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.'"
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
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
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
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.
I've learned a lot from games as well.
Lightning bolt! Lightning bolt! Lightning bolt! Lightning bolt!
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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)
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
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.
Oh, the irony!
"THERE IS NO JUSTICE, THERE IS ONLY ME." -Death