Stop the video game violence!

36970_440604814609_500264609_5862488_5061095_n
Monday, April 16, 2012
EDITOR'S NOTEfrom Jason Lomberg

Corey is tired of all the virtual killing and wants to explore the medium's potential beyond simulated violence.

Call of Duty: Modern Warfare 2

I wonder what would happen if we put Infinity Ward, DICE, or EPIC games into an isolated chamber for a few years where we fed them positive, uplifting news stories. What kind of game do you think they would develop?

People are influenced by their surroundings. If you're subjected to peaceful surroundings for an extended amount of time are you more apt to include less violence in a game?

At what point did we decide we were okay with simulating the murder of digital characters? I understand the need for competition, but who said "I think we should simulate killing human-like characters?"

And let's be honest -- who is going to miss another Call of Duty or Battlefield? They're all basically the same thing wrapped in a new layer of pretty each year. They add nothing to the industry besides keep it relevant, as that's where most of the money made in the games industry flows from. The amount of money spent on Call of Duty alone is mind-boggling -- especially when I think about how generic it is.

 

I'm not some zealot advocating peace on Earth, though I think it's a pretty groovy idea. I just don't understand where, as a species, we decided violence was the answer. I find it hard to believe that, at this point in our admittedly short span on this rock, we haven't evolved beyond the need to do horrible things to one another.

We need more forward-thinking developers; Thatgamecompany co-founder Jenova Chen (Flower) can only do so much. And when I say forward-thinking, I don't mean people who develop a fun new way to jump over walls or remove someone's head. We need developers who believe that we as a species will overcome our petty squabbles and get on with living and enjoying the world around us.

Journey forces you to play with someone you don't know. You don't know if they're black, white, Asian, or Hispanic; you just don't know. And it doesn't matter. You are left to share in an experience with someone you don't know. It's like a mini team-building exercise for the human race.

I can't imagine my 20-year-old self saying these things. At the time, I was all bullets and blood. I wouldn't play a game if I couldn't rip someone in half with a machine gun. But as I'm getting older, I'm starting to appreciate the world and people around me. I'm no longer out for blood, I just want to have a good time. It doesn't matter who you are, where you're from, or what you believe in.

When can I expect games to be more forward-thinking in general? Where is the game that conveys hope? (and I don't mean the "I hope the evac chopper gets here soon" kind of hope.) I mean those experiences game designer and author Jane McGonigal was talking about that let me play and solve world problems while having fun with my friends.

I want to work my brain, not my trigger finger. I'm past that stage, and I think everyone else should be as well. When can the industry start shifting toward mature-rated games that don't mean someone's getting shot? When will the "M" rating indicate tough moral choices? And my final question: When can I expect Jenova Chen and thatgamecompany to develop a game based in a beautiful, futuristic city where we all get along but have to rely on each other to make it through a tough time or journey? That's what I want. Make it happen.

And before I'm judged, I'll have you know that I squished some enemies with my crate in Trine 2 just a few days ago. So I'm not some hippie looking for hugs and sunshine; I can be brutal.

I just want the games industry to evolve to where every piece of interactive entertainment isn't about killing things.

 
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Comments (8)
Default_picture
April 16, 2012

It's funny you mention DICE, because they also made Mirror's Edge. You can literally complete the entire game without firing a single gun. It's all about finding the best route and absorbing the landscape of your world.

Makes you wonder if they'll ever be making that sequel.

5211_100857553261324_100000112393199_12455_5449490_n
April 16, 2012

As if it would be nearly as profitable as pumping out another FPS.  There's a reason it hasn't come out yet, sadly.

36970_440604814609_500264609_5862488_5061095_n
April 16, 2012

While it's true you didn't have to fire a gun, or use violence at all, it was still there. It was depicted and that was enough. It's like they wanted a game with no guns, but at the last second put them in to appease someone.

And yes, I'm hoping for a sequel.

Its as though the industry is satisfied with mediocrity. Each year a new "polished turd" (ie Call of Duty, Battlefield, Medal of Honor) hits the shelves, and each year it makes a load of money signaling to the developers and publishers that "hey, it's okay to keep pumping this garbage out the door because someone will buy it."

It's not entirely the industries fault either. A big part of the responsibility falls on gamers. My gripe is as much with them as it is with developers. We are better than violence, and I feel like there has to be a better way of telling stories. Move on.

Default_picture
April 16, 2012

I think the problem with videogame violence is the blatant disregard for emotional weight that a real murder would carry. When you can hit a button or click a trigger and extinguish something from existence with ease, it makes killing seem meaningless. The current state is desensitizng and dull.

Developers don't need to necessarily lessen or remove violence, they just have to believably reinforce the consequences of using such means to achieve your ends. There is almost no game that does this on an effective scale. Some games (Mass Effect/Fallout) have dabbled in it, but come nowhere close to portraying it how it needs to be.

Otherwise, I do agree that we need more concepts than just mowing down faceless combatants with fifty calibur bullets. This is where I think the indy and downloadable game space really excels, because they can afford to tackle more imaginative ideas.

The sad truth however is that humans are natrually attracted to conflict, and conflict is a key component to conveying a narrative, and violence is often inherent in conflict.

 

36970_440604814609_500264609_5862488_5061095_n
April 16, 2012

I'm not against guns in games where they have contextual meaning. If a gun shows up in a cut-scene and I'm meant to shoot someone, a main character that's been there throughout the game, that I can get behind. It's the slaughter of hundreds of people I have a problem with.

To be clear, I don't think killing hundreds of A.I in a game is going to make you violent. My problem is that it rarely has anything to do with a story, and more to do with you proving yourself worthy enough to make it to the next plot point. The killing has no contextual value in 99% of the games out there.

Default_picture
April 16, 2012

Besides this: "Journey forces you to play with someone you don't know. You don't know if they're black, white, Asian, or Hispanic; you just don't know. And it doesn't matter. You are left to share in an experience with someone you don't know." Good read. This paragraph could be much more fleshed out, instead it just says the same thing three times. Otherwise, unique take on the particular style of games. I am surprised no one has jumped down your throat with a "if you dont like violence for violence sake, dont play then!!!" and I am glad they haven't. So congrats to you and to Bitmob!
Lastly, the overall sentiment of the article is actually more focused on video games and innovation. In the big business side of things most publishers and developers are having to push out first-person shooters with a ton of violence. However, at a smaller scale, there are many innovative minds that have strayed far from the path. They make you think. The industry will stagnate until the next big thing comes along, as long as these games sell, these games will be made.

Sad, but true.

36970_440604814609_500264609_5862488_5061095_n
April 17, 2012

The more I've thought about it over the last few days, the more I realize that we need big "blockbuster" shooters with the violence some gamers crave.

That doesn't mean I'm okay with it, and I still want the deaths to mean something to a degree. I see this fantastic industry and all the things smaller developers are accomplishing and can't imagine how amazing those feats would be blown up into a AAA game.

Bitmob_avatar
April 18, 2012

Coming from a slightly different angle.. I dislike shooters but do not share your opinion on violence. Shooters do have a backdrop and that usually war of any kind. Most of them are designed to make the player feel like a badass hero that takes down a planet's worth of lives. To me, saying that the killing has no contextual value in 99% of the games out there, is a huge overstatement. They do have intricate missions with the usual militaristic requirements soldiers might have to go through and whatnot. I love this quote from Itagaki because it sums up so many things I want to say:

"In the Japanese warrior tradition you would shame an opponent. A real sword expert would aim his slice at the first four fingers of his opponent's sword hand. This would cost a warrior his livelihood and someone suffering this wound would normally commit suicide rather than live without their sword hand. That's what I consider to be real violence." 

This came from an old interview from the time Ninja Gaiden 2 released. There is true violence in this world and games that romanticize these things to the point it's over-the-top and cool are "doing it wrong".

You aren't supposed to think of Rambo's moral decisions because of the nature of Rambo-movies. Unless that's what the director set out to do in the first place (which he didn't). You aren't supposed to expect analyzation of ethical issues in a hack 'n slash action game. The settings are what they are because they excite people and any morally delving angles are simply a refresher to the action genre. Never the dominant part.

To me war is not exciting and shooters are not my cup of tea but I'm a rabid fan of fighting games, another genre with "violence" as their core element. I understand your plea for more innovation and less emphasis on violence, but I think there are a lot of games to fill that need. If anything, I'd say that that need will never exceed the need for adrenaline rush people get from this day's popular genres. Thus, the types of games you wish to see fill most of the store shelves will/might never happen.

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