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Why do we make mistakes about violence in video games?

BingMag.com Why do we make mistakes about violence in video games?

There has been a lot of heated debate about the relationship between violence and this art form almost since the advent of video games.

  • Is Call of Duty turning our child into a serial killer?
  • Are you a bad person if you kill all your teammates in The Darkest Dungeon?/li>
  • Is it morally right to simulate large-scale massacres to entertain gamers?

The answer to these questions is: Probably not. And that's a little annoying. Because the endless debate about the effects of violence in video games on gamers' minds has overshadowed a much more interesting and debatable question: What is the difference between violent and non-violent gaming?

Of course, I, like everyone else, I love play games; Like Battle Royale games, strategy games in which genocide is part of the gameplay, role-playing games in which you slaughter goblin tribes one after another, but although the mechanics of these games are different and the way they are played is different. Violent games have a special internal structure that makes them all look alike. Feel their veins. Over time, I have become more and more impatient with this feeling, even in games that are of a high quality without violence.

How many times can a large number of enemies be crushed and not tired? That's why, just for the sake of variety, you should sometimes go for relaxing games that do not involve violence! Games like Minecraft, Stardew Valley, The Return of the Obra Dinn, and even Visual Novels like Phoenix Wright.

BingMag.com Why do we make mistakes about violence in video games?

Wait to see: Violence and killing also play a prominent role in these games. In Minecraft you have to fight zombies, in Stardo Valley you have to go to the monster mine from time to time and fight monsters, and Obra Dean and Phoenix Wright may not have a fighting mechanism, but their main subject is violent killings.

Therefore, the question arises: If the element that causes the repetition of violent games is not violence, then what can this element be? It took me months to come up with an answer to this question. The factor that helped me reach this answer is the re-experience of a very special game called Wandersong.

BingMag.com Why do we make mistakes about violence in video games?

One of the things that students are taught in most storytelling classes is that The basis of any story is a kind of conflict. For a reason that will become clear later, I will not use this word (conflict) from now on. Instead, we say that all stories require a central Struggle.

In most, if not all, narrative lines, both the characters inside the story and the audience outside the story are confronted with new situations and ideas that need to be addressed. Let them reach peace or overcome them. This process makes them grow as an individual or find a new perspective on the world.

It is the interaction between people, beliefs and concepts that motivates change, and ultimately the tension, the dramatic arc, the inner dialogue. And provides the outside and, in general, any other factor that we consider to be a component of the narrative line.

If we want to use a simple example, Luke Skywalker's journey to become a knight Apart from being difficult and not forcing Luke to change, it would not be an interesting story and would not carry emotional weight. If he was a talented person with a heroic nature and leadership talent from the beginning, it would be much harder to immerse himself in his story and enjoy it.

This statement also applies to video games. In games, players are given the opportunity to encounter new systems and ideas, to learn from them, and then to test their knowledge and skills. In games, you start as a rookie, the game challenges you, you learn how to overcome the obstacles that the game puts in your way, and in the process you both get better at the game and have fun. p>

BingMag.com Why do we make mistakes about violence in video games?

This is a cycle that is repeated in virtually all games: from mastering the basics of shooting at Apex From Apex Legends to balancing in role-playing games by killing more stubborn enemies or learning how to build an army in strategy games and using that army to smash the enemy in the most effective way possible.

Be that as it may, all of these examples are inherently violent. Why? This is because violence is a very simple and effective way to express struggle in a way that all players can immediately understand and empathize with.

In the second (DOOM) when you see these amps:

BingMag.com Why do we make mistakes about violence in video games?

The game does not need to explain to you that:

- What they are looking for

- Why you should hate them

- How you should treat them

These are questions that you know the answer to instinctively. You have shotguns, these weird animals want to kill you, you do not want to die, and the only way to prevent them from killing you is to kill them first. This struggle is very simple, it feels good to overcome it and it also tells you what the philosophy behind the second is.

Even in Wondersang - a game whose main theme is to solve people's problems with music and then to I will pay - he uses violent themes in his training section.

At the beginning of the game you can pick up this cool sword:

BingMag.com Why do we make mistakes about violence in video games?

And it doesn't take long for you to realize that you can shake it in the air with a mouse or a joystick. When the narrator (Bard) sabotages against the enemy and loses the sword, you just realize that you have inadvertently learned how to sing. Inducing how to control singing without the help of the physical aspect of fencing would be more difficult.

BingMag.com Why do we make mistakes about violence in video games?

Explanation Violence is not a common theme in the media, and from Hamlet to the Avengers, it can be found in all sorts of headlines. This is because violence is a simple conflict to show and everyone can relate to it, because no one likes to be killed by someone else.

But if I think violence is not a factor that has caused many Mainstream games look similar, so why bother explaining why they are so popular? The reason is that I do not want to create the impression that I want all games to be violent for the sake of simplicity. I think games should cater to many tastes, but I need to emphasize that there is a difference between games that deal with violent themes and games that are violent.

As mentioned, it may be a game that has a lot of experience. It is calming, it has violent elements. On the other hand, stressful games made for the adrenaline rush may be non-violent (like Tetris).

BingMag.com Why do we make mistakes about violence in video games?

In order to understand why violent games cause fatigue after a while, we must distinguish between the aesthetic approach and the mechanism of the game.

DOOM rough gameplay and Lovely Planet The game is based on both fast and stressful shooting. In Northgard, you have to violently drive your enemies out of unknown islands as Vikings, but economic and nonviolent wars in the Offworld Trading Company are just as brutal as the wars in Northgard. In The Iconoclasts, you may be using non-lethal weapons, but in practice the game is as violent as a regular metro.

Despite the differences in the mechanics of these games, our approach to playing them is Much similar. At the heart of these games is a struggle: the player struggling to show strength, achieve superiority, and crush the enemy. It takes different roots. Like Nintendo's focus on advertising for teenage boys in the 1980s, the record-breaking culture, the roots of video games in the Dungeons & Dragons board game, and the simplest and most capitalist reason: People's interest in power.

BingMag.com Why do we make mistakes about violence in video games?

Games, whether violent or not, the hegemonic approach to them is so great that we have lost sight of it, especially between Developers of AAA games. This leads to the same emotional boredom and saturation that I mentioned earlier. The prevalence of this approach also creates the worrying impression that video games have nothing more to offer.

Of course, there have been requests to make games less violent, and major publishers have heeded them. But the focus remains on winning and exercising power over others.

Griftlands, for example, is a Ruglake card game, one of the recent titles whose creators have made it possible for players to play To proceed in a peaceful manner. This peaceful method is free of violence, but it is still built around the axis of struggle and overcoming the opponent. In this style of game, you are still using attacks, clearing the opponent's health bar and performing a counterattack against your opponent's movements. The only difference is that this time the cards have different names and instead of a fist photo, a photo of a space man shouting at them

BingMag.com Why do we make mistakes about violence in video games?

When the player is experiencing diplomatic combat and regular combat, the gameplay mechanisms and The line of thinking that follows the experience of these two states is practically the same, even if what the player is doing is not in itself violent.

This statement reminds me of an unknown game that took place a long time ago. I got a chance to play it. This game is Super 3D Noahs Ark. This game is actually a three-dimensional Wolfenstein 3D game with a new cover made by a Christian company. In this game, instead of the violent three-dimensional gameplay of Wolfenstein, which is based on killing the Nazis, you have to shoot the animals in the role of Noah to make them unconscious.

BingMag.com Why do we make mistakes about violence in video games? BingMag.com Why do we make mistakes about violence in video games?

This game, as you can guess, is ridiculous, but if we want to be honest, when playing it We are still experiencing three-dimensional Wolfenstein. Three-dimensional Wolfenstein is still an exciting first-person action game, and changing the cover does not change anything.

Of course, this does not mean that they are bad fighting games. I'm very interested in Dark Souls and Apex Legends, and I recently tried XCOM. These games test our ability to make tactical decisions, the struggle to win in them is very enjoyable, and the tense action of the game sometimes leads to the creation of very memorable moments.

However, it should be remembered that Games can have more to offer, and limiting a medium to a particular type of entertainment is not in anyone's best interest. Whether there is or not, we have to consider another criterion for judging, and that is the experience they are trying to create. To put it bluntly, that's why I used the word "Struggle" instead) (is not the only thing on which the game's narrative line can be designed. Just as combat-oriented games shine in certain areas, so games of completely different origins will have their own strengths and advantages. The experience of these games will bring a sense of freshness, at least compared to games that use the same mechanisms with different coatings.

When the core of the game is a struggle that is not limited to defeating your enemies, an experience that for us It will be very different. Take the GNOG abstract puzzle game, for example. In this game, you have to repair and reactivate the giant robot heads by manipulating their strange mechanisms.

BingMag.com Why do we make mistakes about violence in video games?

BingMag.com Why do we make mistakes about violence in video games?

But slowly and steadily, through trial and error, and with the robot's head, you realize that the creature is like a pump. Your diver friend is looking to transmit it, and that wheel is essentially a lifeline and plays an important role in the final activation. When you first encounter the heads of robots, you are completely confused, but over time you come to a full understanding of them, and this is a wonderful experience. It is not possible to create such an experience in a game based on combat-oriented gameplay. The moment it can be followed, it ends in a boring and nerve-wracking gameplay, but in the game of Gloop, this system has worked perfectly.

Among other various struggles, we can mention a struggle whose nature is spatial/geometric Is. For example, you need to go somewhere, but you do not know where it is, how to get there, or what obstacles you have to overcome. One recent example of this type of game is Celeste. Celeste is a scuba diving game about a young girl named Madeline. Medellin suffers from anxiety and depression and his goal is to conquer a large mountain. You are not. The key to success is to understand the mechanics of the game, master them, and discover how Madeline interacts with them. Skilled Celeste players (of which I am certainly not one of them) go through the stages in perfect harmony with everything that happens on the screen, such as electricity and wind. Even in the few stages where the enemy is present in the game, the goal is not to kill them, but to use them to your advantage.

In scuba diving games, and exploration games like Abzu, the main challenge is It is an internal element: it means that the player has mastered a certain mechanism; Not an external element, that is, someone or something that the player must compete with or overcome. For this reason, the experience of these games is far more relaxing, so that even if they have a high degree of difficulty, they still remain energetic and calming.

As you can see, this is a much more enjoyable experience than fighting enemies in these black holes and places. Interlocking mechanisms and then the design of large-scale plans to exploit these systems and mechanisms are quite violent, but it does not matter. In ANNO 1800 or any of the other titles in the series, we see violent events such as piracy, player-to-player warfare, and indigenous massacres, but these themes are included in the game to strengthen the urban planning mechanism.

Now we come to Wondersang, the game that inspired the writing of this article. Wondersang - a game I did not finish and in the list of the best games of 2018 as I should and perhaps did not define it - is a very special game and is practically a self-referential analysis of the video game approach to the concept of conflict.

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BingMag.com Why do we make mistakes about violence in video games?

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Wandersong:

(Audry) . . . . .

BingMag.com Why do we make mistakes about violence in video games?

. . . . .

Wandersong

(Undertale) . . . .

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Source: Adam Millard YouTube Channel - The Architect of Games
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