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Gah! Just lost this post - will write it elsewhere this time rather than being a fool and putting it in the Barbelith screen.
So. Recapped. There's a thread here about the upcoming game Bioshock, which is causing a lot of people to get very excited. I've never played System Shock 2, and I'm excited just based on what I have heard people say _about_ it in pubs. However, the latest game trailer has shown the POV character, presumably representing the player? being about to kill one of the "little sisters" - harvesting creatures who either are or resemble preadolescent girls. Quoth R&R:
Killing prostitutes in GTA is a moral choice too, entirely in the users hands etc etc. However, this doesn't change
1) The USA making an enourmous fuss about it (and, incidently, making it a whole bunch harder for the rest of us to make games that address adult themes)
2) These interactions do not arise from emergent properties. They're designed into the game, and the game provides rewards (cash or ADAM) for performing the actions. Claiming "It's merely the users choice, we didn't do nuffin," was bollocks with GTA, and it's bollocks here.
The shit will hit the fan, and in a major way - I guarentees it. Although the sci-fi setting will help to dismantle the tension a little.
E. Randy has already asked in the thread why kiling children is worse than killing adultys, and that is certainly one of the things about the morality constructed by computer games that I think it's worth exploring. Also, I'm trying now to think of whether Bioshock is in fact the first mainstream game in which the player appears to be able to kill children.There's a child in Deus Ex - the informer at the start of the Battery Park sequence - and another in Hong Kong, I think, but I don't recall ever trying to kill either, which may be significant. However, DX was no averse to having indestructable characters where killing them would have severely disrupted the narrative, so it's perfectly possible that the possibility of killing them was not built in. There are children being tortured in American McGee's Alice, but they are landscape objects - you cannot interact with them in any way, and they are also imaginary, inasmuch as the whole game is. They are also in a non-realistic setting, which I think is another way one can defray the impact.
To retunr briefly to GTA - I've never played it, but I assume that it differs from other games in which you can kill noncombatant women, for example DX and DX2, because you are rewarded for it, whereas in other games it might lead to your own death at the hands of law enforcement (having said which, if you tank up in DX, going mental on the dancefloor will bring police, who can be killed and who will then provide you with extra weaponry... that's a bit trickier).
Violence tends to be accepted as the common coin of interaction in computer games - and I suppose that greater complexity in games can but need not lead to greater complexity being placed on acts of violence. However, not only is there the cultural bias towards violence beiung accpetable, or more acceptable than sex (the whole ratings system of entertainment), but that violence is normally situated. How do you make the violence less controversial?
Removing it from "reality" is one clear way - so, Manhunt, GTA and Bully - which has now had its title changed - arae more controversial, as are games like Hooligans: Storm over Europe, which are essentially designed to get attention and rely for sales on having some sort of tie-in to actual acts of real-life violence. If you put the viokence in an unrealistic (fantasy, sci-fi) environment, that becomes less of an issue. In Half-Life 2, for example, you are placed in a situation that is unreplicable in everyday life.
Half-Life 2 also brings up the question of the nature of one's targets. The Metrocops may be human, the Overwatch have been altered to the point where they are arguably not - although they are still able to express emotion and communicate with language, so YMMV. The zombies, headcrabs and so on are not generally considered sentient, so probably don't have the same issues, although personally I find the pathos of the zombies quite wrenching. And I bet you feel bad about all those Vortigaunts you killed in HL1 now. Also, you are fighting for a greater good. I am reminded of Final Fight - the environment is at least notionally realistic (although we can presumably also factor in quote-unquote realism as a factor in what might make a game more or less controversial or more or less disturbing), but it is made clear that the subjects of your violence are villains, and that the violence is being done in a good cause - the resolution of a kidnapping. Oddly, the most morally curious bit for me as a child was the bonus round, where you smash up a car that as far as I could tell just belonged to a regular Joe... but I may have missed a bit. It might have been full of drugs or something.
So, I suppose I'm looking for information and opinions on what subjects have been approached in games that spark moral outrage, how and why? Are these respnses justifiable? Is it hypocritical to feel qualms about killing a child (or child-equivalent) after wading through a hundred adult victims, all of them less well-armed abnd equipped than you?
And, as a side-topic, sex. Famously harder to represent in games anyway, how does that factor in to the list of taboos, treatments and media responses. Since Custer's Revenge, have there been any treatments of sex in games that have caused the same outrage as the violence in GTA or Manhunt?
Bit unformed, this - the original post was better. Essentially, I'd like info and commnetary from those better informed than I. |
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