Why violence?
Shadenuat
Machocruz
My thoughts on the most recent video and the thing that MrBtongue did not touch on at all:
Videogame violence is an aesthetic representation of mechanics. Games are sets of rules which facilitate failure and win states. Shooters are effectively pattern-matching and reflex games wherein the goal is to place a cursor over a target in an allotted time. Ammo management, health, etc. are supplementary mechanics that make the shooting system more interesting. Now tell me, how many themes map logically to this set of mechanics?
It's also important to understand the realities of game development. Making a shooter that plays to modern standards takes dozens if not hundreds of people months or even years. It costs lots of money. And in the end, what is the shooting? A set of graphics and mechanics which can be recycled again and again in order to provide entertainment. That is, the initial investment cost of shooting enemies in a satisfying way is high, but once it's done you basically have a game ready to go.
MrBtongue's comparison of dialogue to shooting is not fair because dialogue systems rely far more on unique content, including writing, scripting and voice acting, which for the most part cannot be reused. That does not mean we can't take major steps to implement non-combat elements in ways that are just as satisfying and reusable as the mechanics in shooters (mini-games are one way developers try to do this), but it does mean that you may have to make sacrifices in other parts of the gameplay to do it.
Part of the problem, of course, is that the only mechanics and systems that developers are exploring are ones that are thematically consistent with shooting. So, we have iron sights as a new mechanic because we are fixated on ways to make shooting more accessible. But I think a lot of the problem also boils down to the fact that for this gameplay style that has worked so well for the industry, violence really is one of the few ways to visually describe it.
In other words, the limiting factor, in my opinion, is not solely violence (though that is a factor in actually marketing a game and getting investors/publishers on board), but rather in the relatively narrow and limiting set of mechanics and systems which are considered appropriate for mass market use. Sadly, the mass market is always there to confirm this is the case, because like it or not, many people do want pretty mindless, fluffy entertainment. Most Western triple-A games are so expensive that you also put your return on investment at significantly increased risk. Ultimately you aren't making a game because it's your dream game: you're making it to make money for someone else, and to keep your ass employed.
This is true. Yet all this has an underlying reason that informs all of it.
The answer is -
Because it is easy.
Especially in games, this
easiness of violence is multiplied by manifolds.
Since you dont kill real people. Or... youre not even "killing" - because its so unreal, and you can just think of it as just "winning". Or just... "defeating the enemy" - without any big reason to go into any details of it.
But if you want to - it is very
Easy. "I killed that dude haha!" "Head shooot!"
No problem. He isnt real.
You can safely enjoy it.
Its
Easy.
And the games make it even
Easier, because all enemies are so obviously and intentionally evil.
From their backgrounds, motives to the very way they look.
Games lavishly supply players with numerous excuses of all kinds. Informational and visual. If they ever implement smells into the games you can be sure the enemies will smell badly.
Those that dont do this are very rare, almost non-existant.
If nothing else - youre "killing" nameless, faceless irrelevant fodder, even in those games that try to present at least a few characters as something more - in order to get to them in the first place.
It is not only
Easy - but it is
Easy in numerous ways and on numerous levels - and its the
Easiest way to cause the feeling of ego satisfaction in the player - in the fastest way possible.
Which will make them return for more.
This approach then makes it
Easier than any other.
All the while - without any reason to feel guilty about any of it - which makes all of it
Easy.
We loved violence in all its forms because of these same reasons throughout our history.
This is the answer why did Germans as people succumb to something so obviously "evil" as nazism and everything it caused.
This is the answer why there is racism of any kind.
Not just simplistically because it is
Easy - but because it is
Easier then the other options.
It is
Easier to kill someone then to convince him into accepting your views.
It is
Easier to try and wipe out Jewish people then to actually solve problems of economy, socio-political system and everyday reality.
It is
Easier to just blame some specific group for all of it.
Today, it is
Easier for Jevish politicians to act aggressively and with violence against Palestinians then to find a better solution. It is
Easier for Hezbollah to plant bombs around Israel and kill civilians then to fight Jevish army.
It is
Easier for Jevish army to send aerial strikes or artillery strikes that kill many civilians then to try not to.
We are hardwired to feel pleasure when we win over someone. When we are stronger.
Defeat hurts. Winning feels good. Dopamine releases.
Even in just written arguments like the kind we have here, the one who is perceived as stronger in any sense is largely accepted as a winner, and brofisted regardless of the specifics.
We never praise the looser, right?
And of course, there is the US and their schtick about teh "Winners".
People still believe that shit in the US even if its obviously not true and most know it - because it is
Easy.
or....
Easier.
And so it goes in games. What is
Easier?
To make a game only about combat or to design and successfully implement other modes of gameplay?
And even if you do... which games will have more audience? More sales?
And around which games will people cluster and buy even more of? Around "winners" or those that are... not winners?
Why? Because it is
Easy and
Easier.
-edit
what i say encompasses both what TuN and Errant Signal say
their takes are merely a part of the concept entirety - focused above.
i watched errant signal video after i wrote this too,
but it was nice to see someone recognized the aspect of Ease, even just partially.