The last couple of
weeks have been very heady for me in terms of violence, specifically the 'proper' kind. I morbidly consumed some very
explicit violence and then sought to understand it through extensive reading
and research. I saw a man killed for entertainment on video and wanted to understand why, and more-so what, would lead someone to do such a thing. After
that I became intoxicated and thought about violence and its depiction within video games, here is the
outcome and reaction from the giantbom.com community.
Video game violence should be more violent. Or
not at all, really. No?
The below writing
contains minor spoilers about a film and a few swearers.
The film Cannibal Holocaust isn’t a particularly
good one, even when assessed within the scope of the horror/shocker genre. In a
very reductive sense, it is a series of shocking and brutal images stitched
together with an unnecessarily fussy narrative and lots - lots - of walking
around. The film tells the story of an expedition of scientists going into the
jungle in search of another expedition of, one is led to presume lost,
scientists. When they get there they witness all sorts of person-eating-person
happenings, person-being-impaled-on-spikes happenings and lots of
killing-animals-for-real-‘cos-it’s-gross happenings. I watched Cannibal
Holocaust as a youngster and was fucking shocked by it. Truly shocked. But it
wasn’t the bare-titted women eating fake arms or the laughable special effects
on the whole. No, it was the sight of the real
life turtle being stripped out of its real
life shell and killed on film that disturbed me then and continues to do so
to this day.
‘Violence for
entertainment’ in whatever guise it takes, usually manages to sidestep
genuinely revolting its audience by being clearly fabricated. Most of Cannibal
Holocaust falls into this category. Like any good gore film its dismembered
body parts and organs are suitably bloody, yet always display a reassuring
rubbery feel. They look real yet are clearly not. When a little monkey has its
head chopped in half and proceeds to flail around as its life escapes it is
where this aesthetic falls apart. We are no longer enjoying the shock of
simulated violence; instead we are beset with images of actual real life cruelty. It is not enjoyable
or pleasing and, Christ, it isn’t entertaining.
Video games could learn a lot from this.
Video games could learn a lot from this.
Violence has, and I
feel always will, be a part of video games. More specifically, though, it is
death and not violence, which is the focus. Death is a binary and as such is
perfect for a goal-led medium such as games: enemy alive=bad, enemy dead=good. I’m
not going to discuss the myriad shortcomings of this approach in testing and recognising
a player’s ‘skill’, as this is clearly an engrained aspect of the medium, for
better or for worse.
What I will say though, is that if video games insist on being violent as a means of ‘scoring’ the player, they should at least make that violence meaningful and abhorrent.
What I will say though, is that if video games insist on being violent as a means of ‘scoring’ the player, they should at least make that violence meaningful and abhorrent.
Violence, real, actual
violence is horrible.
Video game violence is
just like the people stuck on stakes in Cannibal Holocaust; evidently
fictitious and hollowly pandering. It means nothing but to make the mundanety
around it more palatable. We may as well be firing at floating cubes when
assaulting an enemy in a shooter, or pressing buttons against a timer in a
fighting game. The violent imagery of video games is largely aesthetic, a
simple way of making the repetitive tasks associated with them more interesting.
Yet this doesn’t excuse the use of violence as a ‘palate cleanser’, it is simply lazy design and a medium as interactive as games shouldn’t have to fall back on it.
Yet this doesn’t excuse the use of violence as a ‘palate cleanser’, it is simply lazy design and a medium as interactive as games shouldn’t have to fall back on it.
I’ve been playing Lord of the Rings: War in the North recently,
which is an action role-playing game. It wouldn’t exist without the player
killing things, quite simply because the game is almost entirely about killings
things as a means of metering the player’s skills and progress. The game is
completely useless without violence.
A game like The Last of Us though, could get by without its copious examples of bloodshed. It already displays a great reverence for sneaking around enemies which are normally much more powerful than you. At least in its first third. As the game progresses it become more and more focused on violence and confrontation, ultimately leading to a series of situations that almost force even the most pacifistic player into conflict. This makes me sad.
A game like The Last of Us though, could get by without its copious examples of bloodshed. It already displays a great reverence for sneaking around enemies which are normally much more powerful than you. At least in its first third. As the game progresses it become more and more focused on violence and confrontation, ultimately leading to a series of situations that almost force even the most pacifistic player into conflict. This makes me sad.
The Last of Us is
great when you feel overpowered and fearful. When you are unable, or at least
feel as if you are, to apprehend an enemy. The game world is littered with
examples of violence that the player can only cringe at and be fearful of.
Violence suddenly means something for once. As the game begins to adhere to a
more conventional progression, though, the player character becomes better
equipped and more powerful, leading to a moment where the threat is no longer
insurmountable and simply a challenge. This is the point that violence becomes
once again trivialised.
This is not a
discussion about how shit the Last of Us really is; I thought highly of it,
generally. It is merely to highlight that for parts of that game violence is
given its proper reverence. It is important and dangerous. Death is final and
brutally real for both player and enemy. And then The Last of Us becomes a
video game again and it all goes to toss. The initial danger and brutality of
combat is undermined by upgrades to defences and weaponry that expedite the
process and remove the intimacy of the whole affair. An altercation that used
to consist of numerous thundering blows is reduced to a single insta-kill,
devoid of all violent tension. A hallway that could once have been traversed
through sneaking is now a forced gunfight. An adversary that was once feared is
now a fodder enemy.
Violence in video
games needs to be the turtle being cut from its shell and not the
real-lady-on-a-fake-stake, however immoral that may be. It needs to be
meaningful and fucking disgusting. It needs to make the perpetrator - you -
feel sick. It needs to make you question your own morality. It needs to be
infrequent and visceral, in the most disturbing way. All other violence is
trivial and, questionably, more disgusting.
Games like The Last of Us fall back on the modern conventions of mainstream game design. If they where more convicted in their own experiences, rather than shoehorning them into current paradigms we, and their creators, would find ourselves much more fulfilled.
Games like The Last of Us fall back on the modern conventions of mainstream game design. If they where more convicted in their own experiences, rather than shoehorning them into current paradigms we, and their creators, would find ourselves much more fulfilled.
Violence, real, actual
violence is horrible.
But surely it is
better than endless homogenised violence?
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The forum responses
follow.
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Posted by Clonedzero - August 10,
2013 at 7:29 PM
I love violence in video games.
I could write alot about why. But fuck it.
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Posted by zoozilla - August 10,
2013 at 8:14 PM
I like a lot of what you wrote, though I
would disagree that there needs to be more "real violence"; I tend to
think that would only lead to desensitization towards the real, brutal,
gut-wrenching stuff, which would be incredibly problematic.
And I think that actually a big issue is
that games are beginning to blur the lines between "action-movie"
violence and more frightening violence in troubling ways. In Cannibal
Holocaust (which I've heard a lot about and never, ever want to see)
there's a clear line between reality and fantasy, between (as you say) fake
cruelty and actual cruelty. The line is (obviously) between the footage of real
animals really being tortured and the fake makeup and effects used to simulate
human torture. But where is that line with games? It's all virtual - there are
only varying levels of graphical fidelity/realism, and many games lean hard into
very realistic depictions of violence. And I think there's been a trend toward
even more brutal and even more realistic imagery.
Take the Call of Duty franchise - in
COD 2, when you shot at an enemy there would be a spurt of blood and the enemy
would fall over. It was clearly not anywhere close to what you'd see if a real
person was shot at. In the most recent installments, though, you have people
being burned alive and fairly intense torture scenes even though the gameplay
hasn't changed - the game treats the more realistic violence in the same way it
treated not-very realistic violence. In terms of graphic representations of
violence, COD probably rivals The Last of Us, but only one of them treats its
violence in a way that (for the most part) doesn't trivialize what it's showing
us. As next-gen consoles arrive, it seems like a forgone conclusion that
depictions of killing and violence will only become more realistic and
gruesome, and I think it's good to think about the contexts in which these
representations of violence are presented. As the gap between realistic virtual
violence and actual, real-world violence lessens, I think we run the danger of
desensitizing ourselves to the real thing - which is pretty scary.
I don't want to sound like one of those
politicians calling for banning of violent games, but I do think as graphical
fidelity increases we should be more critical of the way violence is presented.
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Posted by MMMman (me) - August 12, 2013 at 4:44 AM
@zoozilla: I
agree with you on how the portrayal of violence has become increasingly more
gruesome as technology has improved, yet gameplay-wise things have altered
little. I think this is the biggest problem with the representation of violence
in games on the whole. It appears more and more like 'real world' violence, yet
the player isn't any more invested in their actions than they were ten, twenty
years ago. This divide between the increasingly realistic nature of violence
portrayal and the unrealistic ease of perpetrating said violence makes many
games woefully unbalanced.
I'm not advocating games on the whole descending
into the depths of violent depravity for the sake of entertainment, quite the
opposite. I think violence could be used sparingly, yet very explicitly, in
games as a means of highlighting how meaningful and terrible it is when it
occurs in reality. I think the Last of Us aimed for this in its first few hours
though by virtue of it being a video game was forced to abandon it in favour of
increasing its challenge and offering 'gamey' hooks like character progression
and upgrades.
Violence certainly has its place in games, though I think its
volumes could - and should - be pared back dramatically so it meaningfully
impacts the player's experience rather than simply being a way to test their
skills and offer increasing challenges.
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Regarding violence in games contra real
life violence, I've always been in the camp that insists people don't mix the
two so easily. There's a huge difference between watching two sets of polygons
fight it out and two real human beings do the same. It's not just that polygons
currently lack the fidelity to look real, there are more nuances beyond that
that affect how we perceive the event unfolding before our eyes.
There are subtle noises and body language
that never really enter video games. I don't advice anyone to venture to the
dark corners of the internet, but not even the most horrific movies and games
come even miles close to seeing real cruel inhumane violence. When you
see something truly horrific, you can experience something close to vertigo.
And I don't think most people making the comparisons between real world
violence and video game violence has ever seen or experienced the same level of
real violence as the games portray in their cartoonish way. For good and bad, I
suppose.
I can agree with your overall point, I wish
some games handled violence not as a gameplay mechanic to engage with to
progress through a story but as part of an overall experience where violence
when occurring feels heavy and impactful. I'll give you a recent example; The
Walking Dead. Sometimes during your experience with that game there will be
scenes of violence that cut through the noise of it being rather cartoony and
stylized graphically. Because the transitions happens in split seconds and the
game-world itself is horrified making you feel equally justified at feeling the
same. One specific scene from 400 Days is when you're hiding behind the tractor
as Bonnie and you kill Dee by accident. It's quick, gruesome and you get to see
her slowly die. Overall I felt The Walking Dead has handled violence the right
way.
That being said, I do think there's room
for either or. Just like we have Rambo mowing down a ton of dudes with a
stationary machine gun, we have the fire extinguisher scene from Irreversible.
Two completely different displays of violence with completely different
intentions.
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Posted by Brodehouse - August 12,
2013 at 6:48 AM
I made a blog about the ways video games
get violence right and the way they get it wrong a few years ago. The main
thing for me was weight. Men being perforated with bullets and then falling to
the ground should sound heavy, you're dropping a 200+ pound man. When they
fall, it should sound like you just dropped 200+ pounds from a five to six foot
height.
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Posted by ShalashaskaUK666
- August 12, 2013 at 9:24 AM
Okay, so I've just written 12,000 words on
the 'Games as Art' and violence in videogames debates for my MA dissertation,
so I'm up to my eyes in research papers and theorists' opinions! Overall I
think the vast majority of these debates comes from videogames not being
recognised as a worthwhile artform, or a piece of entertainment with a real
sense of worth.
@veektarius said:
I have no interest in games making violence
more affecting. I've played a handful that did, and while the games had value,
I wouldn't make a hobby of playing that particular genre too often. And if we
did, how could we really claim that video games aren't bad for kids?
It's one thing to desensitize people to video game violence, it's another to
desensitize them to violence that is as realistic as we can make it.
That's the thing, some games are bad for
kids, just the same as some movies, books and pieces of physical art are also
bad for immature, unprepared minds.
I think whilst our beloved medium is
rooted in these 'destroy-to-progress' mechanics that form the basis of so many
titles, developers tend to lay it on thick when evolving that basic idea into
new titles with better graphics. I forget which event it was when they showed
off God of War: Ascension, but I audibly sighed when they showed the 'brain
rip' animation. I get fantasy violence, its great fun, but its like how far
down that road are we gonna go, with graphics that are THAT good, y'know? There
should be some stopping point in terms of 'how can we execute this
emotion/idea, okay we've done it'.
Personally I loved The Last of Us, and I
thought Joel's progression throughout the narrative was handled amazingly well,
as at no point was the depiction of violence onscreen overly gratuitous, it fit
that world with those characters.
I think using Cannibal Holocaust is a strange
example, because that film serves only to push the buttons of disgust over and
over, rather like Hostel, or the Saw sequels. It's not trying to convey
violence with any real depth or purpose, the makers of that film wanted to make
something that would challenge the conventions and expectations of the medium
of the time, and they did so by being horrifically violent at the cost of any
integrity.
Overall we live in a VERY desensitised
society, with horrific images present on the nightly news, and brutality a
mouseclick away. Violence in games is up for debate because we're at the right
point in time. Games are evolving into something accepted by mainstream
culture, but as society doesn't interact and speak the 'language' of games as
fluently as it should just yet, there's always gonna be hesitance, but its no
different to the 'video nasties' of the 80's, or scares around the comics in
the 50's.
ALL that being said, I think as gamers get
older and the medium evolves, there should be suitable reason behind everything
we do, and not have dismemberment, blood splatters etc. just for the sake of
it.
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Posted by MMMman - August 13, 2013 at
3:38 AM
@pezen: I
really liked 400 Days, though more so as a set of experiments a la the Pixar
shorts than as a stand alone product. The violence was toned back even further
than the - already rather restrained - series, so when it came, like in your
example, it was shocking and changed the entire pace of that segment. At the
minute I'm fascinated by the idea of implementing violence in more interesting
ways and how it could be used to engender a deeper link between player and
environment. There were a couple of times in 400 Days where a second or so of
violence was like the characters and story hitting a brick wall, and I was left
shaking and really nervous on a couple of occasions. I think that is great
implementation.
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Posted by MMMman - August 13, 2013 at
5:26 AM
@shalashaskauk666
said:
I think using Cannibal Holocaust is a
strange example, because that film serves only to push the buttons of disgust
over and over, rather like Hostel, or the Saw sequels. It's not trying to
convey violence with any real depth or purpose, the makers of that film wanted
to make something that would challenge the conventions and expectations of the
medium of the time, and they did so by being horrifically violent at the cost
of any integrity.
Agreed, it isn't the classiest example but
I think it's use of two distinctive and diametrically opposite types of
violence makes it pertinent to my argument. The staged violence is incredibly
intricate and technical and is there to shock and appal the audience,
mainly concerning itself with graphic penetration, dismemberment and sexual
assault. These shots are lingering, leering and evidently designed to unsettle
the audience. The animal cruelty, however, feels to me to be much more like
'filler violence'; a way to continue depicting shocking images without the cost
of make-up and prosthetics. Tellingly, only the turtle decapitation gets
anywhere close to the lengthy, leering format of the staged violence, the rest
of the animal cruelty comprises of a few seconds and is then forgotten. I view
this as the film makers making it clear that the animals were only included to
keep the gore-show running and not to be of any real concern.
I find it fascinating, then, that it is the
animals that have proved to be the most shocking aspect for audiences over the
last four decades and, barring the impalements, the most universally memorable
parts of the film. If my interpretation of the film is anywhere near accurate -
and it quite easily could not be - then all the money and time and planning
then went into the extended scenes of staged violence are wholly usurped by
small animals being chopped in half. This is a testament to the power of short
bursts of visceral, realistic violence over extended periods of the simulated
and sanitised kind. As @brodehouse
said, violence should be weighty, and in the case of the animals - yes, they are
actually being killed on camera - they simply carry much more weight than the
simulated examples of violence do, something audiences are very receptive to.
Again, I'm not advocating that every single
video game that implements violence should begin to adopt a hyper-realistic,
sadistic way of conducting themselves. That would be horrific considering the
massive body-counts featured in some titles and likely drive everyone away from
the medium entirely. No, I simply think that the right type of game, with the
right setting and an desire to change the accepted pace of a violent game could
benefit from significantly less but more sustained violence, a
bit like, @believer258
, that last fight in the original Condemned. The final boss fight in that game
isn't particularly long, but it does feel like a hard, brutal slog right to the
death. Just like the Last of Us, though, there is so much homogeneous combat
that precedes it it's impact is lessened by virtue of it being
another-fight-in-a-long-line-of-other-fights. If it were the first combat the
player had been a part of for a couple of hours - then maybe - its power and
emotional impact would be amplified by an order of magnitude.
Oh, as well; the killing of animals for
'entertainment purposes' is unforgivable and I'm in no way praising it. I do,
though, find its use in the film vastly interesting, especially when looking at
the rapid escalation of violence in cinema after the 50's.
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Posted by audioBusting - August
13, 2013 at 6:22 AM
@mmmman said:
I find it fascinating, then, that it is the
animals that have proved to be the most shocking aspect for audiences over the
last four decades and, barring the impalements, the most universally memorable
parts of the film.
[...]
Oh, as well; the killing of animals for
'entertainment purposes' is unforgivable and I'm in no way praising it.
Like you sort of illustrated yourself, that
kinda has more to do with the fact that they did something so unethical at all.
I think many of the people who think that the animal cruelty is the worst part
of the movie haven't even seen it (me included). Whether violence is really
used effectively within the video game (or movie) or not depends -- and, after
hearing your description of Cannibal Holocaust, it sounds like even real
violence can be used in a meaningless way.
I think the fact that people reacts to real
violence is indisputable. I don't know if more violence is always a better
answer, though.
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Posted by MMMman - August 13, 2013 at
9:08 AM
@audiobusting:
You do have a point there, yes it is shocking because it is real and the
rest is staged, but I think there's more to be learned from it than that. The
staged violence is so much more prevalent within the film and is shot in a very
attention seeking way with lots of lingering shots that scream 'look at what we
made, isn't it gross!' The animals are little flashes (except the turtle) in
between those bits that - and you're right - weren't intended to serve much of
a purpose at all. That they do shows how audiences respond to violence; the
most elaborate, drawn-out and disgusting acts perpetrated on the actors is
nothing when compared to a sharp jolt of actual violent violence. Yes, it is
gross, amoral and cheap, but it is is also effective at drawing a more
meaningful response - not necessarily a good one, mind - from the audience.
Extrapolate that out onto violent games
where you can spend hour upon hour shooting, stabbing, bludgeoning and
otherwise maiming over-and-over-and-over. The violence there is, in my view,
exactly the same as the lingering shots of guys on spikes, in that you
experience the initial shock and then the repetition dulls any further
response. I'm postulating that instead of this, on occasion, it might be
possible for a game to implement only a couple of instances of prolonged,
explicit and exhausting violence within its entire running time to elicit a
more meaningful emotional reaction from the player. Not more violence, simply
violence concentrated acutely into one or two encounters that would be
far more affecting for the player - the perpetrator of such violence - than an
entire game filled with 1,500 identical, meaningless deaths.
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Edited by audioBusting - August
13, 2013 at 6:38 PM
@mmmman: What
I meant is that it is not necessarily the final depiction of animal-killing
that elicited the response. If the animal deaths on film were simulated instead
of real (let's assume that it looks just as convincing), would it elicit the
same reaction? i.e. was it the presentation or the unethical conduct that made
the scene meaningful to most of its viewers?
I agree that sparse combat can be used to
emphasise violence, but there are other ways too. Violence is present in almost
every moment of Hotline Miami, but it manages to present it in a palpable way
by putting the players into a violent state of mind, and then giving the time
for introspection at the end of each level. As an extremely violent game, it
somehow managed to avoid overusing and trivializing violence.
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Edited by MMMman - August 15, 2013 at
1:00 PM
@audiobusting:
I certainly think the unethical conduct plays a significant part in making
a animal scenes affecting, though I do think that the way they are
stylistically more matter of fact also makes them much more immediate and
affecting. Their throwaway nature makes the violence much more disturbing when
compared to the jostling "look at me" depictions of the human
suffering 'set pieces'. Whether they would be quite as disturbing if they were
simulated I can't really say with complete conviction though.
I'm still yet to
play Hotline Miami, though you certainly paint it in a very interesting light.
I bought it and stuck the soundtrack straight on my iPod, though still haven't
sat down with it yet. I've only seen a bit of footage of it but the thought of
playing it makes me feel a bit anxious, so it is obviously pretty successful at
setting its tone from the outset.
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Thank you for progressing to this point.
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End