Beyond
the psychological studies, the moralizing, and the sales charts,
there is a basic truth about storytelling: There is no story without
conflict. In interactive games, that conflict is predominantly played
out in violence. Just how prevalent is violence in games? Look at
the five games nominated for best original game at E3 2004: Destroy
All Humans!, Donkey Kong Jungle Beat, God of War,
Jade Empire, and Odama. Not only does this list demonstrate
how prosaic violent games have become, it also shows how the degree
of violence can vary from one game to the next.
God
of War and Destroy All Humans! have violence in mass
quantities, no question about that. But Odama, a game that
combines pinball controls and real-time strategy, recreates the
wars of feudal Japan, letting players crush enemies with a giant
cannonball. Violent? And what about Donkey Kong Jungle Beat?
Here's a game that the Entertainment Software Rating Board (ESRB)
will likely rate E for Everyone, in which the main character punches
enemies to clear them out of the way. According to the Webster's
Dictionary definition of violence, "exertion of physical force
so as to injure or abuse," Donkey Kong Jungle Beat is
indeed violent. What about Madden NFL? If football is
described as a violent sport, wouldn't an accurate simulation of
that sport be violent?
Perhaps
past versions of Madden may not have been violent enough.
The latest iteration includes a hit-stick feature that lets players
add more authority to tackles. There are limits: The NFL will not
allow on-field decapitations; but watching the in-game replays of
these hard-hitting tackles, you would be hard pressed to say they
are not violent.
"For
people to get into the games, they need to be aroused," says
Dr. David Walsh, president of the National Institute on Media and
the Family. "People might not get aroused watching a boring
basketball game; but if the game is back-and-forth, seesawing into
the last minute, then there is all kinds of interest in that game.
I think that arousal and engagement go together."
Rockstar North's controversial Manhunt
Walsh,
whose organization creates an annual videogame report card monitoring
the progress and enforcement of the ESRB rating system, sees violence
as one of the most potent ways to immerse players in games. "I
believe that is why there is so much of it. I think that the thing
that is lacking is the creativity that is needed to engage the player
without resorting to the tried-and-true recipe of violence."
"I think games are an exciting medium that has
tremendous possibilities for the future both for education
and for entertainment. My hope for the gaming industry is
that it continues to advance and reaches the maturity where
it can rely less on violence as a way to engage players."
Dr. David Walsh, PhD.
By
Degrees
Mario
and Sonic jump on enemies to make them disappear-a nebulous fate
that may or may not involve death. Even though this is done with
guns, knives, and explosives in the Medal of Honor games,
it's no bloodier than death in Mario's Mushroom Kingdom.
Then there are games like Manhunt and Kingpin, where
the shooting and stabbing produce blood. According to the ESRB,
the combination of violence and gore is more offensive than straight
violence.
"Just
like when we saw a glut of cute, furry mascot games when Sonic
was ruling the roost, now we've got a bunch of GTA/Mortal
Kombat/Doom wannabes. Everyone wants a hit, so they mix
their talent for making great games with the flavor-of-the-month
vibe (which, for the console these days, can be extreme violence)."
David Jaffe
"There
are a number of factors that kept both Medal of Honor and
Call of Duty in the Teen category," says Pat Vance,
head of the ESRB. They are straight, historical simulations for
one thing. They are non-gratuitous in terms of the types of injuries
they depict. The amount of blood in these games is minimal. There's
no friendly fire. "These are straight World War II simulations,
and the developers made a concerted decision not to include the
more gratuitous injuries and other things that you might find depicted
in an M-rated game."
According
to David Jaffe, director of Sony's Twisted Metal franchise
and the upcoming God of War, stripping the gore out of games
can diminish their impact. "I think you might be able to [separate
the gore from the violence], but it's not as simple as shooting
someone and simply not having any blood. The Medal of Honor
games do this. I love those games, but without the blood, they just
don't have visceral impact. They feel watered down.
"I
think the idea of creating impactful violence without gore is very
interesting. I have not really thought about it because up until
now, my games have been arcade-like, fast-paced titles. I think
it would be really hard to create violence without gore in that
genre."
If
there is a genre in which violence and gore have been successfully
extricated, it's fighting games. The first one-on-one combat games,
such as the Vectorbeam game Warrior, were bloodless because
of the limitations of the hardware. Even when Street Fighter
II suddenly made fighting games arcade headliners, fighters
remained unblemished for the most part. Then came Mortal Kombat.
"When
Midway released NARC, it was the first digitized videogame
-- I think it was a little bit before Pit Fighter,"
says Mortal Kombat co-creator Ed Boon. "All of a sudden,
that opened the door for all kinds of stuff, and we thought, 'Let's
put blood on the screen to shock people.' It was not something that
we set out from the beginning to do. It was more something we could
do suddenly with the technology that became available."
Capcom,
and later Namco and Sega, did not follow Midway's lead. "Tekken
is the equivalent of a PG-13 movie," says Boon. "Mortal
Kombat is the equivalent of an R-rated movie: an M-rated game.
It just presents it in a more hyper-realistic way. The intended
audience is different. We never make our games with the intention
[of attracting] younger players.
"It's
kind of like saying, 'Why was Goodfellas an R-rated movie?
And why would The Sopranos not be R-rated in theaters?' Well,
maybe it would. Okay, but another kind of movie of that type. It's
just a different way of presenting a game. Since we did it first
in our games, it has become one of the things that people like about
Mortal Kombat. [They like] the extreme presentation, so we
keep it; but we don't think, 'Oh, this is a necessary ingredient
in order for the game to be fun.'"
Midway's Mortal
Kombat: Deadly Alliance
Boon
admits that Mortal Kombat did benefit from a certain amount
of shock value back in the early 1990s, but states that despite
the head start they got from the shock value, good play mechanics
were even more important. "I don't think that the violence
was the main contributing factor. I think what the violence did
was that it got people's attention. People who might not have played
the game played the game, and then they got hooked on the secret
moves and all the hidden features and all the fun of playing the
game. Today, we don't think that the violence is going to carry
us just because so many other games have it."
In
fact, when asked if Mortal Kombat has kept up with the violence
in games over the years, Boon's answer is vehement. "Oh, no.
No. When it first came out it was around the top of the heap in
violence, but there are games that have long since surpassed it.
I think violence has been less and less of an ingredient in every
Mortal Kombat game. I'm not saying that the violence has
decreased in the games. It's just that violence is so common in
games today that it's not going to make you stand out."
As
of last Christmas, the poster child for over-the-top was Rockstar
Games' Manhunt. According to the ESRB's Pat Vance, Manhunt
isn't alone. "I think that Manhunt is very, very high-end.
I think that there are other games that are as high. I think that
Postal 2 was equally high. I think The Suffering in
some scenes is equally high. I think that there are other titles
[in that category as well]."
Violence
and Story
"I
do not think violence is a way of immersing players as much
as a way of getting their attention. It's almost like slapping
somebody in the face; and now that you have their attention,
you need to keep their attention."
Ed Boon
If
there was a watershed moment in which videogame violence went from
shock to awe, it was the launch of Grand Theft Auto III.
Before GTA3, people talked about Death Race, Custer's
Revenge, Chiller, Mortal Kombat, and Doom.
Death Race, Custer's Revenge, and Chiller are
historical footnotes -- games that defined the boundaries of their
time and little else.
Mortal
Kombat is another story. Mortal Kombat was a major best
seller, but it sold into a decidedly non-mainstream market of pre-
and young-teen boys. Doom, on the other hand, may be said
to have broken into the mainstream. But Doom launched nearly
concurrently with Myst, the uniquely mainstream title that
helped launch multimedia as a technology for the masses.
More
than any other company, Sony Computer Entertainment has succeeded
in making games a mainstream form of entertainment. And with the
mainstreaming of videogames, the stage was set for GTA3 to
become a truly mainstream game.
"I
clearly remember when the first two Grand Theft Autos came
out," says Boon. "There was a very small uproar: 'I can't
believe they are letting people carjack as part of the gameplay.
Oh my god!' But that was just a PC game. It was not really mass
market at the time and you weren't right there for the action. Suddenly,
they presented it on PlayStation 2 and they had made great advancements
in the gameplay. That's when everybody started playing it. And when
everybody started playing it, that was when it got the attention."
Midway's console title The
Suffering
Unlike
the fighting, shooting, and FPS games that preceded it, GTA3
had a sophisticated storyline. It had its own dynamic world. "With
certain games, violence is one of the tools that allows me to direct
the feel/vibe of the game," says Jaffe. "In the case of
God of War, I wanted there to be this vibe of letting your
inner beast out to run free; letting the player just cut loose and
run wild. That was my barometer. It was like: 'Is this element making
the player feel strong and brutal?' If so, in it goes. And more
often than not, violence was one of the tools that allowed us to
give the player this feeling."
If the E3 demo was any indication, God of War is an excellent
example of how violence can be integrated into a highly mature game.
In some ways, God of War feels like a bad acid trip version
of Nintendo's Legend of Zelda games. It has the same responsive
controls and similar combat mechanics; only, instead of happy elves
and a sparkling TriForce, God of War has a suicidal Spartan
and the hordes of Hades.
"When people think about videogame violence they tend
to think about the extreme forms which are found in the M-rated
category. The Teen games have violence in them, but it comes
in all forms, some of it is relatively cartoon-like."
Pat Vance
"For
God of War, we use violence to complement the storyline and
make the player feel strong, brutal, and unhindered by anything
other than a sense of vicious fun that plays into the gameplay well,"
says Jaffe. "It serves as one of the core elements in Twisted
Metal, now God of War. I like violence in games if it's
done in a creative, interesting way."
According
to the Motion Picture Association of America, 81 percent of the
movies submitted for ratings last year received an R rating. Twelve
percent received PG-13, 6 percent received a PG rating, and only
1 percent received a G. (Only one movie received an NC-17, making
up less than one percent.) "Last year 10 percent of the games
were M-rated, and that was up from 8 percent in 2002," says
Vance. "It's gradually increased over the years from 6 or 7
percent to 10 percent. There has probably been more fluctuation
in other categories such as T than there is in M in terms of growth."
Not
surprisingly, Dr. Walsh is concerned about a rise in violence across
several media. "I would say that [violence] is more prevalent
in games. I mean, there are a lot of violent movies, but there is
a wider palette of themes in the movie industry than in the game
industry. That could have a lot to do with the maturity of the industry.
The movie industry is nearly one century old, whereas the game industry
is relatively new."
When
discussing violence in games, terms like "comic" and "cartoon"
come up often. According to Vance, the violence in many of the T-rated
games is cartoon-like. "I think of it as being like punctuation,
like an exclamation point," says Boon. "It's not necessary
for getting your point across, but it heightens things."
"For
me personally, I don't like it when violence gets too real from
a subject matter standpoint," says Jaffe. "All of my stuff
is fantasy, comic book-style stuff. Even GTA3, set in the
real world, has a comic book/action movie vibe applied to it. Same
with a game like Max Payne.
"That's
where I am comfortable with violence. That's where I think most
players are comfortable: when the violence is presented in a way
that it clearly is done for fun and visceral impact. It's when you
start getting to the real dark stuff, and the ripped-from-the-headline
scenarios, that people start either tuning out or getting upset."