Hello once again fellow Doomers,
Today I'm going to talk about violence
in video gaming. I got some comments on last weeks article that
suggested I should explore the topic of violence in popular games
further and how these games use ethical window dressing to make that
violence more palatable.
That seemed like a swell idea to me so
here we are. Let's talk about violence.
Full Disclaimer: Most of the games I
like playing are quite violent. However this does not mean that I
think they are above criticism or that nothing good can come of the
practice. Ideally criticism of violent games leads to a world where
games use violence more thoughtfully instead of the current way
violence in games is lazily employed for shock value or just because
"that's what you do in the game".
First off I should mention that not all
games are violent. Abstract puzzle games like Tetris are incredibly
popular and also contain no violence to speak of, unless you consider
clearing lines of puzzle pieces to be a violent act.
Abstract violence, maybe?
So when I talk about "violence in
popular games" I'm really talking about violence in a subset of
popular games, not all popular games. However, even something like
Super Mario Bros., as seemingly innocuous as it might be, it is still
built on a foundation of violence. Aside from running and jumping,
the player's other main actions in those games are smashing bricks
and killing enemies by jumping on them.
Death and destruction for the whole
family!
Violent conflict, it seems, is an
integral part of the video gaming landscape. The first popular video
game, Space Invaders, was about blowing up invading alien spaceships.
War and destruction are constant themes, even in family friendly kid
games like Super Mario Bros.
I wish I could tell you how it got this
way but it seems to be part of what they call "the human
condition". We're just violent creatures, it seems, or least we
have the capacity for violence not too far beneath the surface.
People used to gather in large stadiums
to see other people and animals fight to the death. Today people
gather in huge stadiums to see individuals or groups spar and compete
under strictly enforced rules. Things only ever change a little bit,
until they change completely.
So we're no strangers to violence even
if none of us individually are predisposed towards violent thoughts
or actions. Some of us know violence intimately. Those of us who have
been to war, for instance, or known someone who was a victim of
violence. My family is full of people from both ends of that terrible
coin, victims and perpetrators alike, so don't mistake my casual
style for flippancy.
That said, most normal people are
repulsed by violence and graphic depictions of violence. As they
ought to be, I think. But many of those same normal people still
thrill at being able to experience simulated violence in some form
and other, also normal, people are willing and able to provide such
experiences.
I still remember when Wolfenstein 3D
came out. It was the birth of something new and also something very
violent. It was celebrated for technical wizardry that allowed players
to explore quickly rendered 3D environments but really everyone just
liked being able to run around and shoot things.
Then came Doom. Now you could not only
watch the blood spurt from your enemies but if you shot them hard
enough you could make them explode. First Person Shooters kept trying
to one-up each other in this fashion until you had magazine
advertisements for Soldier of Fortune hyping up the ability to shoot
off individual limbs and body parts.
Now it's called "gibbing", as
in turning your enemies into giblets.
Did any of the games of this period
explore violence or violent themes in any kind of a thoughtful,
meaningful sense? Not really, if you ask me. And I played a lot of
them.
I remember Rockstar's Manhunt, which
came out between Vice City and San Andreas. I think the hype around
that was that it was trying to say something meaningful about the
nature of violence in media and our love for it as consumers.
Manhunt was a game about an ex-con
whose death was faked so he could be recruited by a sleazy
underground video producer to kill gang members for snuff films.
Gameplay was stealth-based in that you had to stick to the shadows
and wait for your target to stop moving long enough for you sneak up
behind him and suffocate him with a plastic bag or the like.
Tension was induced by making you hold
the attack button and wait several seconds in order to perform the
goriest execution for the producers many hidden cameras. Sometimes
the guy you were trying to kill turned around and spotted you,
forcing a fight which might draw other guys in. Usually you died when
this happened and had to start over.
I think Manhunt may have been Rockstar,
a company known for courting controversy to gain recognition,
responding to critics of the violence in their Grand Theft Auto games
by saying "Here, if you think GTA is too violent and
exploitative check out what happens when we try and make a game that
is REALLY violent and exploitative!".
Of course this was back when the main
way to deflect criticism of GTA's violence was to point out how
cartoonish the art style was and how this game wasn't really trying
to reflect reality or anything like that.
Manhunt was Rockstar's way of saying
"No, we really are trying to reflect reality. Here's a game
about overt exploitation and murder for profit and entertainment. Go
be entertained by it you terrible person you."
The game did well enough to spawn a
sequel.
Call of Duty relies on sentimental
notions of Honor and Sacrifice, of having to go to far away places
and kill foreigners for God and Country, because it is necessary for
Good to triumph over Evil. The enemy must sacrifice his life for it,
but the soldier who kills him must sacrifice his soul.
These days if you want you can just
watch a Pentagon livestream of real laser-guided missiles being
dropped on real people in real far away places. Can't do that in a
Call of Duty but in real life we can't push the buttons that send
those missiles on their way. We can only watch from the outside, so I
guess Call of Duty still has its place.
It sounds like I'm making this out to
be some kind of huge problem to be solved but really I'm not. I'm
just exploring this topic frankly and honestly. As human beings we do
a lot of mental gymnastics to deflect criticism of ourselves or our
way of life and to ignore obvious realities that are staring us in
the face.
The reality is even so-called
"cultured" and "civilized" peoples still
apparently "need" violence in their lives. We need to be
able to consume ourselves with sex and violence, sports and
competition, because these things satisfy base urges and instincts.
Also because if we stay consumed with
these things the elite overclasses of our societies can continue to
operate unhindered, pulling the levers and steering the mechanisms of
resource allocation and wealth distribution this way and that.
Or maybe it's just the capitalist
system, which is designed to give us what we want, giving us more of
what we want. Perhaps that was a meta-commentary from BioShock that I
missed. In a hyper-capitalist society you get vending machines with
guns and ammo in them because people want to be able to buy guns and
ammo out of vending machines. Likewise with DNA-splicing drugs that
enable you to shoot bees out of your arm.
I wouldn't really want that ability but
maybe enough people would to justify making it so. Who knows?
And again, this is just a subset of
popular video games. Remember that Minecraft is probably the hugest
game out there at the moment, a hundred million players or something
like that, and it's primarily about building stuff and digging into
the ground and whatnot.
Minecraft is about creating, not
destroying, though recent updates have added monsters and enemies and
things like that for the player to fight if they want.
And even the First Person genre has
expanded to include not just shooting people, but solving puzzles or
simply exploring an environment. I call games like Portal First
Person Puzzlers and a game like Dear Esther First Person Explorers.
It seems like there's plenty of room for FPPs and FPEs to exist
alongside FPSs.
GTA is still mostly a Murder Simulator
that has other stuff in it too if you want but it's mainly about the
Murderering.
If you squint just right it still looks
like video gaming is totally saturated with sex and violence and all
this other nasty business but the reality is that video games have
grown and expanded beyond sex and violence and have been that way for
a while now.
Sure, if Activision or whoever makes
another Call of Duty it'll sell a billion copies but if I make a Call
of Duty clone it'll sell probably nothing because I don't have $200
million to spend on marketing.
Really this is a commentary on the
split between the Indie and the Triple A sectors of the video game
industry. The Triple As have to put all kinds of horrible sexual and
violent acts in their games because they want the dollars of the
widest swath of people possible, and the widest swath of people
includes a lot of immature people who just to be titillated by sex
and death.
The Indie sector does not rely on a
profit-motive. Well, most of them don't. Like I said last week, most
of the indie folks are just people with a passion for playing and
making video games. Since they're not under obligation to make a
profit for some company they can explore any other number of subjects
and themes that don't have to involve sex and violence.
This is how games like Portal and Dear
Esther were able to be made in the first place. Those games were
literally the product of talented people just screwing around, making
things for the hell of it and seeing what came of it.
But in order for Triple A games to
continue making more and more money, as they are obligated to do
under a capitalist system such as the one we all live under today,
they have to keep drawing in more and more people to buy the games
each time. They do this by pandering to the lowest common
denominator, scaring up controversy and pretending to be cultured and
mature when they really aren't.
This has led, in the video gaming
community at least, to a kind of "culture war" between
people who would like for Triple As to be more like the Indie scene,
and people who like the Triple As just the way they are.
The battle lines have been drawn and
people, mostly women, who had the audacity to be critical of the
Triple As have been harassed and threatened with death. Not exactly
surprising when you take a good long look at the what most Triple As
are about: Shooting, Stabbing, Sneaking, War and Death and making
gobs of strawberry jam fly out of people-shaped objects, staining the
walls of meticulously crafted digital environments.
I do not think that consuming violent
media actually causes real life acts of violence. However as I've
gotten older I've come around to the idea that violent media
certainly does contribute to a culture of violence in which violence
is seen as a natural or inevitable solution to conflict.
And, just to remind you, I really do
enjoy slicing off heads in Dishonored and blowing things up in
BioShock. I would not have created a space for True Doom Murder
Junkies such as myself if I did not see the need or value of having
such a space.
Now, I'm just as reactionary as anyone
else but I try to temper it by taking time for self-reflection. The
Triple As could do with a bit more of that, assuming Triple A
developers are interested in advancing the games as an art form and
not just trying to make more money than they did on the last game.
But that's a big assumption to make.
Good thing we have the Indie sector to fall back to when we're tired
of all the strawberry jam. Assuming indie developers are able to
continue making their games. A lot of them have to make rent too, you
know, another by-product of our capitalist system by the way.
So wrapping this up, I don't know what
the answer is exactly. Maybe I should have started with a question.
Is the problem that there's too much violence or is it that the
violence that's there isn't doing anything useful or intelligent?
Maybe it's both? I don't know.
Obviously I'm not the first person to
grapple with this issue and I won't be the last. Hell, this probably
won't the last time I come back to this subject. There's just too
many angles from which to look at it, too many vectors to analyze and
explore. Maybe this is just an introduction, of sorts.
Yeah, that's it. Consider this my
introduction to the topic of analyzing violence in our media and
culture. I'll come back to it as I come up with more to say.
Thanks for reading.
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