Gamasutra is one of the more interesting and professional video-game sites out there. Their writers consistently produce thoughtful, analytical pieces about the industry. So when one of them pens a column saying he is genuinely worried that games are evolving towards true murder simulators, you know you’re going to get a well-written, even-handed take on the issue.
However, the article ultimately shares something with every hysterical op-ed decrying video games as an amoral medium helping to twist a generation of kids into super-predators. And that is simply that the author stumbled across a game that disturbed him. For many parents and anti-game crusaders, that game was one of the Grand Theft Auto series. Or Manhunt. Or Counter-Strike. I don’t know why Bioshock did it for this particular author. Many of us who played the game all the way through didn’t find the enemies disturbingly realistic, though the game itself is disturbing (and excellent) due to its overall atmosphere and story rather than the realism of its character. In fact, the most disturbing part of the game for many players lies precisely in the moral choice you make, about whether to harm the innocent for personal profit (and pay the consequences later), or do the right thing now at the expense of short-term difficulty.
Personally, I have found scenes in the recent entries in the Call of Duty series more disturbing. Sometimes when you shoot an enemy soldier, he starts dragging himself across the ground, trying to get away. You have to walk up and finish him off. Otherwise, he will pull out a pistol or grenade and try to do you. Call of Duty 4 also had a segment, titled “Death from Above”, where you’re in an AC-130 gunship and you use that greyscale thermal targeting system to just grind up guerrilla fighters. The gunship’s crew talks to you in this matter-of-fact tone, like you’re taking out the trash instead of killing actual humans.
But to the article’s point, he got the willies and fears that we’re reaching a point where we all start sliding down a slippery slope towards callousness and inhumanity. Yet, there’s no evidence that the huge advances in realism we’ve seen so far have led to increased violence or disregard for human life. In fact, despite the hand-wringing of politicians and moralizers everywhere, youth violence has hit its lowest level in 40 years, even as “murder simulator” games like Grand Theft Auto IV, Bioshock, and Call of Duty sell tens of millions of copies.
Of course, it’s possible that we just haven’t reached the “tipping point” for this phenomenon. Perhaps there will come a time when games are so real and the act of playing them so visceral that it fires the right set of neural pathways that will turn our youth into cold-blooded killers. Based on the evidence so far, however, I’d say that’s unlikely. The simplest reason is that the vast majority of people, believe it or not, are actually capable of distinguishing fantasy from reality. People know when they are playing a game, and they know that bludgeoning someone with a wrench or lighting them up with a molotov is not socially acceptable behavior, and that they will suffer extremely unpleasant consequences for doing so.
For all their realism, video games really pale in comparison to the ultra-realistic violence portrayed in films. I remember being appalled and sickened by the brutality in Reservoir Dogs and Pulp Fiction. Now, of course, I love those movies as classics. Look at The Departed or the Saw series. Those are 10 times more graphic than anything you’ll see in a video game. Part of this is that the industry self-polices (or self censorships, depending on how you look at it) pretty well. The Entertainment Software Ratings Board has pretty exacting standards for the kind of violence that can be depicted and still get an M rating (equivalent to an R). Moreover, the console makers — Microsoft, Sony and Nintendo — won’t let unrated or AO (Adults Only) games get published on their systems.
Finally, video-game developers are actually pretty thoughtful about using realism judiciously. You get the few teams that push the edge, like Rockstar with the Manhunt series, but there aren’t many games that actually set out to disturb you with their realism or that make you torture characters or revel in the pain you cause. And here’s my prognostication: when the day comes when games are basically indistinguishable from film, virtually no one will make games that actually simulate murder and death in all its bloody, painful mess. The reason? That shit isn’t fun. It’s the reason Transformers makes hundreds of millions of dollars while Saw makes tens of millions.
Furthermore, I’d argue that the key to making things disturbing isn’t the photorealism. After all, the author of the Gamasutra piece admits to being disturbed by the original Wolfenstein, hardly what we would call a realistic experience today. Clearly, graphical fidelity isn’t everything. Things like the writing, dialogue, voice acting, and AI are much more essential to creating a desired emtional reaction. Having a victim crawl away from you, crying, and then beg for his life in a realistic manner will be much more effective at recreating a life-like scenario than having a photo-realistic victim who stands there passively while you hack him to bits.
And the upside is that as technology improves, so does the scope for making games into a more impactful art form. Think about a military game that actually puts you in the moral dilemma of having to decide whether the guy on his knees begging for his life is really an innocent civilian or an insurgent desperately trying to get out of a jam so he can continue planting roadside bombs. Think about having an AI partner, girlfriend or pet that responds to your choices and actions. I get excited thinking about this stuff, and think it’s much more likely than Xbox, Nintendo and PlayStation suddenly turning generations of kids into killers, something that would completely defy the last 40 years of video-game evolution.



You know something? Kites rock. The past few weekends, Tala and I have taken Harlan to kite heaven, otherwise known as Cesar Chavez Park at the Berkeley marina.