Giving Peace a Chance

[…] I’m going to try and avoid “video game violence” for a month. It’s not my goal to make any kind of a statement by avoiding any particular games. Rather my pledge is simply a response to an observation that most of my preferred games focus on destruction. I want to go a month focused on construction. I want to build some worlds instead of tearing them down.

In my previous article, I pledged to go the month of September avoiding games where “acting as an agent of violence is not the main focus.” As August rapidly draws to a close I now have to figure out what exactly I meant. Working off the assumptions most people make, avoiding violent video games should be a pretty straightforward affair. Especially after some informal polling revealed the common perception of what constitutes a violent video game: guns, explosions, blood, and guts. Four things I love in in a video game and I’ve got to go a month without them. But perhaps it’s more complicated than that. Before I can go a month without something, I have to define exactly what it is I’m supposed to avoid. My pledge is to avoid violence, not just shooters. To help in my quest I turn to the ever-present Google to help me define what, exactly, violence is:


Violence
vi·o·lence
ˈvī(ə)ləns
noun

  1. behavior involving physical force intended to hurt, damage, or kill someone or something


So as it turns out, virtual violence can involve quite a bit more than pulling the trigger of a virtual gun. There are scores of games that not only allow, but require and encourage the player to engage in willful acts of violence in order to progress through the game. The majority of games which I tend to play operate off some setup where the player is directly responsible for violent actions within a game. That is to say, the player exhibits control of an in-game entity to inflict some kind of action at a one to one ratio with the control scheme. First-person shooters are a good example of this, where specific control inputs from the player result in weapon discharges. Controls in fighting games result in various kicks, punches, or other methods of attack. The same principle applies to games where the player controls a vehicle, be it a combat simulation or an aggressive racing event. Defined as such, Burnout: Paradise qualifies as violent since the player is actively encouraged to use his vehicle to damage, disable, and destroy his opponents. But what about games where the player doesn’t directly carry out violent acts? Is a first-person shooter any more or less violent than strategy games which allow you to control scores of troops in large-scale battles? Is it still violence when clicks of a mouse order dozens or hundreds of digital soldiers to go and wipe out dozens or hundreds of enemy troops? If violence can be simply defined as willful intent to cause damage to something, then the vast majority of video games can be classified as violent.

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“Virtual men, go blow some stuff up!”

Perhaps player intent, and not just the intent of the game developers, can make the difference between certain games being violent or not. When I was a teenager I used to play a licensed NASCAR racing game. NASCAR done right is about as non-violent as you could get. Big blocky cars get on a track and make left-hand turns for hours. No violence there! My teenage brain grew bored of such things very quickly and soon demanded that I drive against the flow of traffic and try to wreck as many cars as possible before my own was battered beyond repair. Because I abused the intention of the game, I turned a non-violent racing game into a carnage simulator. Kerbal Space Program is a sandbox universe where you build giant rockets to explore. Sometimes, you just want to see what happens when you crash a rocket ship into a building! Instruments of science become vehicles of destruction. Even the bright and cheery Roller Coaster Tycoon, one of the more joyous games I’ve ever played, contains death and destruction. Roller coaster crashes, resulting either from poor design or malevolence, fill your screen with large explosions and numerous deaths.

And I’m going to try and avoid all that for a month. Not only am I going to shun games which encourage violence, I’m going to play non-violent games properly in order avoid causing violent events if at all possible. It’s not my goal to make any kind of a statement by avoiding any particular games. Rather my pledge is simply a response to an observation that most of my preferred games focus on destruction. I want to go a month focused on construction. I want to build some worlds instead of tearing them down. I want to discover a story, not shoot my way through it. After many years of training my brain to know that video games are all about blowing stuff up, I’m giving myself a reminder that gaming is also about creating and exploring wonders.

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Building a roller coaster with a jump in the tracks and naming it “Death Trap!” does not qualify as an act of non-violent creation.

More Than Violence?

Blowing stuff up in video games makes me happy. To put it another more controversial way, I enjoy the virtual violence in video games. This revelation came to me about the same time I noticed I’d spent fifty-three hours in id Software’s best shooter, RAGE. Fifty-three hours is a significant amount of time to devote to any game and so I began to wonder just what it was about this one that’s kept my attention for so many hours. Simply put, It’s just fun to shoot stuff. Not only do I get to play with pistols, shotguns, crossbows, and rocket launchers; each with their own sets of alternate ammo; the game also gives me three-bladed boomerangs of death called wingsticks! RAGE contains a myriad of ways to make things die, but that in itself isn’t anything unique. It’s how your enemies bite the bullet that makes the combat or RAGE satisfying. Shoot them in the leg and they’ll stumble as their momentum carries them. Hit their arm and their torso will twist as they absorb the impact. Shoot them in the face and they’ll drop their weapons as they clutch their head with their hands. Violent, but oh so much fun!

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See how much fun we’re having?

My subconscious, realizing it had spent fifty-three hours in this particular bloodthirsty environment, triggered my brain to ask a question: Why do these kinds of action-packed games have such a strong appeal to me? A large part of it is the “action hero fantasy”, wherein I’m given the poise and ability to save the day in impossible situations I’d never encounter otherwise. But on a simpler level I think I can say that action games count as a form of recreational problem solving. This is especially true, if not a bit abstract, in the genre of first-person shooters. “Problems” in these games usually consist of heavily armed bad guys / robots / aliens that need “solving” with copious amounts of gunplay and explosions. It’s a simple way to look at it, but it really does appeal to the aspect of my personality that wants an immediate solution to every problem. Enemy? Boom! Save the world? Boom! I’ve been presented with both a problem and an explode-y way of solving it. What’s wrong with that?

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Got a problem? Yo, I’ll solve it. Here, have some lead from my Magnum revolver.  (Apologies to Vanilla Ice).

Playing as a one-man army to save the world is all well and good, however I often wonder if I’m missing out on other great gaming experiences that maybe aren’t so explosive. Over the years I’ve trained my mind to associate the phrase “video game” with “shooter”. It’s time for me to branch out and challenge myself a little bit. I’m going to retrain my mind and reclaim the phrase “video games” so it means simply “video games”. Therefore during month of September in the year two-thousand sixteen, I vow to go the entire month playing games where acting as an agent of violence is not the main focus. Disallowed are any games where the player takes control of a character or vehicle(s) for the sole purpose of discharging weapons or causing destruction. Games which feature incidental destruction as a result of gameplay mechanics are allowed.

Will I make it the entire month without slipping up? Will I end up playing Kerbal Space Program for the sole purpose of trying to explode those little green space frogs? Perhaps I’ll discover and fall in love with an entire genre of games I had previously never given a second thought to.

I hope my gaming library has enough nonviolent games to last me a whole month…

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Don’t you worry, little space frog; I won’t explode you! Maybe.