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What Game Violence Can Teach

An anonymous reader writes "Julian Murdoch from GamersWithJobs asks the question 'Can game violence be good?' in a provocative article entitled The Red Suit. After a week playing Introversion Software's Wargames-inspired nuke game Defcon, his answer is that it can be, if not good, then at least informative. 'I admit that in a rousing teamspeak game of Defcon I am not drawn into bouts of real-time reflection. But on closing down the game for the night, I find myself oddly thoughtful: sad, reflective, a bit fragile. But not upset, and not wanting to wipe the game off my hard drive. Violence in games can teach us things. It can reach us in ways beyond mere titillation. It's all about context.'"

62 comments

  1. I've learned a lot from games. by grub · · Score: 0, Offtopic


    ie.: Manhunt taught me that sneaking up behind an enemy, surprising him with a chokehold then ramming long shards of glass in his eyes works very well.

    That knowledge has helped me a lot in recent months.

    --
    Trolling is a art,
    1. Re:I've learned a lot from games. by kalirion · · Score: 4, Funny

      I've learned a lot from games as well.

      Lightning bolt! Lightning bolt! Lightning bolt! Lightning bolt!

    2. Re:I've learned a lot from games. by Anonymous Coward · · Score: 0
      Lightning bolt! Lightning bolt! Lightning bolt! Lightning bolt!

      Sheep! Fireball! Presence of Mind! Pyroblast!

  2. Defcon is interesting by Broken+scope · · Score: 2, Interesting

    Many people know what MAD means. However they can't quite graps WHAT it means. Defcon can kind of show you that. When it announces a"winner" it almost feel sarcastic to me. Then you look at your casualties.

    --
    You mad
    1. Re:Defcon is interesting by vertinox · · Score: 3, Interesting

      Many people know what MAD means. However they can't quite graps WHAT it means. Defcon can kind of show you that. When it announces a"winner" it almost feel sarcastic to me. Then you look at your casualties.

      I'm addicted to Defcon and realized I have started to think like the guys at Norad. I consider having more than 50 million people left a victory.

      My goal is to simply find and destroy all silos first through conventional weaponry and save my silos for the very last moment... Which means I sacrifice a few cities in the process by not defending them.

      Often times this is sucessful and I can use subs and bombers to hit the silos before they can launch more than 5 nukes in which my missle defense units can handle.

      However, if they get 6 nukes in the air at any given target, my systems are hard pressed to get them all.

      That said, I know that 6+ nukes at any target will get through if I time it so they all fire within 10 seconds of each other. That and if the sub is close enough to the city, I don't even have to shoot more than one nuke.

      It makes me wonder if the strategists sitting in bunkers in the Rocky Mountains or in Siberia had pondered on these same issues... How many millions of people are we willing to let die in order to win? Or how many do we need to kill?

      Defcon has a neat system of genocide vs survival mode in which one game you try to kill as many wheras the other you try to take as less casualties as possible. I've been doing a few Diplomacy games, but those never work out because someone drops and everyone just hits the AI...

      --
      "I am the king of the Romans, and am superior to rules of grammar!"
      -Sigismund, Holy Roman Emperor (1368-1437)
    2. Re:Defcon is interesting by Dr.+Eggman · · Score: 2, Interesting

      Diplomacy is an interesting versus AI mode. The best design idea they had in that mode is not letting allies see your subs without sonar. I wanted to tryout a little cold war style senario today, 2 territories: America and Europe for me; Russia and South Asia for the AI. I intended to make every possible decision towards ultimatly wiping out the AI in a massive first strike, just to kind of see what the whole Cold war scare was. Bombers in Alaska; Navy's surrounding them; subs where their navys were not; I had everything set up. You could really feel the tension; I watched as the AI subtly set all it's silos to launch mode as my navys stopped moving.

      And then I broke the Alliance.

      Everything seemed like it was in slow motion (mainly because I needed real-time to be able to coordinate a launce of all my weapons at once.) In the end, I won. Or atleast I thought I had. Until I turned on the people overlay...I nearly cried.


      Sometimes...sometimes... if you zoom-in reeeally close... you can hear them screaming...

      --
      Demented But Determined.
  3. should teach context for safe outlets by 192939495969798999 · · Score: 1

    Games are supposed to be a way to virtually get out frustrations that are illegal and wrong to do in real life. If you aren't capable of making the distinction between fantasy and real life, and if your fantasies involve killing people or whatever, then violent games are NOT FOR YOU!

    --
    stuff |
    1. Re:should teach context for safe outlets by techpawn · · Score: 0
      Games are supposed to be a way to virtually get out frustrations that are illegal and wrong to do in real life.

      Huh? And I always thought they where for entertainment... Likes books and TV...
      --
      Ask not what you can do for your country. Ask what your country did to you
    2. Re:should teach context for safe outlets by Sierpinski · · Score: 1

      Games are supposed to be a way to virtually get out frustrations that are illegal and wrong to do in real life. If you aren't capable of making the distinction between fantasy and real life, and if your fantasies involve killing people or whatever, then violent games are NOT FOR YOU!

      While this is partially/sometimes true for some people, I don't play games like GTA: San Andreas or whatever because I want to kill people but I know its illegal. I play games because they are fun, they are a bit of an escape from normal stress, etc. The fact that my "gangsta" avatar is mowing down civilians with a fully automatic weapon has nothing to do with what I want to do in the real world. I know that the actions I perform in that game have absolutely no effect on real world consequences, so it doesn't bother me at all when I play.

      Comparatively, one might argue that multiplayer games are different because the "toon" that you are mowing down or cleaving with a 2-handed sword is really another person. Well, I say the same thing to that, its a game, and I know I'm not causing actual physical harm to those people directly. (I won't get into the whole stress/frustration/rage of losing thing here.) I would bet that if I had met that person in the real world, I wouldn't try to blow them up with a stick of dynamite or fire a crossbow at them.

      The people who stand up and argue that games cause violence are always missing (or intentionally leaving out) the notion that people who commit these violent real-world crimes have a problem already. It would be a mental defect if someone couldn't tell fantasy from reality, and it would be a mental defect if someone thinks that its okay to go out and kill cops because GTA allowed it. These people are predisposed to commit violent crimes, and often use the video game as an excuse, or moreso a "defense" as to why its not really their fault.

      In short, those people are just stupid, and should be removed from the gene pool.

    3. Re:should teach context for safe outlets by Anonymous Coward · · Score: 2, Funny
      Games are supposed to be a way to virtually get out frustrations that are illegal and wrong to do in real life.

      Actually I'd have said "games let you me fun things I'd never get to do in real life". Like being a Jedi, or flying a fighter plane, or having sex.

      None of these things are necessarily illegal, but I just don't get to do them.

      That said why aren't there more sex simulators? (checks to see if "post anonymous" is on)
    4. Re:should teach context for safe outlets by HTH+NE1 · · Score: 1

      Comparatively, one might argue that multiplayer games are different because the "toon" that you are mowing down or cleaving with a 2-handed sword is really another person. Well, I say the same thing to that, its a game, and I know I'm not causing actual physical harm to those people directly.

      Now if you or the other player is a cheater or griefer....

      --
      Oh, say does that Star-Spangled Banner entwine / The myrtle of Venus with Bacchus's vine?
    5. Re:should teach context for safe outlets by misleb · · Score: 1
      Games are supposed to be a way to virtually get out frustrations that are illegal and wrong to do in real life. If you aren't capable of making the distinction between fantasy and real life, and if your fantasies involve killing people or whatever, then violent games are NOT FOR YOU!


      I think it is more complicated than than. Running your brain over violent situations repeatedly will strengthen those neuropathways. Even if you do make a conscious distinction between fantasy and rea life, you still have those patterns influencing how you act on an unconscious level. No, playing a violent game isn't going to cause people to go on a shooting spree, but it could have more subtle effects such as making you more aggressive or defensive or intolerant.

      I think it is even worse if you are using violent games to act out real world frustrations. Not only do you have the violent patterns fresh in your brain, they are also associated with frustration and negative feelings. So when emotions heat up in real life and rational control loosens its hold on behavior, you are much more likely to act out "fantasy."

      -matthew
      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    6. Re:should teach context for safe outlets by misleb · · Score: 2, Funny
      In short, those people are just stupid, and should be removed from the gene pool.


      Oh, the irony!

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    7. Re:should teach context for safe outlets by Andrew+Kismet · · Score: 1

      The greatest works of literature feature murder, adultery, warfare, violence and destruction through and through. Much like videogames, just with higher moral ground (usually).

    8. Re:should teach context for safe outlets by Kelbear · · Score: 1

      Not necessarily. Lots of game violence is really just a medium conducting the gameplay. I could fabricate an alternate reality where the world breaks down into virtual tag games where I construct low-fire exploding laser tubes that shoot slow-light that bursts into bigger light that will tag a person and decrease their health by picking up the light on sensors covering their body. Some tubes fire instant lasers that reduce health. Also, we have flags that follow players if you walk up and touch them that you need to move somewhere else. Enemy players have kidnapped your girl and have assembled an army of thousands of other laser tag players to stop you in a virtual battlefield filled with buildings and weird new cultures, also filled with a bunch of people that have nothing to do with the kidnapped girl, just trying to fill virtual world space. You can also hit people with your lasertag sword that uses laser that somehow stops immediately after 3 feet and is exactly like a lightsaber in every respect except that it's not, and it's nonviolent.

      It's totally doable, it's a nonviolent premise, but it's a pretty awkward situation. Just calling them rockets, guns, hostages, RPGs, and swords is understandable. Their purpose and operation is immediately clear, and we can get on with the game. We don't need a ridiculous premise explaining why our tools aren't actually hurting anyone. We know the game "violence" isn't hurting anyone, we're just in it to beat the game.

      And in the end, it's still the same thing. I'm not happy that I shot my best friend in the face and blew his brains out so I could exult in his demise. I just scored a point. It's laser-tag in the guise of violence.

      People can play GTA to beat hookers to death with bats, but they don't spend hours doing it, sleep, then reload it to do it some more. They're not really getting "points" for it. There's no challenge to overcome or goal to reach, so they stop and do something more stimulating. Take out the fun gameplay from the violence and people will get bored and drop the game.

    9. Re:should teach context for safe outlets by DavidHumus · · Score: 1

      > If you aren't capable of making the distinction between fantasy and real life,

      How would you know this?

  4. What? by pupstah · · Score: 1, Troll

    Where can I get in on the "write absolutely anything about video games and violence and get paid" gig? :(

    --

    -- pupkick

  5. Re:So as it turns out by jimstapleton · · Score: 1

    oh, cats are microwavable, the results are just less than pleasant.

    --
    34486853790
    Connection too slow for X forwarding? Try "ssh -CX user@host"
  6. It's the music... by revlayle · · Score: 1

    That freaking soundtrack in DEFCON is incredible, but always puts me into a rather meloncholy mood. Reminds me of highly emotive version of what some of the Fallout themes were.

  7. Violence in games taught me... by terrahertz · · Score: 1

    ...that the already low standards for becoming an attorney can be lowered even more by the right dingleberry objecting to it.

    --
    Slashdot? Oh, I just read it for the articles.
  8. Personal vs. Abstract Violence by TechDock · · Score: 2, Interesting
    Rather than the question, "Can violence be good?" the more interesting point of the article to me is the difference between real, personal violence as opposed to abstract, wipe-out-billions-with-one-blow violence. The author finds that playing the part of an attacker in a rape prevention class is both draining and emotionally disturbing, as might be expected. Then he compares that to virtually blowing away an entire country, which he finds disquieting in an abstract way, but not particulary emotionally touching.

    This demonstrates one of the dangers of discussing violence in videogames: there is no way we can experience the same visceral reaction to videogame violence that we do to real violence. Trying to compare real world violence to videogame violence is like reading about climbing about Mount Everest and actually doing it; a superficial similarity, but not the same thing.

    --
    Dreamers, shapers, singers, makers... Elric, the Techno-Mage
    1. Re:Personal vs. Abstract Violence by MoralHazard · · Score: 1

      This demonstrates one of the dangers of discussing violence in videogames: there is no way we can experience the same visceral reaction to videogame violence that we do to real violence. Trying to compare real world violence to videogame violence is like reading about climbing about Mount Everest and actually doing it; a superficial similarity, but not the same thing.

      Um, why do we have to experience the same reaction to violence in order to be able to discuss it in videogames? How is this "dangerous"? What makes you the self-appointed moral arbiter of what are appropriate and inappropriate fictional experiences of violence.

      IT'S NOT REAL--IT'S A VIDEOGAME! Video games are like books, or movies, or television. They are fiction--people playing make-believe in order to entertain or communicate.

    2. Re:Personal vs. Abstract Violence by misleb · · Score: 1

      I didn't get any impression that the grand parent was trying to be the "moral arbiter" of anything. When he said it is "dangerous" to discuss violence in video games, he was saying that we need to be careful not to equate the two forms of violence (abstract and real). Not that the actual discussion is dangerous.

      You totally overreacted... probably because you play too many violent video games. ;-)

      -matthew

      --
      "THERE IS NO JUSTICE, THERE IS ONLY ME." -Death
    3. Re:Personal vs. Abstract Violence by DerekLyons · · Score: 1
      This demonstrates one of the dangers of discussing violence in videogames: there is no way we can experience the same visceral reaction to videogame violence that we do to real violence. Trying to compare real world violence to videogame violence is like reading about climbing about Mount Everest and actually doing it; a superficial similarity, but not the same thing.

      The problem with your superficial examination is that it fails to take into consideration real world experience that denies your thesis. I.E. the US Army has discovered that combat simulators *do* desensitize soldiers to violence against others. The US Navy discovered years ago that by repetitively training its SSBN launch crews - the action of launching becomes automatic ('just another drill like thing). etc... etc...
    4. Re:Personal vs. Abstract Violence by Anonymous Coward · · Score: 0

      But it can still teach that war type violence is no good. I know i play enemy territory a lot, i have yet to see anyone go thru a single map without dieing. Even the best usally die a few times at least. After playing for a long time, ask yourself, do you really want to go to war? Knowing full well how easy it would be for you to actually die, but this time, never respawn? Knowing full well that even the most idiotic person can get a lucky shot at you, and there is nothing you can do to stop it? Hell, i seen games when people barely get a chance to kill the enemey, as the second they rush out, some panzer, or mortar, or artillery, or something blows them away. I know i would never want to be stuck in a war with weapons like those going off around me.

      Even the mass war games, like that defcon game, do you really want to go to war then, when a victory still sees most of your population wiped out? You cant really even call that a victory, just, not a loss.

      I think this was the main type of violence the article was talking about, not abstract/personal violence, but more about futile violence.

  9. Re:So as it turns out by Clever7Devil · · Score: 1

    The results were much more interesting after they put that metal pin in Fluffem's hip.

    --
    "By the time they had diminished from 50 to 8, the other dwarves began to suspect 'Hungry.'" -Gary Larson
  10. Of course violence CAN be good by thebaron2 · · Score: 2, Insightful

    Of course it can be good.
    War sims, like America's Army, can obviously be put to good use in training and preparing soldiers for urban settings, teaching them to think critically in a "big picture" sense and visualize the entire battlefield, etc...
    The more important question is does violence "teach" gamers anything in a real world sense of the issue, and I'd say the answer is a resounding no.
    Not that they're incapable of it, but rather that games today aren't developed to teach us life-long moral lessons. For the stickler that's going to point me towards a lonely moral-laden game, suffice it to say that popular games aren't made with this intention, or, conversely, games with a moral intention don't become popular.
    Until there's an audience of a reasonable size that is demanding this sort of moral game that induces self-reflection, it shouldn't surprise anyone that those types of games don't get supplied, at least not in any significant quantity.

    --
    -TheBaron2
    1. Re:Of course violence CAN be good by hotdiggitydawg · · Score: 1

      You sir must be a terrorist for disagreeing with the establishment. We will be coming to get you, right after we track down this "Moral-Laden" of which you speak... presumably he's Osama's third-cousin-twice-removed, or something. Don't suppose you could tell us where he is, by any chance?

    2. Re:Of course violence CAN be good by AcidLacedPenguiN · · Score: 1

      No, Osama's third-cousin-twice-removed is George Bush.

      --
      disclaimer: I've been known to store numbers in my ass for which to dig out when quantities are required.
  11. This is a good game. by Rifter13 · · Score: 1

    I suggest people checking out Defcon. It is a lot of fun. I showed my buddy a game last night. When explaining how to tell who won, I explained that it wasn't so much about who won, but who lost least. :-) I don't get quite as much into this game, as the author does, though. It is a fun diversion, that I am surprised no one thought about doing years ago.

    1. Re:This is a good game. by daranz · · Score: 1

      There've been games about exchanging nukes before, but none of them were as popular as Defcon, and most of them didn't concentrate solely on nuclear exchange. I can't say if they were worse or better, since, not being a huge fan of Introversion's games, I never played Defcon.

      Take Superpower for example. Besides conventional warfare, you could also enter nuclear mode in the game, and exchange some nukes with the nastier of your neighbors. If I recall correctly, the game also had a MAD-meter, which would be used to determine when you destroyed the world enough to end the game. Here's a screenshot. (link might not work if you send referers)

      --
      This is a sig. It is appended to the end of comments I post.
    2. Re:This is a good game. by triffid_98 · · Score: 1
      Um, missile command anyone?

      There've been games about exchanging nukes before, but none of them were as popular as Defcon, and most of them didn't concentrate solely on nuclear exchange. I can't say if they were worse or better, since, not being a huge fan of Introversion's games, I never played Defcon.
    3. Re:This is a good game. by Rifter13 · · Score: 1

      Oh, I have seen other games along these lines. I have always wanted to try the board game, Supremecy... but have been kind of intimidated by it, as well. Anyhow, what I was more referring to, was the take on the game. It is really, almost a total ripoff of Wargames. :-) That is more what I was surprised no one had done. Defcon is well executed, and enjoyable.

  12. Defcon is *supposed* to make you think by netcrusher88 · · Score: 3, Interesting

    The poster writes that when he comes away from a game of Defcon, he feels reflective, kind of sad, about it. I think that's exactly what Introversion Software wants. It's a great game, yeah, but when you play for a while and then notice, for the first time, distorted coughs and crying played randomly as part of the soundtrack, it kind of makes you stop and think. It's like, damn, I did that.

    I think most games are not capable of teaching the dark side of violence. I hate to keep going back to it, but GTA is convenient here. You get points for killing. Other, less controversial games, too. Most FPS's, to an extent. Even that one racing game (Burnout?) where one game mode involves causing as much damage as you possibly can. Most games depict a cartoonish, unreal, detached violence.

    Not to sound like an advertisement, but I got the same feeling of the violence making you think in Introversion's Darwinia, too. You get attached to the Darwinians, and then you have to send hordes of them to battle the virus infection. And when they do kill viruses, you have to go collect the souls of virus and Darwinian alike.

    Personally, I'd like to see more games that have a more realistic depiction of violence.
    --
    There's an old saying that says pretty much whatever you want it to.
    1. Re:Defcon is *supposed* to make you think by Ford+Prefect · · Score: 1

      I think most games are not capable of teaching the dark side of violence. I hate to keep going back to it, but GTA is convenient here. You get points for killing. Other, less controversial games, too. Most FPS's, to an extent. Even that one racing game (Burnout?) where one game mode involves causing as much damage as you possibly can. Most games depict a cartoonish, unreal, detached violence.

      DEFCON is that, but to an extreme - you are so utterly detached from the millions of people you are killing that somehow the mind fills in the blanks, and makes things far worse. The soundtrack contributes a lot to this - but the imagination does most of the work.

      *SHUDDER*

      --
      Tedious Bloggy Stuff - hooray?
    2. Re:Defcon is *supposed* to make you think by MoralHazard · · Score: 1

      you are so utterly detached from the millions of people you are killing that somehow the mind fills in the blanks, and makes things far worse.

      Oh, you mean like the people who actually have their fingers on buttons in nuclear silos?

      I don't know if I'm just old, or what, but back in the 80s we were all so afraid for our lives because of a nagging sensation (perhaps reinforced by "Dr. Strangelove" and "WarGames") that the people running the show didn't really care whether we died or not. In the event of a war, would it ever occur to any of the nuclear powers that their strategies of massive retaliation meant genocide?

      Guys like Nixon, Johnson, and Reagan made me wonder whether high office renders one a sociopath. Today, we're wondering whether our current leadership is letting the Iraq situation go down the wrong road out of political expediency. I think that there is as much to be learned from the detachment as from the viscerality of violence.

    3. Re:Defcon is *supposed* to make you think by RedWizzard · · Score: 1
      I hate to keep going back to it, but GTA is convenient here. You get points for killing.
      This sort of statement makes me wonder if you've actually played GTA at all. It's true that many of the missions require you to kill, but in general game play there is virtually no reward for killing (just an amount of cash so small it's rarely worth the time to pick it up).
  13. Is it just me, or... by Kingrames · · Score: 1

    Is it strange that I keep seeing that game being plugged everywhere?

    I mean it's cool and all, and yes, I've seen the movie "Wargames" and I've expected a game like this to ventually be made...

    But I'm seeing it everywhere on the sites I normally frequent, and in casual talk, and I expect it'll be in the news for a bit, and I'm wondering if we're unwittingly participating in some sort of "Snakes on a Plane" type of marketing scheme.

    --
    If you can read this, I forgot to post anonymously.
    1. Re:Is it just me, or... by Ford+Prefect · · Score: 1

      Is it strange that I keep seeing that game being plugged everywhere?

      Not really. It's by a miniscule British games development ... studio? Development bedroom might be more accurate - whose previous games have been lauded as both artistically interesting and retro-innovative in gameplay. The official marketing budget is probably around £2.50 (which they'll probably spend down the pub) - so in the spirit of helping the apparent underdog, everyone seems more than happy to help them out.

      And to make it all worthwhile, it's a brilliantly fun little game. It's a simplified RTS, but with an inexorable fall and escalation towards the end of the world. You can't make back your losses, but you can use your remaining assets in a last-gasp attack on your opponents. Assuming you're not already radioactive slag.

      ... And there I go into instant-unofficial-salesman mode. Oops. Introversion does that to people - if it was some giant media conglomerate with the exact same games, I'm sure things would be entirely different...

      --
      Tedious Bloggy Stuff - hooray?
  14. Comment removed by account_deleted · · Score: 2, Interesting

    Comment removed based on user account deletion

  15. Violent games teach that in war you get VERY DEAD by Drake42 · · Score: 4, Insightful

    Who in their right mind would enter a real war scenariou after playing a few rounds of counter-strike?
    I used to be very good, top of the server for ten games streaks. Almost never did I survive every single round. If I can't survive after extensive in-game training with nerfed weapons what makes me think I'd survive a real war where people are really honest trying to make my life stop.

    GTA is a tonne of fun, but how much would I pay it if every wrecked car involved watching my character sit in the hospital for two weeks? Only a moron doesn't make that connection.

    Killing thousands of zombies in Dead Rising doesn't make me think, 'hey killing people is easy' except to the extent that I think 'hey, if it's this easy for me to kill somebody, then it's that easy for someone to kill me. Shit.'

    Personally I'd like violent games to come with the insane warning stickers you see on appliances:

    WARNING: If you try this in Real Life you will LOSE LIMBS, ENTER A VEGATIVE STATE or DIE PAINFULLLY.
    WARNING: Save game technology DOES NOT EXIST in Real LIfe
    WARNING: Acceptable in-game behavior may result in getting A KNEE SLAMMED INTO YOUR CROTCH in Real Life

  16. Are you kidding me? by bashibazouk · · Score: 2, Insightful

    GTA teaches two really important lessens:

    No matter how good a driver you think you are, if you drive recklessly fast your car is going to get banged up and will probably end in a fiery crash.

    If you push the law, you can run but in the end the police are going to bust you and usually in a particularly violent manner.

  17. so he learned what exactly? by RoyalT · · Score: 1

    Interesting article, reading it felt like a short story competition. I love to hear about positive violence in games, but what is positive about violence? What your fighting for could be positive...or like max payne you could be getting revenge for the death of your family...somewhat positive..? I still don't understand the difference between what is portrayed in a movie and what happens in a pixelated game. Games are entertainment, it is the entertainment industry, what is so different about pointing and shooting digitized people over watching it happen to actors?

    1. Re:so he learned what exactly? by boyfaceddog · · Score: 1

      Dictionary.com Unabridged (v 1.0.1)
      game1 /gem/ noun, adjective, gamer, gamest, verb, gamed, gaming.
      -noun
      1. an amusement or pastime: children's games.

      "Useful game" is an oxymoronic idea. Yes, SOME games can teach SOME skills, but saying that a game itself, or worse yet the violence in a game, is useful is like arguing that shooting heroine is good because junkies learn about hypodermics and injections.

      Games are GAMES. There are no good games or bad games, just good and bad people.

      --
      Here will be an old abusing of God's patience and the king's English.
  18. Re:Violent games teach that in war you get VERY DE by DarthChris · · Score: 1
    Personally I'd like violent games to come with the insane warning stickers you see on appliances
    I agreed with your post up until that point, for the simple reason that I feel you shouldn't have to. In the past, people have criticised other mediums for being violent, TV being a perfect example. There was one notorious critic here in the UK who claimed that the children's cartoon Tom and Jerry was too violent. The anti-video-game lot is just the latest incarnation of this sort of thing - as my Mum likes to say, "Nothing ever changes".
    --
    Don't you just hate it when people reply to your signature?
  19. Re:Violent games teach that in war you get VERY DE by Anonymous Coward · · Score: 0

    Have you watched that show lately? :P

  20. Re:So as it turns out by eln · · Score: 1

    The secret is to poke holes in it with a fork first.

  21. The most violent game for me... by Hahnsoo · · Score: 1

    ... was Chu Chu Rocket. There's nothing like putting four friends in a high pressure timed situation where your sole objective is to not only accumulate points, but to screw over the other players in the process. Chu Chu Rocket was the only game which made my taciturn friend Chris (who never says anything mean or nasty) curse like a sailor and made my friend Mike physically hit me. To this day, the words "Cat Mania!" evokes the war cry "Defend yourself, violently if necessary!" *grin*

    I'm told that Mario Party and Super Smash Bros. has a similar effect on other gamers.

    1. Re:The most violent game for me... by CAIMLAS · · Score: 1

      There were a couple shareware and platform games which did this to me in my youth:

      - Counter-Strike, at LAN parties
      - Rock'n'Roll Racing on SNES or Genesis
      - Comet Blasters! - a shareware a friend downloaded from AOL back in '96 or so
      - TANKS! - the old-school DOS game
      - a game I can't recall which was similar to Comet Blasters! in that it had tanks and helocopters - kinda a vs. mode version of "Jackal" for the NES, if you remember that one.
      - Rampage! for the NES

      I should note that these were also some of my favorite games.

      --
      ~/ssh slashdot.org ssh: connect to host slashdot.org port 22: too many beers
  22. An earlier work along similar lines: by meringuoid · · Score: 1
    Bravo Romeo Delta.

    I always play as the Soviets. Partly because nuking the living crap out of America is enormous fun, but also because I've no idea of Russian geography and wouldn't know what to aim at. Is Skahaterakinskograd a major city? Fuck knows, but if I nuke Chicago I know I'm going to piss someone right off.

    --
    Real Daleks don't climb stairs - they level the building.
  23. Re:Violent games teach that in war you get VERY DE by Das+Modell · · Score: 1
    If I can't survive after extensive in-game training with nerfed weapons what makes me think I'd survive a real war where people are really honest trying to make my life stop.

    It's easier to kill people in a game than it is in real life, and anyone who isn't a crazed Muslim is more or less afraid to die. If real life was like CS, every SWAT or special forces operation would result in insane amounts of casualties, and the US military death toll in Iraq would be in the tens or hundreds of thousands.
  24. Re:OT by nasch · · Score: 1
    It makes me wonder if the strategists sitting in bunkers in the Rocky Mountains or in Siberia had pondered on these same issues...
    In another sign of our times, they're closing down the NORAD facility under Cheyenne Mountain and moving it to another (cheaper) location in the Colorado Springs area. I believe it will be open for tours when they're done. Bizarre thought.
  25. The Godfather - Violence has Consequences by MaineCoon · · Score: 1

    In The Godfather, which I've been addicted to lately, you are taught that violence has consequences.

    While it is an open world game in the GTA style, consequences can be much more serious than getting chased by police. There are multiple rivals gangs, and taking back Corleone turf means taking it away from them. There are several ways to do this, but some of them require violence (it is The Godfather, after all).

    If you anger a gang enough, they'll start a mob war, and all hell breaks lose as your family and their family start fighting. Suddenly the streets are a lot less safe, and your businesses become the targets of firebombings and such. There are 3 ways to end a gang war: bomb one of their businesses, pay a visit (and some cash) to the FBI, or get iced ('killed' and sent to some unlicensed doctor)... the last option will cost you more businesses while you recover.

    --
    Hunt your preferred prey at Aliens vs Predator MUD. Join the war at avpmud.com port 4000
  26. Re:Violent games teach that in war you get VERY DE by Velocir · · Score: 1

    The big difference is, a lot of the people who kill the server leaders are the ones who die in every round, because of the risks they take. If those people take that risk in real life before they have an oppurtunity to kill you, they don't come back in the next round...

  27. Re:OT by Broken+scope · · Score: 1

    I've only gotten to play the demo so far, so 1v1. I near the end of defcon 2 i send fighters out and find the silos, by then my bombers tend to reach enemy land, the AA is tied up on the massive number of fighters and my bombers launch nukes so close to teh target that i can hit most of their silos with 3 nukes. The moment they lanch a nuke my subs hit thier silos, then i retreat. I might lose one or 2 cities, but usually less. If my subs survive , i lose some to fighters, they come back in around the time my icbms are about to hit and i launch 1 on each radar and airbase i can find. Then i line up all my stuff on my coast lines and hope for the best. I use the bombers to hit the rest of their cities. Now in game with 3+ people, that won't work as well.

    --
    You mad
  28. death / resurrection lessons by erikdotla · · Score: 1

    I learned several things playing GTA:

    * Don't run from the cops. You'll probably get killed.
    * Don't get involved in drugs, violence, gangs, etc. You'll probably get killed.
    * If you lead 1/10th of the life of this character, you'll probably get killed about 1/10th the number of times you die in the game. Which is about 30. But in real life, you don't auto-rez at a hospital after plummeting off a cliff on a BMX or kamikaze dive-bombing a cessna into a crowded mall.

    I strongly think extreme video game violence is OK as long as it is clear that the character is DYING, not just being hurt. The resurrection is OK to resume the game, even a child knows you don't come back after about age 6 or so. The most important part is making it ABSOLETELY CLEAR that the death of a human being occurred. I like the way it's handled in the Brothers in Arms series - the death of your squadmates is an important, emotional event. They're not disposable automatons.

    --
    # Erik
    1. Re:death / resurrection lessons by Gulthek · · Score: 1

      But the death of a human being *didn't* occur. A collection of pixels changed status and lost the right to freely move around the game world. Even a child knows that video games aren't real before age 6.

  29. Violent games teach that knees are fun. by Anonymous Coward · · Score: 0

    "WARNING: Acceptable in-game behavior may result in getting A KNEE SLAMMED INTO YOUR CROTCH in Real Life"

    You mean there are no games were a guy can get kneed in the crotch? Bogus! I want my money back.

    "WARNING: If you try this in Real Life you will LOSE LIMBS, ENTER A VEGATIVE STATE or DIE PAINFULLLY."

    Emergency Room 3

  30. What violent video games have taught me. by edunbar93 · · Score: 1

    Playing Day of Defeat has taught me that my life expectancy as an infantryman in combat is about three minutes. Which just so happens to coincide with real life. Generals use these life expectancy numbers to determine whether or not enough of their men will survive to hold the ground they expect to take.

    And it's also taught me that everything you ever learned about combat in movies is bullshit. But then I kinda knew that already anyway.

    --
    "No problem. I have the capacity to do infinite work so long as you don't mind that my quality approaches zero."-Dilbert
  31. Must Read: Gerard Jone's Killing Monsters by Anonymous Coward · · Score: 0

    This is a great book which debunks much of the nonsense about this subject and presents good common-sense arguments about why fantasy violence is not something we should fear. http://www.popmatters.com/books/reviews/k/killing- monsters.shtml