On Realism and Virtual Murder
Gamasutra has an interesting article about how the push toward realistic graphics and extremely lifelike characters in modern games is making the term "murder simulator" — once laughed off for referring to pixelated dying Nazis — a concept to take more seriously. The author is careful to simply explore the issue, and not come to a specific conclusion; he doesn't say that we should or shouldn't prevent it from happening, only that it's worth consideration. (One section is even titled "Forget the kids," saying that decisions for what children play fall under parental responsibility.) Quoting:
"We should start rethinking these issues now before we all slide down the slope together and can't pull ourselves back up again. Or, even worse, before governments step in and dictate what can and can't be depicted or simulated in video games via legislation. ... Obviously, what makes an acceptable game play experience for each player is a personal choice that should be judged on a person-by-person basis (or on a parent to child basis), and I believe it should stay that way. As for me, I'm already drawing the line at BioShock — I can barely stomach the game as it is. Sure, I could play it more and desensitize myself, but I don't want to. And that's just me. It's up to you and a million other adult gamers to decide what's best for yourselves and to draw the line on virtual violence where you feel most comfortable."
Relevant quote that I saw on the bottom of slashdot a few days ago, this from Alfred Hitchcock:
TV has brought murder back into the home, where it belongs.
Qxe4
Sorry but this is very very silly.
We've had violent games and movies for a long time now. Take a look at the blood and gore in horror films. It currently does and will continue to outdo any realism a game can provide for some time to come.
Take a look at games where we play murderers. How to host a murder/murder mystery nights. What are you going to do next. Ban Murder She Wrote because some idiot might decide to copy one of the murders?
The solution is simple. You need to educate children about the difference between fiction and reality. It's really not that hard.
Will there be people who copy the fiction and commit murder? Sure. They're mentally unstable and would find some other reason to do it anyway.
These posts express my own personal views, not those of my employer
The reason we have so much violence in games these days is that in the very early arcade games, that's how things were scored. Mario jumped on goombas for points and self-defence. The aliens in Space Invaders had to die to protect the Earth. That worked, from a gameplay point of view, so we kept going with it, never thinking that in 30 years' time the aliens in Space Invaders would have realistic anatomies and motivations and a family back home who's relying on them to bring Earth's cows back for dinner.
Which brings us back to the initial point: Why would you WANT to kill that alien? The first games, killing enemies was the moral equivalent of stomping on ants. Sure, they die, but how much actual life experience have they lost? Now the games are increasingly realistic, it's no longer ants we're killing. Sure, there are scenarios (like war games) which people want to re-enact virtually, but games like Manhunt are explicitly designed around killing defenseless strangers. Maybe it's time to put games like that on the same level as rape simulators?
Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
From the article;
"With each act of violence, a piece of us grows cold, calloused, and uncaring towards the well being of others. Repeat that, and we become slowly desensitized to pain and suffering."
Perhaps the part of us that finds violence towards an on-screen representation of someone or something, but I have yet to see any evidence that this translates to a callousness towards real people or events. The implication that increasingly realistic graphics are somehow going to cross this divide is neither argued nor proven in this article.
Games are designed as entertainment. Entertainment is not realistic. No matter what the interface (I will even allow some futuristic neural hookup) there are going to be clues and cues that what you are engaged in is not Real Life. It is this very knowledge that is part of what makes games enjoyable. We are freed of the normal consequences of our actions, free to explore a new environment, to discover the rules of cause-and-effect and to enjoy the difference between these and the world we normally live in.
Perhaps when we have the tech to seamlessly mimic reality there may grow a market for entertainment that deliberately blurs the line between Real and Game, but that relies on both an increase in technical realism and a deliberate move away from what makes a game a game.
Perhaps the author has forgotten what it means to play.
Read this by Dave Grossman http://www.killology.com/print/print_teachkid.htm
It's about teaching kids to kill. I'm sure there are many anecdotes out there about how "I played games for years and I haven't killed anyone" but the man has a point...
Some quotes from the text:
"Healthy members of most species have a powerful, natural resistance to killing their own kind. Animals with antlers and horns fight one another by butting heads. Against other species they go to the side to gut and gore. Piranha turn their fangs on everything, but they fight one another with flicks of the tail. Rattlesnakes bite anything, but they wrestle one another.
When we human beings are overwhelmed with anger and fear our thought processes become very primitive, and we slam head on into that hardwired resistance against killing. During World War II, we discovered that only 15-20 percent of the individual riflemen would fire at an exposed enemy soldier (Marshall, 1998). [...]
That's the reality of the battlefield. Only a small percentage of soldiers are willing and able to kill. When the military became aware of this, they systematically went about the process of âoefixingâ this âoeproblem.â And fix it they did. By Vietnam the firing rate rose to over 90 percent (Grossman, 1999a).
[...]
The training methods the military uses are brutalization, classical conditioning, operant conditioning, and role modeling. Let us explain these and then observe how the media does the same thing to our children, but without the safeguards.
Brutalization, or âoevalues inculcation,â is what happens at boot camp. Your head is shaved, you are herded together naked, and dressed alike, losing all vestiges of individuality. You are trained relentlessly in a total immersion environment. In the end you embrace violence and discipline and accept it as a normal and essential survival skill in your brutal new world.
Something very similar is happening to our children through violence in the media. [...]
Classical conditioning is like Pavlov's dog in Psych 101. Remember the ringing bell, the food, and the dog could not hear the bell without salivating?
In World War II, the Japanese would make some of their young, unblooded soldiers bayonet innocent prisoners to death. Their friends would cheer them on. Afterwards, all these soldiers were treated to the best meal they've had in months, sake, and to so-called "comfort girls." The result? They learned to associate violence with pleasure.
This technique is so morally reprehensible that there are very few examples of it in modern U.S. military training, but the media is doing it to our children. Kids watch vivid images of human death and suffering and they learn to associate it with: laughter, cheers, popcorn, soda, and their girlfriend's perfume (Grossman & DeGaetano, 1999).
[...]
The third method the military uses is operant conditioning, a powerful procedure of stimulus-response training. We see this with pilots in flight simulators, or children in fire drills. When the fire alarm is set off, the children learn to file out in orderly fashion. One day there's a real fire and they're frightened out of their little wits, but they do exactly what they've been conditioned to do (Grossman & DeGaetano, 1999).
In World War II we taught our soldiers to fire at bullseye targets, but that training failed miserably because we have no known instances of any soldiers being attacked by bullseyes. Now soldiers learn to fire at realistic, man-shaped silhouettes that pop up in their field of view. That's the stimulus. The conditioned response is to shoot the target and then it drops. Stimulus-response, stimulus-response, repeated hundreds of times."
You are not entitled to your opinion. You are entitled to your informed opinion. -- Harlan Ellison
Not content with your slaughter of innocent virtual entities, you then proceeded to disembowel the English language?
Rampant carbon sequestration destroyed the Dinosaurs' tropical paradise. I'm here to help repair the damage.
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I have killed more people than Hitler. It's true. I have murdered millions of Nazis and slaughtered as many dragons. I have raped Native Americans and killed hundreds of thousands of cops. I have killed aliens that looked like pigs dressed as cops. I have destroyed feminism by flashing cash at strippers. I have committed genocide. I have wiped the earth clean of barbarians, Romans, Egyptians, Germans, and the Mongols. I have brought sword to creatures great and small because they may be carrying gold. I have killed creatures and then thrown away anything they were carrying because I did not deem it worthy. I have lied, cheated and double crossed denizens of the wasteland, a fairy kingdom, an ancient alien race and time travelers. I have shot mutants and bounty hunters in the groin and face. After killing someone else who I have never met and who had done me no wrong I crouched over his dead body and tea bagged him. I have enslaved a star faring race and then traded those slaves for military secrets. I have spied on other countries, planets and star systems and sabotaged numerous public works to cause strife and disorder. I have starved cities and brought whips down on my workers so that they may finish great works in my name before someone else did the same. I have stabbed kings and rezoned miles of pristine wilderness into ash spewing city hell holes. I have built nuclear reactors and then let them go critical so that I may laugh at the death toll and then, while the people were still putting out the atomic fires, I have unleashed Godzilla and a hurricane onto them. I have built swimming pools and then removed the exit ladders to watch people drown. I have smashed buildings to grab people inside and then eat them.
All of these simulations have trained me well in the off chance I am ever presented with the ability to be an omnipotent, immortal, time traveling, alien, city building, world conquering, sword wielding, post apocalyptic, giant fire breathing, car jacking last great hope for humanity...who also happens to be a complete and total bastard.
There will be screaming, but no crying. In GTA or anything similar, there are groans, shrieks, and most of them are a little "overdone" to be comical. A real death is less gory, but far more traumatizing. They would have to plead for their lives, start praying, or simply mutter the name of their child or their mother until their life leaves their body. I think only a very small subset of the population is going to want to see real death simulations.
Recently I ran over a fox, and I thought it was a small dog so I pulled over and I got out of the car. It was twisting in agony, gushing blood from it's mouth, and I watched it as it died. It tried to get up a few times, the rattling in it's throat grew louder, and I recognized the moment it gave up. That was the most terrifying part to watch, not the actual death at the end, but the moment were it seemed to realize that it's time had run out.
Death and suffering are something we have a natural aversion to. That's why Shock and Awe was shot from miles away. That's why hamburger arrives in little white styrofoam trays with no pictures of cows on it. That's why we've made it as a species - we've needed each other to survive, so our evolutionary morality led us to the point where we more or less share a similar set of values. And that's why I don't think the simulations will come close to reality, because few people want to see it, and many who think they do will realize that they don't.
The dead rarely complain (except for zombies - they're always frickin' moaning).