The Fullbright Test

This, I like - Fullbright's post on Legitimizing Violence. A response to the violence-in-games issue which doesn't reduce to denial or hand-wringing.

I think his solution is a good heuristic. You could trim it further: he says 'an individual with a name and a face', and then is forced to add a caveat that names and faces aren't necessary. '...unless the victim is an individual' works fine for me. I'm not sure about 'legitimate', either. But I'm quibbling.

(My own ambivalent relationship with violence in games - I enjoy first-person shooters, but I always wince when I see the 'pedestrians killed' counter in GTA - is one of the reasons for Fallen London's different kind of death. The Game of Knife and Candle is cricket with cleavers, the Dangerous track has you 'die' semi-routinely, but the distinction of permanent death - or the leprous living-death of the tomb-colonies - can carry actual consequence.)

Specifics aside, I applaud his call for crunchy, measurable heuristics that we can use for discussion and design about what's responsible, what's interesting, what's consequential. We have been sitting around complaining about the state of the art and vaguely claiming that it'll be different in the future for a long time now. Games have specific problems here that other media don't.

Mamet said (I paraphrase) that the only real purpose of violence in drama is to illustrate consequence and reponsibility: therefore, drama where violence occurs without consequence is empty gratification. He draws a parallel with feel-good films which allow us to feel saintly by empathising with a dying innocent, and then reassure us in the last act with a magical cure or a heavenly light: no tragedy, just glurge.

Games are remarkably effective engines of gratification. And that's *fine*. Sometimes a game is just a game. Play can just be play. But if we want to do more than that, we need to have a mature conversation - one where we don't turn cartwheels every time another five-minute Flash art game comes along because it interrogates the form, where we don't give Bioshock a pass on the old ultra-violence because it takes a few pot-shots at Ayn Rand along the way. That means looking critically at games we like as well as games we don't. That means getting specific.

[munged from comments on Fullbright's blog]

Tags:

Comments (10) -

Arthur
Arthur
7/18/2010 5:16:38 PM Permalink

I am a big fan of the idea that play can just be play and sceptical of the utility of games striving to do something different. In my opinion, play is what games do best by a mile, and I think you always get the best results by playing to a medium's strengths rather than its weaknesses. There is compelling evidence that play is as essential to us as food, shelter, and love, so I see play not as a means to an end but a perfectly worthy and valid end in itself. And if you try to do something different all you end up doing is undermining what games do best to try to achieve something the medium just ain't suited for.

Alexis
Alexis
7/18/2010 6:04:38 PM Permalink

Michelin doesn't undermine food, Pevsner doesn't undermine shelter, poetry doesn't undermine love. I've never heard a player say EBZ was ruined because we do attempt some modestly thoughtful things. It's just another lens.

iskandra
iskandra
7/18/2010 10:20:38 PM Permalink

So, I am playing cricket with cleavers....and I'm good at it. That is a frightening thought, considering I still don't understand cricket rules!

Oh, and I do enjoy a bit of the old ultra-violence in games, especially first person shooters, which is apparently a very un-womanly thing to do. And kudos for the Clockwork Orange reference- I used the book last semester as an example of creative word-formation in novels...and being called "Alex(andra)" myself surely isn't helping. Then again, "Alexis" is almost Alex, too... Wink

I do see the difference between running over pedestrians and killing nameless evil bastards- the former always felt "wrong" to me, too.

Arthur
Arthur
7/19/2010 2:39:29 PM Permalink

@Alexis: But you can't eat a Michelin review, you can't live in a Pevsner guide, you can't fall in love with a poem. EBZ attempts some modestly thoughtful things but it succeeds because this inspires modestly thoughtful play - choosing whether to help the devils or the clergy, opting to boost your dreams in the hope of later enlightenment or go for a regular job to get concrete benefits now, holding the fate of a Comtessa in your hands, that sort of thing.

Herm
Herm
7/19/2010 7:45:03 PM Permalink

@Arthur: And, case in point, months later I still wonder what would have happened if I had made the other choice with the Comtessa!

@Alexis, @iskandra: I don't enjoy killing nameless characters either.  I'm conscious that they'll respawn.  Also, unless they drop money, I get nothing material out of it.  My play style in GTA is totally different from that of my brother, who never gets tired of knocking down and beating prostitutes.

On the other hand, being attacked by nameless cellar rats/monkeys/mudcrabs/displacer beasts/whatevers is something I've mentally accepted as being "just how you progress" in my home genre.  Still I'd really prefer to be given the choice not to kill certain types of creature (mostly canidae, really*) if I choose not to.

#EBZ is good for that, because if I don't want to shoot wolves, nobody's making me play that storylet.


*(I've never personally come across a game that forces you to fight any Manidae or Ailuridae, although perhaps Kung Fu Panda would provide an example of the latter.)

Lola Raincoat
Lola Raincoat
7/21/2010 1:04:49 AM Permalink

I disagree with Arthur: getting these glimpses into the esthetic and ethical decision-making process that goes into building the game adds greatly to the pleasure I take in it, and it's fantastic that you all are so thoughtful about it. For example at some point somebody explicitly mentioned the critic Edward Said in discussing the part "Oriental" plays in Fallen London, and I said "oh, thank you!" out loud, because it was such a relief to know that the game-builders had anticipated and thought through some of my concerns about race and history (real and imagined) here.  Similarly with violence - it's great to know that you all are thinking about it, even if you end up with slightly different conclusions than I might have preferred. There are a lot of games out there for people who want play to just be play - I love this one because it's a rare change from that.  

Arthur
Arthur
7/21/2010 5:05:57 PM Permalink

@Lola: You seem to be assuming that play can't also be thoughtful when it comes to aesthetics and ethics, which I don't think is necessarily the case. I believe there is such a thing as "serious play". It's just that it tends to get forgotten about because in these sorts of discussion people assume "play" equates to "pointless messing about", which I think is a sad reflection of how much we undervalue it.

Reynolds
Reynolds
7/21/2010 5:30:45 PM Permalink

Lola, Arthur = the site troll, nod & smile, don't get sucked in! Laughing

Arthur
Arthur
7/21/2010 5:44:18 PM Permalink

@Reynolds beg pardon?

Supra TK Society
Supra TK Society
7/23/2010 5:34:59 AM Permalink

The content from your own blog is rather remarkable, I love it very much. I like writing something in spare time. Your writing style is worth to learn. thanks. Also you can reach me via http://www.supras.cc/supra-tk-society-10/ , let's learn and make progress together.

Add comment

biuquote
  • Comment
  • Preview
Loading