DISCLAIMER: This is very long, and really can be summed up with "This article is wrong", but I had a lot to say about this topic. This isn't the Isometrics article for the week, that will come on Friday and be significantly more optimistic in tone. In the meantime, enjoy me spending 3500 words arguing about a 600 word thinkpiece!
Hello,
welcome to Isometrics, the oddly confrontational gaze at the literary
world of computer and video games. My general philosophy of doing
long form writing is that it is primarily about informing,
explaining, introducing and expressing a love for the wider world of
video games, hoping to try and make the reader think about the games
they play. That way players will appreciate them more. I end up
slipping into current affairs too, but usually as the framework for a
literary idea, and I don't ordinarily respond to other writers.
However,
what Michaël Samyn, co-founder of independent games companyTale of Tales brings up very much merits serious discussion, and I
feel a full response would not only stop a lot of the misconceptions
of more controversial aspects of his article, but also very much keep
in line with Isometrics' aims to focus on gaming as an art and
literary form at the same level as older more established ones.
To
offer the slightest scrap of context, Tale of Tales was a company
that specialised in very unique games, generally short mood pieces
where the key was peace, exploration and the experience and
subtleties of the game being their own reward. Their 2009 game The
Path was arguably the best example of this working well. There is a
stated goal, follow the path, and if you do you will complete the
game in about three minutes. However straying away from the path
leads to a very interesting, disorienting, dark and melancholic
piece. They also had moving experiences like The Graveyard, a very
short game about an elderly woman walking through a graveyard to a
bench.
That's
the entire game.
The
difference between the demo and the full version was whether the lady
died or not, which sums up in a nutshell what Tale of Tales were
trying to achieve. They wanted to create games that could not be
summed up by two people the same way and were experienced and thought
of differently depending on how willing a player was to operate and
interact with the game not just via player input but inner thought.
They were thought provoking, interesting as much in concept as in
execution, unique for their time (while art games obviously existed
before Tale of Tales, they did not quite attempt the same things) and
surprisingly influential on the latest wave of literary game
developers, such as The Astronauts (The Vanishing of Ethan Carter),
The Fulbright Company (Gone Home) and thechineseroom (Dear Esther,
Amnesia: A Machine For Pigs).
What
they were not was successful.
While
their aspirations were laudable, they were ultimately missed by the
wider gaming community. Their latest effort, the “Gamer-friendly”
Sunset, sold 4000 copies, in part because the advertising was so
terrible for it I did not hear about it until the day I decided to
start this article. In the end though, while financial success is
kind of needed to pay those bills that Kickstarter cannot fill, a
game should not be judged on sales, and at some point I will hope to
cover it.
In the
meantime, Tale of Tales closed down and Samyn started a Patreon to
create a blog about video games, which is certainly interesting from
a designer's perspective, and the first major article to come out of
this endeavour is entitled “Violence Begets Violence”. I
apologise that this is generally regarded as bad form in academia,
but the best way to cover this and not miss any points is to go
paragraph by paragraph, so please click the link and read along will
you?
The
first paragraph is just setting his intentions to look at the
“gigantic elephant in the tiny games room.” Now I am already in
two minds about this. What he is referring to of course is the
gigantic, medium altering, centre of academic gaming thought which is
the issue of violence and gaming. He will get into more specific
points later but the notion of this as a colossal entity dwarfing the
gaming industry is a fitting metaphor in the sense that violence is
an issue bigger than pretty much anything in life itself since it
concerns the destruction of life, however we will see going forward
that this is somewhat unintentional.
“A
Peaceful Oasis” begins the first part, and covers the concept of
Tale of Tales' first game, The Endless Forest. TEF was a MMO game
where you played as a deer with a human face and explored a forest
while interacting non-verbally with other players, identified via
pictogram. At one's most generous, it could be described as a
deconstruction of the goal-orientated, text heavy, chat heavy
complicated MMORPGs which would begin to peak in 2005 with the first
few expansion packs of World of Warcraft. As Samya recalls “[t]o
avoid behavior (sic) that wouldn’t fit our fantasy we
decided not to include combat, competition or even chat. As a result
The Endless Forest offers a relaxing experience of friendly contact
between complete strangers.” The intent was for it to be a living
virtual piece of performance art but there was too much stripped out
to make that particularly special.
It
continues to claim that the community of the game is a “haven for
all.” The issue with this halcyon vision of course is there has
been situations where neither the game nor the actions of Samya and
Auriea Harvey lived up to the peaceful ambitions. When members of the
SomethingAwful forums started playing the game (and bleating
forever), this led to one of the most bizarre conflicts between an
army of deer who wouldn't shut up and the rulers of this virtual
dominion, who destroyed everything and managed to end the Endless
Forest, at least temporarily. This entirely baffling scenario does
undermine the claim that TEF did not contain “violent interactions”
and the atmosphere of friendliness did involve calling other players
“penis fawns” and wishing their deer had machine guns so they
could kill said phallic baby deer.
There
is a point to this reminiscence about a ten year old MMO about
nothing, and problems begin to emerge in their argumentation in what
is appropriately enough called “A rough environment”. They
explain TEF as a reactionary game against the bullying and harassment
redolent in gaming communities, which is interesting given that the
TEF community and Samya themselves are guilty of this. This then
leads to first an implication of the connection between violent games
and violent actions which lead to direct accusations of said
connection. I will try to avoid belabouring the point about
hypocrisy, and instead discuss the question of whether all trolls
play Hatred and Call of Duty and all manner of MurderDeathKill-em-ups
(except of course MDK 1 and 2. The swines!) that is clearly the
thrust of their argument. One would suggest the burden of evidence is
on the writer to prove that gaming trolls and bullies all even play
those kinds of games before we even get to the point of discussing
cultivation theory!
There
is also, and admittedly this will sound like nitpicking but is a
valid point, not a terribly clear definition of what violence they
object to and where they draw the line. Their objection is stated as
“antagonistic, aggressively competitive glorifications of violence
and gore” which is mildly more helpful, however by this logic Super
Meat Boy counts. Think about it, it's aggressively competitive, if
you're trying to beat a friend's time it's antagonistic and it
glorifies violence and gore by making it really cute! Often you can
get away without important distinctions because the nature of the
discussion makes it obvious. As much as I disagreed with the Target
Australia view of Grand Theft Auto V, they at least made it clear the
issues they had with the game, and why they felt it had to be removed
from store shelves.
Now we
have had some discussions, minor implications and explorations of
alternative ways to make games, regardless of the result of said
experiments. However paragraph five is basically where any cogent
arguments are lost entirely. “We don’t need theories about the
correlation between violent games and violent behavior.” Samya
cries defiantly from within a homemade sand bunker.
Um, not
to nitpick, but the claim you just made is in fact a theory.
The
paragraph of course doubles down on this and argues that not only is
the issue of whether violent games influence or violent people flock
to violent games is irrelevant, but that “[a]nyone who has ever
been attacked by a gamer lynch party knows that a certain number of
people who play antagonistic and violent games are aggressive,
intolerant, reactionary, misogynist, and so on.” I have many
problems with this, but what tops the bill must be that classic
weaselly appeal to common knowledge to support a rhetoric that in
practice means nothing. It's very much true that a “certain number”
of people who play violent games are all those nasty things, but at
the same time, a “certain number” of said aggressive, intolerant
reactionary misogynist hamburger eating monsters do pretty much
anything on earth, because a “certain number” is a completely
meaningless term. They could be breathing, listening to indie folk,
working in an office, playing games where they play as creepy deer
then threaten to shoot people who moo. It's the worst, most dangerous
kind of rhetoric, because it presents something completely normal as
a shocking, horrible thing caused by one specific thing. It's the
literary equivalent of those “CONTAINS VITAMINS AND CALCIUM”
stickers you see on health bars.
Lynch
mobs suck, especially on the internet, since the fear is of how far
it will infect and corrode the rest of your life. The people who've
been forced to travel with full security teams to engagements because
of bomb, gas and other threats on their lives are utterly utterly
abominable. It is also fair to say they do not represent all, or even
a large amount of video game players. Even so, perhaps this is just a
call to avoid overt glorification. Some games like the mildly
reprehensible Hatred toe the line between satirically violent and
meaning everything they say, and the outcry, while ultimately going
too far in getting the game banned, did open a debate about the exact
concern people have with violence in gaming and when it moves beyond
red pixels animating over a polygonal model that looks like a person
and into behaviour that is more concerning. There is a debate to be
had and maybe it is ironically enough a passionate plea for diversity
in game design that errs too aggressively.
I
thought this right up until I read the next paragraph.
“Hypocritical
industry” begins by accusing the game industry of creating the
horrible violence obsessed players for profit. In pretty much those
words:
“The
game industry actively breeds a group of belligerent hooligans for
profit.”
There
is so much to unpackage in that single sentence that it is to a
degree absurd. First of all, this goes beyond cultivation theory,
this accuses mainstream Triple A developers of brainwashing and
creating actively hostile, negative groups of gamers to make money.
There are plenty of horrible things the industry has done, including
the removal of a sexual relationship for Nilin in Dontnod's
fascinating flop Remember Me because it would allegedly scare male
gamers to play a sexually active woman. There was also the removal of
Elizabeth from Bioshock Infinite boxes because the manly man's cover
apparently focus tested better. Also, lest we forget the utterly
appalling things said by the project manager of the 2013 remake of
Tomb Raider, including that Lara would be nearly raped and that the
game is designed to make the player want to coddle and protect her.
At the same time however, it is one thing to accuse the game of
pandering to a particular audience and quite another to say they
breed a particularly hostile one. He goes on to say that it creates a
vicious cycle of only violent games selling and being made, a claim
that is only credible if you take a very loose definition of violence
in games. Would Mario Kart 8 for example, a cutesely fun Kart Racer
where you can throw turtle shells at mushrooms be violent for
example? Or Hearthstone, an incredibly popular and successful (albeit
free to play) game? What about games where the intent is to avoid
violence like Thief? Even if we focus on multiplayer games where
would the Squid/Kid-based Ink-em-up Splatoon fit? How about Elite
Dangerous, a game where you can choose to be completely pacifist? The
point is that this is a gigantic claim that hasn't been quantified so
we don't even know if it is true.
This
isn't helped by the next paragraph which accuses the game industry of
hypocrisy if game devs “produce and support entertainment where the
killing or wounding of others is central to the amusement.” In a
situation like this, where would a game which uses violent action to
completely deconstruct the narrative of violent war games fit in
this? Because some games do indeed use graphic violence to make
particular points such as Spec Ops: The Line, one of the greatest
examples of storytelling in video games. Speaking of great literary
adaptations, I Have No Mouth and I Must Scream was an intensely
gory, horrid, disturbing game, but it used every element of its
nightmarish atmosphere and events to make particularly interesting
points about the human condition, particularly the human condition in
crisis. I would not necessarily describe them as “entertainment
where the killing or wounding of others is central to the amusement
(emphasis mine).”
per se, however they are absolutely vital to the narrative, themes
and metaphors being expressed. To
remove the violence in those games would remove the entire central
point of those games. And yet, despite that, these games read as
distinctly pacifist, or at least discretionary in terms of violent
content. They are art pieces that use violence as a vital element of
their subject matter and to
argue these games are creating a culture of culturally-shut out
violent sociopaths is completely missing the point and advocating for
an incredibly dangerous precedent of censorship: one I would not
expect from the developer of The Path.
Samyn
does at least note that this probably is not meant to be malicious,
despite the particularly hostile wording of the initial claim,
however, comparing violent media to weaponry is
such false equivalence
it is difficult to come up with an appropriate
comparison to make. It is like comparing reading a cookbook to eating
lunch, in that it is at best tangentially related to any given
violent act. Violent media does depict violence, that is a kind of
truism, but there are so many
steps that go in between a particularly abstract depiction of a
violent act and committing a violent act oneself. Samyn follows the
standard Thompsonian/Whitehousian argument that a violent game is
worse than a violent film because you actually take part in the
violence yourself, but at the same time I'd argue the opposite,
because the violence would
enacts in video games requires inputs far removed from video games.
The
final part “We can do better” is difficult to comment on without
getting very angry at its patronising, reductionist assumptions about
video gamers. However, it is hard to argue about introducing more
gamers to games that showcase a beauty in life, a beauty of
interaction, of the world, of relationships, of peace.
That is very true, and the best start to this sort of dialogue is not
to make the assumption your audience is sociopathic. The second step
is to make good games with these regards in mind.
The
problem with a lot of Tale of Tales games was that they were
intentionally niche in design, which mean they were often
inpenetrable and difficult to play conventionally on purpose. This
includes Sunset, their self proclaimed “gamer friendly” game,
which wasn't the easiest
thing. I
can think of many great games that are both fun to play and present
interesting messages about peace, tolerance, respect and other
positive themes. Nintendo seems to be very good about creating these
sorts of games with interesting ideas, although
generally they don't aim for particularly deep meaningful things.
There is also the incredibly gorgeous Toren, although that does have
sword play at times. We are
in the midst of a Kickstarter-powered adventure game boom, Minecraft
is still one of the most successful games of all time
and that provides so many messages about the importance of
observation, the beauty of simplicity and punching trees to collect
wood. A bit more of an
obscure example, Soleil teaches tolerance and respect, through a
deconstruction of the hero's journey.
There
are certain loaded terms that cannot be used in the gaming community
without ridicule, and one of them is “Murder Simulator.” It
is a phrase that has a lot of baggage, needless to say, and I don't
recall being used unironically for almost a decade by this point. For
younger gamers and those without memories that long, Murder Simulator
was a catchphrase used by disbarred Florida lawyer, anti-games
advocate and one time GamerGate supporter Jack Thompson, basically
implying that games actively teach people to kill. It was hilarious,
partly because it was an idea that only made sense if you didn't
think about it at all, partly because Jack Thompson was such a
cartoon villain of gaming culture but mostly because anyone who has
played a “simulator” game knows that they generally
aren't programmed well enough to be realistic.
We also have a problem once again with criteria, which was Thompson's
issue as well. Thompson's targets were typically limited to whichever
Rockstar game was out that particular month however Samyn doesn't
seem to be very clear with which games are objectionable.
The
problem with a lot of this article is that it reads
like sour grapes. It is
arguably better documented that Sunset was a failure than the game
was even advertised, and due
to the strong pacifist tones of many of Tale of Tales' games, it
is easy to scapegoat their failure as a hunger for violent media
brought upon by those eeeeevil
major developers and their money and enjoyable games. I
do believe it is completely petty and untoward to accuse game
developers of criminal negligence vis á vis
wrongful death by choosing to
make violent media.
It
is one thing to find a game like Hatred problematic due to its
somewhat questionable depiction of an
anti-heroic spree killer, or
GTA V's torture scene to be unnecessary in context despite the
establishment of your protagonist as a sadistic psychopath. An open
debate showcases that there are many ways to create games and how it
can progress in all sorts of directions to be even more fun and
explore ever deeper themes, and how games can tackle difficult
subjects in tactful emotive ways.
It is quite sad reading this, seeing someone with interesting though
not perfect ideas be so bitter and blinded by purpose, unaware that
the issues surrounding gaming's culture are not merely found within
but outside of the games we play. Samyn is absolutely right in that
we can be better, and honestly reading this made me feel like I do
need to keep writing Isometrics, to showcase a gaming world where
this is indeed the case, albeit not always to major critical or
commercial success.
I just hope Mr Samyn also opts to channel this apprehension
positively as well.