- JustPlainLucas
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Thank you, dear Tom McShea for sparking up the desire for me to beat a dead horse again. *keeps beating the dead horse until flesh, skin and hoves fly off in a red mist* HAHAHAHAHAHA! STUPID HORSE!!! *ahem*
Read Tom's thoughts if you have not already done so.
So basically what his article is saying is to pause for a second before you go off and attack opponents of violent video games and try to see that there is some blame to be had. I think it's not the fact that we need to pause and look at the situation; it's that many of us are sick to death of looking at the situation. We looked at the situation when Mortal Kombat came out. We looked at the situation when Doom was used as an influencer in the Columbine shooting. We looked at the situation when it was said that Halo trained the DC snipers. We're tired of pondering and always coming up with the same conclusion from video game violence studies: inconclusive.
How many more times are we going to have to go through this? Apparently, 10 million dollars worth of times as Obama somehow thinks it's a good idea to give that much of our tax paying money to the Center for Disease Control to do more studies; the CDC of all places!

Ok, enough cynicism. Let's focus on violence in video games again. First, let's understand why it exists. In the early days, violence in video games was nothing more than a little ship shooting a block at other ships and having those ships explode in a bunch of boxes. Not really that offensive, but violent by definition. The thing is, would the game make any sense if it the ship was just shooting blocks into empty space? No. The reason why the ship is shooting at other ships is because those ships are the enemy. The goal of the game is to erradicate the enemy ships because, well, they're the enemy!
As technology has improved over the years, graphics have become more and more realistic, yet the goal remains the same: erradicate the enemy. It's just now instead of shooting blocks, you're shooting bullets, and instead of the enemy exploding into blocks, they have gaping exit wounds at the approximate location of their body, and use ragdoll physics to fall down properly. Yes, it's starting to become more offensive because our senses are relating it more to realism. But, that's where our most important sense comes in to play: the common one. We know it's just as fake as it ever was, no more as ludicrous as when politicans were trying to ban Death Race 2000.
Look at a game like Afro Samurai, which I just recently finished playing. We have a game that uses enourmous amounts of blood and gore to drive the action forward. But, Afro Samurai is not doing this killing senselessly. He's fulfilling a quest for vengeance, seeing his father killed before his very eyes. Since he's a samurai, his title and the game's effective era dictates that it will be a violent game. It would not make sense to make Afro Samurai be polite, going around asking the enemy, "Please lie down won't you, so that I may proceed through the game?" The ship didn't ask the invading aliens to stop invading its planet; no, it shot blocks at it.
Then there's Tom's example of God of War. Yes, the game is full of blood and guts and gore and carnage and savagery. Yes, it punctuates the violence again and again with every execution. There's no mistaking that Kratos is a very angry person, and he's set in a very bloody era. Should he be killing people? Yes, he should, as he's the GOD. OF. WAR. Not God of Tea Parties, not God of Picnics, not God of Corporate Functions (I lied, back to cynicism. It's what I do.), God of WAR. You betcha being a violent, bloody game is the only way to tell this narrative. There should be no need to excuse it.
Now, let's visit Grand Theft Auto for a spell. I'm currently reading a book called Jacked: The Outlaw Story of Grand Theft Auto, by David Kushner, and it's a great read so far. It really helps to put into perspective why violence was needed in an entertainment medium that is not just continuously evolving, but also growing up. It also tells of Lemmings creator David Jones, who was making the next big game involving an open world that allowed for realistic freedom. The game was called Race 'n' Chase, and it played pretty much like Cops and Robbers. It allowed for an almost unprecendented amount of freedom as you could just drive anywhere around the city, but then someone pointed out something. It sucked. Why did it suck? It was too realistic. You had to stop at traffic lights. You couldn't run over people. You were still pretty much playing nothing more than a kid's game. Someone suggested, "What if you were the robber instead of the cop? There car is there, why can't I just yank the driver out and take it?" Suddently, the game sparked to life and it was renamed Grand Theft Auto.
The rest would be history, had it not been for the fact that the franchise is still making history. Arguably the most controversial video game franchise of all time, Grand Theft Auto became the sort of alpha scapegoat. Whatever went wrong with the world could be blamed on Grand Thef Auto. On the surface, it's easy to see why. You're basically a thug, yanking people out of their cars, picking up hookers in them, beating them up, taking their money, driving off somewhere while running over countless pedestrians only to get out in the middle of the intersection to pick off police with your sniper rifle. Heads popped off (oddly enough, Rockstar had to edit out code that allowed limbs to be shot off as well since the censors thought it was too "gorey") and blood sprayed everywhere. Is that senseless? Of course it is. It doesn't propel the story forward or help you in any way aside from some arbitrary high score. But everyone forgets that all that mayhem is optional. You don't have to play that way.
Rockstar had to keep reiterating that fact when defending their game in court. No one seemed to care that for every negative action you made, an equal reaction occured as the police would hunt you down. No one seemed to care that this video game was a narrative equivalent to highly acclaimed crime dramas like Scarface, Goodfellas and the Godfather. Everyone overlooked the fact that you could get in a police car and chase down real criminals, or get in a firetruck and fight fires, or do anything in the game that wasn't 100 percent criminal. Rockstar, constantly under pressure by the media, continued to push the envelope because they believed in something truly important: games aren't for kids anymore. Violence should be at the forefront of any M rated game, because it needs to be readily apparent to the parent that the game is not meant for their kids, just as Scarface wasn't meant for their kids, which I'm sure they themselves loved as adults.
So why is it that most of the time, movies and other forms of media are given a free pass while video games are painted as the only culprit? Participatory action. I love that phrase. By participating in the video game, you are essentially the killer. You are making the decision to pull that trigger. Fair enough, but aren't you participating in witnessing violence when you buy a ticket to Die Hard, to Aliens, to Friday the 13th? Please don't try to say you don't willingly enter the theatre, or pop in a DVD or Blu-Ray to watch a movie filled with violence. You are compelled to see it. You love the violence, otherwise you wouldn't be watching those films. Violent video games only let you create the violence yourself. There isn't that much difference. In games like Grand Theft Auto, you can choose to not participate in a lot of the violence, only doing what's required for the story. Or, you can choose not to participate entirely by not playing the game at all. If you choose to engage in wanton violence, that is a call you made based on free will. The game did not spur that moment of violence out of you.
Another thing that gets me is that it seems violence in the media is only a problem that exists in North America. Some of the most violent entertainment comes from our distant neighbors in the East: Japan. I just recently saw Battle Royale, and God, what a messed up movie that was! Kids killing kids for the sake of survival! Yet, it wasn't completely senseless. There was a lot of different emotional theme, such as survival, friendship, desperation, courage, etc. But you know what gets me? One of the most successful movies of recent times is The Hunger Games. Kids killing kids, in a franchise that is targetted towards young readers. The Hunger Games trilogy has been highly requested in my library for years, yet parents don't bat a brow. True, the violence may be tame in comparison to Battle Royale, but the themes are still exactly the same. Violence. Violence. Violence. Let's see the parents start caring when a Hunger Games game is made...
And Japan also makes some sickingly violent games themselves. Platinum Games is renowned for this, as anyone who's played MadWorld and Bayonetta can tell you, but do those games ever get brought up during a violent video game witch hunt? Well, that's easy. They don't get anywhere near the same exposure as an Activision or Rockstar game. And with Metal Gear Rising: Revengeance nearly out, Platinum Games looks like they'll continue pumping out ridiculously over the top violent video games. But even then, maybe the people who took notice that these games were extremely violent instantly dismissed them because of the way their violence was portrayed. Maybe it was just so fantastical that it warranted no concern. The opponents of violent games are looking for something that's much more relatable, like people shooting people, or games that have Westernized characters chopping each other up. Japan's culture on violence is actually far different than ours, so maybe their society is more easily acceptable of violence in the media, while too many of us in the states still treat it as taboo.
The bottom line is this: the numbers don't add up. You cannot look me in the face and tell me with a straight face that violent games causes people to be violent. If that was the case, we would see hundreds, maybe even thousands more shootings a year. Since there are HUNDREDS of millions of gamers in the world, you might even say we'd be seeing hundreds of thousands, or even millions more shootings. We'd be seeing kids running out in the streets with swords pretending they're Dante or weilding their chainsaws thinking their Jack Cayman. We'd hear from mass shooters as they claimed they were Chris Redfield killing zombies, and even then, did anyohe take James Holmes seriously when he said he was the Joker? How come Christian Bale and Christopher Nolan aren't being lambasted to great length like our video games are? This guy flatout points his finger at a fictious character saying, "HE MADE ME DO IT!" Oh, but introduce the fact that he might have played a video game or two during his life and suddenly it's all the game's fault. Don't even get me started on the number of killers that would be created if movies even had a fraction of the percentage of influnce people say games have.
I'm writing this article to you, Tom McShea, and anyone here on GameSpot, in Politician Land and wherever else that thinks that everyone is having knee jerk reactions to when games receive the finger of blame. This is me, not replying as a gamer (although I'm inherently one, I excercise no bias in writing this editorial), but replying as a reasonable person viewing the situation from all angles. Viewing a situation that has been viewed by me over and over again, by others over and over again. Obama can waste 10 million dollars of our money, and the CDC will reach the same conclusion that researchers reached back in 1999 when trying to correlate the effects of violent games making violent people: inconclusive. Enough is enough. We aren't knee jerking. We are tired of seeing misdirected energy. We are going around in circles, and this is why gamers are becoming angry.
There you have it. My moment of reflection. Please don't make me reflect anymore. I have violent video games that need playing.



