Comments on: Is violence required to make a good game great?
BioWare believes it can create a great game with a compelling story line and no violence. Is that really possible, given today's video game landscape?
BioWare believes it can create a great game with a compelling story line and no violence. Is that really possible, given today's video game landscape?
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Exhibit A: Nintendo's Mario. This franchise is one of the most valuable brands in all of consumer entertainment. It is the number one franchise in videogaming. End of discussion.
I don't really care if there is realistic violence in a game, i just need to know that I can shatter someone's hopes and dreams every time i play a game. Whether i kill them in said game, solve a puzzle faster than them, or score more points, I don't care.
The problem is that the term "video game" is used to broadly. There are independent genre's of video games and they are their own unique art form. The fact that all of them except puzzlers require conflict is simply a function of them all utilizing literature to convey the art of the game.
Even Viva Piņata wouldn't work without violence.
There are other examples. In Portal, the player is not responsible for any violence. What violence occurs is either directed at the player or happened prior to the events of the game, and since it does have a decent story, is a candidate.
There have been any number of well-written adventure games (e.g. King's Quest) that offered both decent story and little or no violence.
The interactive fiction game (I'm dating myself here) Hitchhiker's Guide to the Galaxy featured both a compelling (if re-hashed) story and no violence (unless you count the Vogons destroying Earth to make way for a hyperspace bypass, but again, that's not the player's fault).
Successful story-based entertainment concepts, whether they are games, television programming, film or written narative seem to relate to audiences along one or more of three dimensions: escapism, expression and education - each of these have both internal and external components.
In this particular case, escapism is about the need for temporary cognitive and emotional release from everyday life and pressures - either personal (internal) or societal (external). Expression is about the need to identify with a sense of one?s self (internal) or relate more closely to a community of real or perceived peers (external). Education relates to the pursuit of a deeper understanding of the context one?s self (internal) or one?s family or broader environment (external).
There are not many successful games that have delivered their story and experience with an absense of violence. This is likely because it is a mirror of real life, the power of violence as a device to convey specific themes and what has historically sold well. I think if a developer committed to it, a successful title could be developed without violent imagery or interactions.
Your declaration that Mario is the number one franchise plus the "End of discussion" tag line shows that you don't care for anyone's differing point of view and you rather close out any argument by "taking your ball and going home" Sorry but you don't get to declare the final say in this matter.
It's like saying "the Chicago Cubs play their home games at Wrigley Field." It is not a matter of opinion.
Revenue is not the only way to measure number one, and your statement is a decent point but is hardly the end of the discussion. What do you call stoping on poor mushroom men, turtles throwing hatchets, and dropping fire breathing dragons into the lava to save the priinces? Sounds violent to me.
Breakout? OMG, that's violent! You're destroying bricks! Think about the poor dead polygons!
And I've seen a helluva lot more merchandising for WoW than Mario, and I'm old school. Ok, I'm just old.
Going back well before video games, all the great classic games are about war. Chess, Checkers, Go, all "strategy" games. Translation, war games. They just didn't have a couple dozen pixel shaders to make it gorey. This is an issue of human nature, non violent video games are always going to be a niche market, and it has nothing to do with them being "video" games.
It does seem to be an issue of human nature the more I think about it. Power, conquest, and superiority are just so appealing. Violence is just an easy medium to use to prove your superiority over others, whether it's other players or enemies in the game.
Mario
Zelda
Doom
Wolfenstein
GTA Series
Metal Gear Series
Killzone
People play any game for fun, which typically means being successful at the game, i.e. "winning."
There has to be some sort of competition in the game. The player vs other players, or game characters, or a puzzle, etc. There needs to be something to conquer or reward the player.
Now the issue; is the competition in the game "violent"? Maybe. Is that a bad thing? I mean, look at any sport. NCAA Wrestlers are competing, and it's violent, but it's still friendly competition. Other people cited chess, etc, which at it?s nature is ?violent.?
There's a difference between levels of "violence" be it realistic human violence (i.e. some rated M fps'ers) vs other types of violence (like shooting a red shell at my friend in mario kart).
So, most games have some sort of competitive element. This generally means there may be some level of "violence" - it's just to what degree.
If they made a "Super Pillow Snuggle Off" which had amazing gameplay and was fun, sure, it could be successful. It's just that generally the competitive elements game designers make has something people could list on the "violent" spectrum
Contemporary story-based games are more immersive and multi-sensory, with visuals, sound and emotion. This is where violence can be a useful mechanic to ampify audience engagement or promote drama.
So, I don't think there is any real confusion in the differences between competition and violence.
While these games are typically not made today by many commercial game companies, there certainly is a following for them and they are still produced. Check out www.justadventure.com for an active community of adventure game afficiandos.
For those who want an easier adventure game (as these games tend to have a reputation of being very hard) that is also freeware check out Out of Order: http://www.hungrysoftware.com/#/games/outoforder
Oh, and if you haven't played Longest Journey 1 yet, you're really missing out!
This being said many great games use violence to setup conflict... My problem isn't with a great game using violence, it is with people thinking that Violence == great game. I can't count how many crappy games have been released that believe that the more violence in the game makes their game more fun. If game developers would concentrate on the great gameplay first and then add the violent graphics they would sell more games! Violence for Violence sake is lame... no matter what the media.
No. That's probably one of the easiest questions I have come across. All you need is for the game to be fun and challenging, nothing else is really required.
The same is largely true of any media, not just games. Movies and books do not require violence to be good and sometimes it is rather sad to see some thrown in for no apparent reason.
- by MattAnton July 15, 2009 12:06 PM PDT
- Sex and violence sell, whether in a movie or video game media format. There are some exceptions of course but we are most interested with those 2 main categories. Great writeup. Submitted here http://gamefriends.com/cvs_view_submission.php?sid=294
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