts of games that have nothing to do with killing. It just seems like your interest goes towards them. If you looked around your collection and saw a lot of games where you kill, then you can blame yourself for developers choosing to make games like it - you're funding them.

In another aspect completely, you could make it psychological or philiosophical. Our brain functions between local and global appraisals (I'll explain it for those who don't know what I mean). Local appraisals can be taken as "initial reactions". For example, when you get immersed in a game it's not because you believe it's real. With local appraisals you might tell yourself what you are experiencing feels real, but globally your mind knows better, so the actions don't switch over to real life. You can get attached to characters and stories just fine, locally you accept this, because more often than not, something about the story or character relates to your real life. However, you understand it as not real on a global scale.

Relating this to violence is simple. We all take it with a grain of salt, because we understand that the people on screen are puppets. No life is at stake at all.

I understand that you're asking for video games to be more responsible in its handling of death, enough so that it feels impactful on our world. That's asking video games to not be what they are at heart: fun. Video games are supposed to be fun above all else, it's why we play them. The real world is a cold, harsh place, and many of us play games to escape from the realities of every day life. Why would I want to feel sorrow and pain when I watch someone die in a game? Death is one of our most harsh realities as human beings.

Thank you video games for allowing me to respawn and for taking power away from death. I won't ever really be able to bring myself back to life, so having a place to constantly feel like I never end is a blessing.

Hopefully you understand my disagreement.

Robsavillo
July 14, 2010

I don't want you to confuse my editor's note with Bruno's article, so I'll just say that the italicized text at the top is about my general observation that -- comparatively speaking -- we have way more games that utilize violence in some form or another than games that are decidedly non-violent. Even Super Mario Bros. is violent.

Snapshot_20100211_14
July 14, 2010

I actually thought that was the beginning of the article! Whoops. Oh well, I think it's still a valid point that he buys/plays them if he's able to accurately talk about them. If not, he can just skip to paragraph two! Sorry!

Hib1
July 14, 2010

I disagree with two things you said.

1) I know that there are quite a lot of games that have nothing to do with killing, and I personally have no interest in all those shooters I named at the start of my article. But you can't deny that with around 26 shooters (first or third person) annonced at E3 this year that there is a certain interest from the gaming community for that kind of game.

2) I don't think video games should ONLY be fun, they should try to do more. Of course, I'm not asking for all of them to do this. Some pieces of work in other medium will also be about fun more than anything else and they may handle death more lightly than, like I said in my article, Elephant. There's nothing wrong about that. My issue is that the video game medium is either not talking about death or violence (puzzle games, mario, etc...) or they are treating it very lightly (Modern Warfare 2, Killzone, etc...). There's almost no game that will try do to something more impactful with those experience. I'm just asking for diversity.

Snapshot_20100211_14
July 14, 2010

1) At no point did I say people weren't interested in this. They clearly are, which is why they are so popular.

2) A video game is not playable if it is not fun to play. While they should try to achieve greater storytelling and things like it, the formula to make it work will always boil down to it being fun. Video games are not movies, nor will they ever be movies. Being that they are interactive, it has potential to be stronger, so I understand where you are coming from in that aspect. However, death is treated lightly in games for a reason. Death surrounds us all in every day life - war is real, losing loved ones is very real. Video games do not desensatize players to violence. It gives us a means to see it in a way that doesn't haunt us, or follow us every where we go. A place to fight the wars we are too coward to fight in our own lives, and a place that makes death not feel like an end.

Many of us have a true fear of death. Any way to avoid feeling that fear shouldn't be looked down upon. Your argument seems to be coming from someone who hates the idea of violence/death in general, which doesn't make for the best opinions on the matter. The most impactful deaths in video games normally come via cutscene, where the player has no control, and it's normally to a character we have emotional attachment to. Like I said before, this still only has a local impact on us mentally, and the sorrow we feel becomes global because we relate it to a real life situation. 

Violent games/games where you kill aren't fun because you're killing something. It's fun because your gun shoots when you pull the trigger, and there is an immediate response. The whole purpose of "fun" and "entertainment" is instantaneous gratification. This is no different than the popularity of rhythm games, or any of the games that people play. Shooting just happens to be the most immediate it seems.

Default_picture
July 14, 2010

it'll eventually happen, the writing and character development in games is already heading toward that direction and you can look to heavy rain and uncharted 2 to see what i'm talking about. you'll eventually see a developer tackling deeper issues of war like PTSD and unit oriented stories,  look at modern warfare 2, you had to shoot a crowd of people, i think the seed have already been planted for those kinds of stories and the games you're talking about are only a few cycles away. 

Me
July 14, 2010

When Mario squashes a goomba, is that violence?  When I tried to write about games being too violent, questions like that are what I started to think about.   

Robsavillo
July 15, 2010

Ryan, I definitely think that squashing a Goomba is violence. What else could it be?

Me
July 15, 2010

@ Rob:  Well, I suppose it is obviously violence.  But when you write an article like this, Mario games aren't usually what you're thinking about.  The video game violence issue is incredibly complex precisely because Mario games are violent.  And most of the time, you find out articles like this are about something more specific than violence.  I don't really think this article is about video game violence, for instance; I think it is about first person shooters.  I think Bruno started off writing an article about violence, then zeroed in on the real thing that was bothering him.  The title should read: "First Person Shooters Should Effect the Player." 

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