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The idea of the NC17 rating was to create a rating for more adult content that wasn't pornography. But ultimately, in America, any big movies these days are PG-13. R is a smaller proportion of films than it used to be, because they want to hit a broad audience.
GDF: Of course, of course, of course. But nevertheless, there are quite a lot of movies that are rated R, which, to me, is 16 at best. It's an M. I can understand that; it's a little difference. But, for me, it makes a big difference. And if R-rated movies would be NC17s, then it would hinder the distribution of these movies, and studios would probably tend to tone it down.
We don't tone it down in our industry, and a lot of people feel comfortable with the current rating systems. But in my mind, this is a mistake. We've been defensive on this issue for the past 15 years. We've backed down. We tried to save the most important thing, which was avoid banning at all costs.
But I think we've come to ratings that are far stricter than other mediums, and I think we ought to change this. We need to up our game. We need to stand up and start discussions about that.
Something people don't tend to think about is that you don't know what you're not seeing. In other words, if a film gets an R, you'll never know what they might have cut to reach the R -- what part of the director's intent might have been lost. Do you feel there is a similar effect in games?
GDF: Of course. I know that a lot of developers are cutting content. [They] are asked, or there are very long discussions about, what should be in it, what shouldn't be. Throughout the development of a relatively mature game, there are these discussions between the developer [and the publisher].
And most of the time the developer doesn't want to cut, because there is an intention behind what he's trying to do, and why. It's the publisher's role to make sure the game releases, and is not hindered in its distribution. So yeah, we have these discussions on a continuous basis.
The film industry -- the MPAA -- does take context into account.
GDF: Yes.
Whereas the ratings boards for games, your view is that they don't?
GDF: It's arguably easier to watch a 90 minute movie in full, and give it a rating than a 10, 15, 20, 30 hour game and give it a rating. However, we should not [fail to] take context into account for games, simply because this is difficult to achieve. We should find a way. And there should be discussions all along, to be able to give the right rating to our games.
So the way it's processed today at the ESRB level, for instance, is that there is this questionnaire. And then you're asked to provide footage of the most violent scenes most of the time. And so, basically, the rating is given based on this questionnaire, plus the most violent scenes. Which doesn't necessarily mean you get the context each time, of these scenes, and you only see the most violent parts, so the assessment is only done on a partial element.
Again, it's probably impossible to watch all the games, and thoroughly see everything, but I think we should have criteria. I really don't see the difference between a movie and a game, and I really don't understand why we should be rated differently. So we have to change the criteria and we have to make sure that context is better taken into account.
As you said, it always comes up -- people say, "But it's interactive!" You said you've reviewed a lot of the serious literature on the subject, and not really seen any correlation.
GDF: There is nothing in serious medical literature that points to the fact that because it's interactive, it's different than linear media. It's not because it's interactive that it's more immersive, and that therefore any kind of violence exercised has a stronger impact on the individual. I couldn't find any literature on that proving this, and there isn't. There's been a lot of studies worldwide.

When I played Heavy Rain and came to the scene where you have to chose whether or not you're going to shoot the drug dealer, that had a major effect on me, but I don't think the effect was to promote violence.
GDF: "I want to kill someone!"
Yeah.
GDF: On the contrary, I think it touches you on an emotional level. It makes you think about what you do -- but that doesn't mean that you are going to, if you were even in real life in this situation, you would pull the trigger. Because it's very different. It's very different.
Heavy Rain is also very different, in the sense that many games are focused on combat. Heavy Rain is not. It encompasses a lot of activities that other games encompass, and a lot of activities that other games don't, right?
GDF: I surely do think that our industry also has to level up to a certain degree. I'm seeing it more and more. What I mean by that is that, more and more, even FPSes are narrative-driven to a certain degree. There is more and more story, there is more and more context, and I think we're slowly but surely going from an industry that was targeting teenagers with adult-rated content to an industry that is targeting adults with, it's not toned down content, but it's more contextually-driven content.
I was just interviewing the producer of Need for Speed: The Run, and he said "Our real drive for this iteration of the franchise is to create a story that is meaningful." That's certainly a big difference from even five years ago.
GDF: It seems to be the direction, I think. But I think it's simply because people in general want to understand what they're doing, actually. Who they are, and what they're doing. What's the purpose of being this soldier, or this driver, or this soccer player, at one point, maybe, and to relate to the character that they embody. And to understand what drives him or her, and interact in a more meaningful way with the other characters, and the environments, regardless of genre.
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As for PEGI, they're horrible. They gave a game I was working on a 16+ that was part of a franchise that was nearly identical to previous iterations. Marketing freaked out and we had to go through an appeal with PEGI where the game was eventually downgraded to a 12+
"There are numerous problems. The first problem is you can't advertise your game primetime on TV, for instance, in certain countries -- which is the case in France or in the UK. So there's the first limitation: you can't market it the way you should."
Do great games need advertising to sell well? Often great games spread by word-of-mouth and favorable reviews. One important thing to consider: are the people you want to play this game watching television, reading game magazines, or online watching gameplay clips and trailers on the internet?
"When you look at the bigger picture, I also think that it's not good for our industry to have so many games rated 18, because in the minds of the people you always see "this is a game for adults, this is a game for adults, this is a game for adults," and I really don't believe that in most cases the content deserves these kinds of ratings."
A game where the player character can mutilate themselves is probably a game that children should not play. Not because the content would forever warp them into horrible people (violent games don't make violent gamers, most people understand that by now), but because I would feel guilty exposing a young player to a graphic scene such as a rape or dismemberment in detailed 1080i graphics or indirectly via narration or during an off-camera scene with only sound effects.
However, many players of mature-rated games are younger than the age group prescribed, but that game was purchased for them by a person of the prescribed age. In will always come down to the gatekeeper (the person who purchases the game) in terms of what content younger players are exposed to.
"It's arguably easier to watch a 90 minute movie in full, and give it a rating than a 10, 15, 20, 30 hour game and give it a rating. However, we should not [fail to] take context into account for games, simply because this is difficult to achieve. We should find a way. And there should be discussions all along, to be able to give the right rating to our games."
This should not be a problem as long as the developer fully discloses what content is presented in the game. Only the most violent or graphic scenes should be judged in terms of what age rating media receives. Graphic violence and nudity, even if only occurring once? That game probably should not be rated for an audience too young to operate a motor vehicle or vote.
"So the way it's processed today at the ESRB level, for instance, is that there is this questionnaire. And then you're asked to provide footage of the most violent scenes most of the time. And so, basically, the rating is given based on this questionnaire, plus the most violent scenes. [Which doesn't necessarily mean you get the context each time, of these scenes, and you only see the most violent parts, so the assessment is only done on a partial element.]"
Brackets added for emphasis. Whether the context is given and the content justified, the content is the content. Bodies exploding into ludicrous gibs and full-frontal nudity don't change due to the fact that a scene was vital to the story being told or presented just to entertain the player. Offensive content shouldn't be given a pass just because there's context behind the content.
I think the change proposed to game-ratings systems really just comes down to exposing more consumers to product and selling more units, rather than pushing the boundaries of what kinds of content games should have in the future.
In closing,
"The more and more creators that, also, the consumer recognizes today -- the press and consumers, the whole ecosystem sees them as, sometimes they're called the visionaries. The creators, the directors, those are the people that drive the industry forward."
Praise the worker bee. Without them, the Queen would die.