Slashdot Mirror


How Video Games Reflect Ideology

A recent article at Bitmob sought to tackle the question of whether games could carry political meaning, arguing the negative since "The money, the media representation, and the general shadow of 'triviality' will always trail the word 'game,' because that is what makes it open to all markets." An opposing viewpoint has been posted by Lee Bradley, who says, "Perhaps the most profound shift in the games industry in the last few years has been the explosion of co-op. Not only are developers dedicating more and more time to providing co-op experiences in their games, they are also finding new ways of exploring the dynamic within it. ... Even in games where the co-operative element of co-op is less pronounced, the ideology is the same; you are not on your own anymore, you are part of a team. What's more, that team is more than likely multi-cultural and/or multi-gender. ... Now, this isn't to say that the lone white-guy hero has been eradicated. Far from it; the bald, white space-marine is one of the most over-used characters in modern gaming. But it increasingly rare that they are lone heroes. A shift towards team-based, co-op featured games is undeniable. In this way, mainstream video games, even those seemingly void of political statement, are implicitly political. While for the most part they are not designed to tackle political issues head-on, or carry overt political messages, they do reflect the values and the popular ideology of the culture in which they were created."

2 of 244 comments (clear)

  1. Re:Would a current technology be a factor here? by ciderVisor · · Score: 5, Interesting

    What about the possibility that previously in games due to technical limitations of the hardware the only character you could have is your "bald white space-marine"

    That's how Mario came to have his distinguishing features.

    "Due to the graphical limitations of arcade hardware at the time, Miyamoto clothed the character in bright red overalls and a blue shirt to contrast against each other and the background, adding white gloves to distinguish the character's arms on the screen as they swung back and forth. A cap was added to let Miyamoto avoid drawing the character's hairstyle, while preventing issues of animating his hair as he jumped.[8] To make him appear human onscreen despite his small size they gave Mario a large nose, and added a mustache to avoid drawing a mouth due to the difficulty of illustrating facial expressions at that size.[10]"

    --
    Squirrel!
  2. Re:Games are entertainment by Bat+Country · · Score: 5, Interesting

    I made a point in a term paper a few years back that the very nature of GTA, though transgressive, transmits a clear establishment message. You cannot beat the police in GTA. You may escape them, but you cannot stop them. Any attempt to directly oppose the police always inevitably leads to death as there will always be more of them than you. The police in GTA are individually stupid, collectively difficult to evade, and taken as an entire establishment entirely invincible.

    Further, there's a recognition (especially in GTA San Andreas) of the fact that the player you embody is fundamentally broken and leads a life devoid of meaning. All of the most likable characters in the games are either killed, betray you or are the "straight men" - the people who point out to your character the failure of their lifestyle.

    So although the GTA games allow you to explore your own dark side it seems to guide you to the message that not only is the world better off without your enemies (the people you kill throughout the game) but also without you (the killer).

    --
    The land shall stone them with the bread of his son.