main | features | weblog | forums | cranky | personal | links | contact

FEATURE INDEX

General
An introduction to Game Design 
Violence in Video Games
Rules of the Game: Rule Design

Single Player Games
Suspense
Hiding Secrets in Platform Games
Nonlinear Exploration
Pacing
Rethinking Story Games
World/Player Interaction

Difficulty Tuning in Games new!

Multiplayer Games
Slippery Slope
Rock, Paper, Scissors
Yomi Layer 3
Game Balance, Part 1
Game Balance, Part 2

Playing Competitive Games
Play to Win, Part 0: Why Bother?
Play to Win, Part 1
Play to Win, Part 2
Play to Win, Part 3
Play to Win, Example (Survivor)
Art of War 1: Sheathed Sword
Art of War 3: Deception
Art of War 4: Divide & Conquer

Business of Games
Episodic Games
Art of War 2: Sheathed Sword 2

"Don't bother reading this garbage. I can't find a good article in the whole bunch!"

 

Features


Violence in Video Games

The crusade against violence in video games is truly the witch hunt of modern times. You may not know it, but the actual witch trials have already begun in the form of senate hearings initiated by Senator Joseph Lieberman. (Here's Lieberman's testimony.)

Senator Joseph Lieberman (bad guy)

 Video games caused that school shooting in Littleton, Colorado, didn’t you know? While Lieberman is arguably the game industry’s biggest opponent, its best advocate is largely unknown. His name is Professor Henry Jenkins, Director of the MIT Comparative Media Studies Program. In an odd footnote of history, Jenkins was actually my professor in a few classes when I was at MIT, and I assure you that any media industry—or indeed any one—would do well to have Jenkins as an advocate. I think much of his persuasive power stems from him not really being a

Professor Henry Jenkins (good guy)

supporter of any industry or company—he is a defender of popular culture for principle’s sake, and argues from solid academic grounding. It just happens that his principle’s are currently aligned with the interests of the video game industry. It’s daunting for me to even write this article, since Jenkins’s arguments in this senate hearing were so strong. You can also read about his experience testifying.

I’ll begin by examining the violent nature of all competitive games, and then comment on the separate issue of the depiction in violence in those games. I’ll then discuss the use of violence as a theme in film, games, or any other media. Finally, I’ll invoke some of Jenkins’s arguments to explain the role of violent play in youth culture throughout history.

Violent Underpinnings

Competition is violent. People win, people lose. Competition occurs in video games, soccer games, the business world, and—I would remind Senator Lieberman—political elections. Competition can be academically interesting, and it can also teach valuable life lessons about winning and losing. It’s ok for little Jimmy to learn those lessons in soccer practice, but many parents have the mysterious notion that it’s not ok to learn the exact same lessons in a competitive video game.

Let’s take an example of a violent video game: Street Fighter. In this game, two players engage in a fight and try to kill each other! We have to shield our youth from such abominations, blah, blah. Ok, let me tell you what Street Fighter is really about. Two players compete…to win. It’s a battle for position, for initiative, for momentum, and for resources. Players develop creative combinations of moves, traps, and tricks. It is a game of attack and defense, risk and reward. Players take chances, they reduce their risk of exposure to attack, and they learn to never give up until the end, because comebacks are definitely possible. They learn the lessons of winning and losing, since not everyone can be the best, but everyone can improve with discipline, analysis, and practice. Players form communities, meet friends, and even sometimes make enemies. Would I want my children to play such a game? You bet. It’s preparation for life.

What’s on the screen during a game of Street Fighter is a bunch of rectangles. The object of the game is to make your attack rectangles collide with the opponent’s defense rectangles while keeping your own defense rectangles safe. All of this happens to be covered up by a bunch of pretty graphics. The rectangles are disguised as cartoon characters who do punches and kicks, throw fireballs, and engage in various wrestling maneuvers. Disguising this intricate game of colliding rectangles as a fight between two characters is an obvious, efficient way of handling things. The characters include men and women of many races from around the world, and appeal to players. Players can relate to characters, but they can’t relate to colored rectangles.  So…is this a violent game? In some sense it has to be since it involves competition, but it certainly isn’t anything we need to keep away from children.

Here we see some attack rectangles overlapping some defense rectangles. It's all dressed up with fancy anime graphics of Sagat (right) and Sodom (left). 

Violence as a Theme

The fighting game is just one special type “violent game,” though. Other games, such as Resident Evil, are much more based on violence, and even use violence as a theme. What of them? To understand violence as a theme, let’s look at some films: Schindler’s List, Saving Private Ryan, and Reservoir Dogs. I don’t think anyone is going to say anything bad about Schindler’s List. It chronicles intense violence and persecution of Jews, and turns our stomachs. Films like that could prevent another holocaust.

Saving Private Ryan begins with 20 minutes of the most realistic depiction of war violence I have ever seen captured on film. I felt like I was a solder on that beach, and it scared the hell out of me. This film exposed war for the atrocity that it is, and it’s films like this one that could help us prevent another war.

Reservoir Dogs is called a particularly violent movie, yet it’s body count is much lower than most action films. There are only about 5 times that weapons are fired, yet this film is criticized as being “more violent” than other films with much more shocking statistics. The reason is that Reservoir Dogs, more than many movies, is actually about violence. It’s a characters study of a small group of people who are incredibly violent. There’s a reality to it that, say, Lethal Weapon certainly doesn’t have. The torture scene is unnerving and difficult to watch, even though the violent imagery is very scant (we’re left to imagine most of it). The emotional power of violence is brought to bear. So sure, the criminals in this film look cool, they wear cool suits, they walk in slow motion at the beginning, they fire two pistols at once John Woo-style. They’re glorified. But I don’t think anyone comes away from Reservoir Dogs wanting to be a criminal. At least not anyone sees that in the end, they all die except the one guy who used his brain the most. It’s films like this one that could stop young people from being criminals.

In an interview, writer/director Quentin Tarantino was asked about his use of violence in Reservoir Dogs. His answer was that he used it as a literary device, just like any other. He considers it no different from using tap dancing as a device. If you don’t like tap dancing, he says, don’t see movies about it. In fact, I think he’s too modest, as he created a work which asks the audience to examine violence, to see it, to feel it, to realize its true horror and its inevitable, tragic conclusion.

The point is that using violence as a theme can be thought-provoking, important, even entertaining in film, as it can be in video games. But these examples must be in the vast minority, right? Most uses of violence don’t’ have such lofty morals. We all know Schindler’s List does, but surely something like…Casino doesn’t. That was what the Honorable William Bennett, Former Secretary of Education, used as an example, at least. I happen to think Scorsese has some valuable things to say as a filmmaker, and I don’t really want the government deciding which works have challenging, valuable depictions of violence and which ones don’t.

The General Case of Violence in Games

Surely all violence in games can’t be explained away from the few specific examples I’ve given so far. Critics love to pick on Quake, for example. Even I don’t claim the game is very strategically interesting. (Ok, I’m being harsh, oh well.) It’s a “first person shooter” game, where the player has a variety of weapons which he fires at everyone he sees. The designers of Quake wanted, more than anything else, to make a game that’s 1) fun, 2) fast, and 3) cool. Quake is certainly fast, since you die about once every 5 seconds. About one million gamers will tell you it’s fun. Sneaking in that extra “gib” shot to detonate a corpse is “cool.” So is the trail that the one-shot-kill rail gun round leaves behind. So is the feel of firing the rocket launcher. I’m not making much of a case for redeeming social value here, am I?

Damn, this guy killed the whole room and gibbed all the corpses...with the rail gun!

To understand the role of Quake (and basically ALL violent games), we’ll have to look at what Professor Henry Jenkins has to say. I’ll attempt to summarize a few of his points:

  • Parents have claimed, throughout history, that whatever point in history they were in was the most corrupt time for children. Books corrupted children, then music did, then movies, then television, then video games and the internet. The arguments we hear today about video games are same ones parents made about movies in earlier times, yet all these forms of entertainment have become mainstream.
  • “Boy culture” has not changed throughout history. Boys have always been violent. They have always formed hierarchical communities based on mastery of something (of fighting, baseball, video games, whatever). They have always done so in realms outside the knowledge of parents, especially mothers.
  • The physical world has become a much less appropriate play space for children of today, due to urban expansion and crime. In earlier times, “boys would be boys” out in the streets, where they would form their hierarchical communities. Now, they are able to do so in the much, much safer virtual realm.
  • The virtual world is mostly a space away from parents, since most parents today are not savvy about such things. Yet media in general is more ubiquitous now, so parents today are, perhaps, more aware of the competitive, violent tendencies of their children today than parents were aware of 200 years ago. The actual nature of children has not changed, of course.

So given all that, do you want your children to play Quake? Maybe in some earlier times, kids all went down to the river and formed hierarchical communities based on who could do the most dangerous dives off the tree branch. Or they met on the street and formed gangs based on who could do the most illegal mischief. When kids of today play Quake, they’re doing the exact same thing. They’re playing in a space where parents don’t go, and they let egos clash. The difficult thing to admit is that this is the nature of teenage boys—that it has always been the nature of teenage boys—and that it has absolutely nothing to do with video games.

So a kid had a frustrating day at school. If he plays a little Quake, I’m happy he had an outlet for his aggressions. I don’t even care if he plays Mortal Kombat and rips the heart of out his opponent’s chest (you can do that in MK). Those are red pixels on a screen. I’d much rather children play with red pixels than with actual guns. And don’t think that if they didn’t have access to those red pixels that somehow their nature would change. They’d wrestle with their friends, play in the streets, try dangerous stunts, and any number of far more scary things than sitting at home playing with harmless pixels in a virtual world.

And the best part is that some of those violent games have life’s lessons to teach. As I’ve discussed earlier, some teach that violence—real violence—is a terrifying thing. Others, the kind I play, teach the lessons winning and losing and of strategy.

And what of girls? I’ve talked as if the video game is a thing only known to teenage boys. While that’s by far the largest demographic, girls play games too, of course. As one of the all-girl Quake clans will tell you, they have a forum in which to compete with boys on equal terms, in a virtual world where physical gender differences don’t matter. Taken from a quote from Jenkins’s senate testimony, a female Quake player explained to him:

“Maybe it’s a problem…that little girls DON’T like to play games that slaughter entire planets. Maybe that’s why we are still underpaid, still struggling, still fighting for our rights. Maybe if we had the mettle to take on an entire planet, we could fight some of the smaller battles we face everyday.”


Talk back! Discuss this article in the forums.

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

"Kids these days are always talking about sex! It's obscene!"

 

 

 

 

 
"Hitchcock was a crackpot. You kids are too young to remember the ending of Strangers on a Train."

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 

 
"RE2. Bah! Since when do police chiefs hide magic amulets in the lobby of their stations. And why is there only an emergency ladder but no stairs between the first and second floors?"