The Future of Violence

by Todd Volz

As valid as it may be, Warren Spector's rant about violence in video games is easy to dismiss as useless polemic. After all, video games featuring realistic violence have been de rigueur since the advent of the premier first-person shooter, id Software's Wolfenstein 3D (1992). And no amount of kvetching or blaming will even begin to solve the problem.

But is it really a problem? Ask any rabid gamer and you're likely to get a dumbfounded stare. What is a game without violence, anyway? Tetris. Or worse, Carmen San Diego. For the vast majority of gaming enthusiasts, violent content is expected and embraced; rarely -- if ever -- does it actually spawn real-life carnage. If gamers enjoy it and it generates massive profits, surely there's little harm in virtual violence.

Even Spector himself can't claim absolution. His groundbreaking RPG/FPS title System Shock (1994) -- one of my all-time favorites -- revolves around the decimation of hordes of mindless zombies. His subsequent efforts, which include the brilliant Thief (1998) and Deus Ex (2000) series, also center on the brutal dispatching of enemies -- some human, some not.

But if anyone is qualified to take issue with a game's design, it's Spector, whose titles have consistently raised the bar in both design and technology. His beef with Rockstar Games is less about violence in general than it is about the squandering of revolutionary technology on gratuitous brutality. Indeed, Rockstar's Grand Theft Auto series represents a huge step forward in interactivity in games, and Spector laments that the developer has used its considerable technological power for evil instead of good.

It's undeniable that Rockstar's GTA games contain perhaps the most realistic (real-world) violence seen in gaming to date. Bludgeoning a police officer to death with a baseball bat -- as you can in GTA -- is markedly different from blasting a demon to smithereens.

Even so, pointing fingers is completely useless. Developers want to make money (who can blame them?), gamers want to experience the latest in gaming technology, and parents understandably want to protect their kids from any perceived harm. Right now, at this point in history, there's no easy answer. Hand-wringing and blame are no help at all. The remedy lies in time -- and technological evolution.

Look at it this way: When's the last time you've seen a truly realistic facsimile of a human in a computer game? You haven't. Sure, things are improving, with motion capture and increasingly accurate lip-synching. But we're still a long way from realistic NPCs (non-player characters). This fact is particularly obvious in games that employ (non-violent) player-NPC interaction; at best, a typical conversation in an RPG (role-playing game) is composed of little more than NPC statements followed by multiple choice responses. Not exactly conducive to an immersive experience. Who can blame a guy for wanting to blow the NPC's head off, instead?

Even RTS (real-time strategy) games, which are more representational than realistic, serve up abstractions of barbarism in the guise of historical accuracy. The goal of the game is typically to raise an army and send it off to conquer a civilization (i.e., slaughter thousands of people).

Well, that's where we're at right now in the history of gaming. We've got all this amazing technology and we want to use it NOW. Simulation of complex human interaction -- which, arguably, is a natural evolution of gaming -- is impossible to achieve with the technological tools of today. However, we can certainly design some incredible, visceral interactivity -- carnage, wanton destruction and spectacular explosions -- in the meantime.

If you can't talk to 'em, might as well blow 'em up.

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Video games featuring realistic violence have been de rigueur since the advent of the premier first-person shooter, Wolfenstein 3D. And no amount of kvetching or blaming will even begin to solve the problem. But is it really a problem? Full Article..

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