"I
can't take it in," said my English friend. "You have to understand.
To us in Britain, this looks like something out of Hollywood."
Like something
out of Hollywood, it rang true; the attacks on the Pentagon and the World
Trade Center sound very much like the plot of a grade-B action film. "Shadowy
foreign arch-villain commits monstrous act of terrorism in an attempt
to ignite a world war, resulting in an apocalyptic explosion and the death
of thousands." It resembled many a sight that we've already watched
on the silver screen. However, this time there was no Steven Segal or
Jean-Claude van Damme around to save the day. It wasn't fiction, it was
horribly real. But,
disturbingly, it looked like fiction.
If the terrorists'
objective was simply to kill people, they might have been able to kill
more of them by other, less dramatic means. After all, the Hutus in Rwanda
managed to kill nearly a million Tutsis in only a hundred days, using
little more than AK-47s and machetes, a rate of slaughter that dwarfs
even the Holocaust. However, the terrorists did not simply want to kill
people; they wanted to create a public spectacle. Not an entertainment
spectacle, to be sure, but a spectacle nevertheless: one guaranteed to
shock, horrify, and amaze. In this they succeeded, perhaps even beyond
their own expectations.
And who
are the arbiters of what is and is not spectacular these days? Who establishes
the standard for really bitchin' explosions? We do. We in the entertainment
industry have the dubious privilege of setting the world's expectations
for calamity. How many times have you looked over a colleague's shoulder,
playing a new game at the office, and said, "Wow! Cool!" after
some particularly impressive piece of destruction? Our works were the
example that the terrorists were trying to live up to. After blowing up
a couple of embassies, murdering a few GI's in Saudi Arabia for practice
— tutorial mode, you know — they've just made it up to our level.
How
many times have you looked over a colleague's shoulder, playing
a new game at the office, and said, "Wow! Cool!" after
some particularly impressive piece of destruction?
Three years
ago, in my column Bad
Game Designer, No Twinkie!, I wrote that one of the things I disliked
in games was neat, tidy explosions:
Look closely
at a picture of a place where a bomb went off. It's a mess. A really
big mess. Things are broken into pieces of all sizes, from chunks that
are nearly the whole object, to shrapnel and slivers, down to dust.
They're twisted, shredded, and barely recognizable. Things that are
blown up by a bomb don't fall neatly apart into four or five little
polygons — they're blasted to smithereens.
I suppose
for the sake of our stomachs we'll have to preserve the TV and film
fiction that people who die violently do so quickly and quietly rather
than screaming and rolling around; but I don't see any need to pretend
that high explosives are less than appallingly destructive. Bombs ruin
things - lives and buildings. They leave the places where they've been
shattered and unattractive. Let's tell the truth about them.
No, this
isn't another hand-wringing piece about the social cost of violence in
video games. Video games don't motivate Osama Bin Laden — I doubt
if he has ever even seen one - and plenty of people play video games without
turning into Bin Ladens. What concerns me is not the violence per se,
but our attitude towards it.
I'm sure
we've all sat in production meetings that sounded like this:
Designer:
"OK. So there's going to be this group of terrorists, and they're
going to try to blow up the Empire State Building—"
Producer:
"No way, man, the Empire State Building is old news. It's gotta
be the tallest. The tallest building in America is the Sears Tower in
Chicago."
Marketing:
"Yeah, but nobody cares what happens in Chicago."
Designer:
"Well, the tallest building in the world is the Petronas Towers
in Kuala Lumpur."
Marketing:
"Where's that, like Indonesia? Really nobody cares what happens
in Indonesia."
Designer: "Malaysia. Kuala Lumpur is the capital of Malaysia."
Marketing:
"I rest my case."
Producer:
"No, it's gotta be in America. And it's gotta be New York or L.A.,
not some Midwest town like Chicago."
Marketing:
"What about Seattle? The Space Needle? Seattle's hip these days."
Producer:
"Do you know anything about gamers? Seattle is only hip to Frazier-watching
yuppies and Microsoft clones. Nah, it's gotta be something big. Big
like L.A is big."
Designer:
"Los Angeles doesn't have any famous tall buildings. Maybe we could
blow up the Rose Bowl."
Producer:
"Like anybody would care. No, it's gotta be something that we can
watch fall down."
Designer:
"OK… how about the World Trade Center? It's not the tallest
building in America, but it's right in downtown Manhattan, and it's
got two towers. We could blow them both up."
Producer
and Marketing [together]: "Yeah!"
Don't cringe;
if you've been in this business more than six months, you know perfectly
well this is exactly how those meetings go. If it sounds in bad taste
now, after it has really taken place, why wasn't it in bad taste before
it happened? Why is mass murder just good fun in prospect, and bad taste
in retrospect?