infovore + violence   7

Tom Bissell reviews Spec Ops: The Line and explores the reasons why we play shooter games. - Grantland
"Not all shooter violence is violent per se. As the game critic Erik Kain notes, "killing people in video games is actually just solving moving puzzles." Which is a true, smart, and helpful way to think about video-game violence. However, most puzzles don't bleed or scream. Why do gamers want their puzzles to bleed and scream? And why on earth do they — do we — also want our bleeding, screaming puzzles to be embedded within a nuanced story?" This is subtle, nuanced writing about an oft-repeated topic; the subtlety is what makes this good. Also, his list of "shooters that handle violence well" is pretty much the same as mine - Metro 2033 was one of the most striking games I played this year.
tombissell  games  writing  shooters  violence  fps 
july 2012 by infovore [ Conflict-free Competition ]
"Maybe [games publishers] think there could never be enough competition, excitement, betrayal, surprise, defeat, skull-daggery, and general griefer-worthy assholeishness in a game without direct conflict. But the last year’s worth of news out of Wall Street tells a different story. It’s a tale of a system corrupted from the inside by the scheming, cheating, gaming of a few powerful and greedy individuals. If this is not prime material for a videogame, I don’t know what is."
games  conflict  boardgames  design  violence  strategy  economics  tone  systems 
may 2009 by infovore
Ragdoll Metaphysics: JG Ballard, Boredom, And The Violent Promise Of Videogames - Offworld
"That is not to say that videogames need to be more sensationalist, more vulgar, or more crass, but that they need not fear being more transgressive, or more expressive, or more visceral. They need not to shy away from their darker depictions of our fantasies, or become embarrassed when people point out how they dwell on violence and excitement. This, the safe excursion to the gladiatorial arena, is what games do best." Rossignol on Ballard, and jolly good too.
videogames  jgballard  writing  offworld  article  ballard  jimrossignol  escapism  banality  violence 
april 2009 by infovore
The Play Ethic: Carnage Not Required: questioning the commercial need for violence in video games
"I've had too many conversations with game-makers (particularly from my Scottish locus) who, when presented with a range of possible game motivations and scenarios that don't involve spectacular male violence in urban settings, shake their heads and say, "just don't see the game in that, Pat. You gotta see the game." I've always suspected that this was male geek laziness on the industry's part. Incidentally, this report is based on a sample set that was 85% male." Maybe; but sometimes, "seeing the game" is an important part of game design. That doesn't always call for free-roaming urban-carnage, but I'm not sure I can entirely agree with Kane's quotation here.
design  games  play  mechanics  violence  patkane 
february 2009 by infovore
Science News / Gamers Crave Control And Competence, Not Carnage
"The results from two surveys, based on responses from over 2,500 people who participate in an Internet chat group focused on video games, found that the inclusion of violent content did nothing to enhance players’ enjoyment. What did matter was feeling in control and feeling competent. “Games give autonomy, the freedom to take lots of different directions and approaches,” says Ryan."
games  play  research  control  motivation  violence  agency 
february 2009 by infovore - Converging: An Interview With Henry Jenkins
"Every artform, every storytelling tradition needs the ability to represent violence because aggression, trauma, and loss are a fundamental aspect of the human condition. The idea that game violence is in and of itself bad is an absurdity."
games  henryjenkins  play  education  video  violence  society 
november 2006 by infovore

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