A Response to “Why I Can’t Get Behind ‘Dead Island’”
In case you missed it, an enormous buzz practically set the gaming community on fire recently. Deep Silver released a trailer for the game Dead Island and gamers across the planet sang praises and wrote about how they couldn’t wait to get their hands on the game. If you’ve seen this trailer, then you might agree the production value is high and the story engaging. However National Public Radio contributor Omar Gallaga wrote about his issues with the trailer on CNN.com last week. Gallaga writes, in part: “But, increasingly, I’m getting uncomfortable with how comfortable game developers have become with putting children in peril and, often, allowing them to be gruesomely killed.” I have no problem with that statement. After all we should be uncomfortable when children are killed, even if they are virtual children. More on that later. Let’s wrap up Gallaga’s line of reasoning first.
He concludes that point when he writes: “I wonder if our tolerance for virtual gore and bloodshed in games has numbed us to the mutilation and torture of children because they’re virtual characters…or, more disturbingly, maybe we’ve become so used to hearing about violence directed at kids that its depiction in video games is just another reflection of our culture.” Here he misses the point. I believe the premise of this conversation should not be that the game narrative reflects culture. It doesn’t. Games never have. The point should be that in order for game content to mirror society then game characters must respond to and be held accountable for their actions. In our society, there are consequences for abusing and killing children. If real people killed hundreds of zombie children on this island, you can bet they will not emerged unscathed from the event. Why is it that we accept that game protagonists have no emotions and can wade through untold numbers of zombies/terrorists/alien bad guys and not feel anything? The only game recent game character I can remember having any recriminations is Alan Wake, and then only briefly.
However the scariest part of the article is not Gallaga’s concerns about children, but rather the comments readers posted about his article. I read through most of them and the reactions of gamers must also be taken into account because they change the nature of the conversation. There were numerous deriding his views because Dead Island is “just a game” and that means the virtual characters are not real. Well of course they are not “real” but our reactions to them are very real. I like to test the “not real” theory by asking if those same players would enjoy a rape game. I wonder if they would feel the same way if asked to play a Nazi guard in a concentration camp or perhaps the captain on ship full of slaves crossing the middle passage. After all, you can’t really rape, burn, or enslave anyone, can you? It’s just a game so the argument goes.
I suspect most of them would answer that they would never play something so distasteful and offensive. But they are “just games” right? If that is the case, then why do we draw a line between is acceptable and what is too much? If these characters are not real then why should we make a distinction between “killing” them and “raping” them? Neither scenario is real. Yet we do and in doing so find justification for tossing zombie children out a window but not raping young virtual women. How convenient.
We will have to wait and see what Dead Island has to offer. It may turn out that Mr. Gallaga’s concerns about children find a larger platform with this release. I find it more likely that the same attitude we find in the comments will mute the conversation or at least relegate it to “it’s just a game.” That would be sad, though not unexpected.
Achievements Are Evil! Or At The Very Least They Change How You Game
It’s hard to remember now, but I believe my very first achievement came in November 2005 while playing Madden 06. Or perhaps it was Need For Speed Most Wanted. 2005 was a long time ago. I do remember the joy of hearing the pop that meant an increase in gamer score. Even though I have spent more than five years improving that score, I still get a thrill from hearing that sound.
For those who don’t know, achievements are in-game challenges that can be unlocked by reaching certain milestones. Each one is worth so many points and they are directly tied to your Xbox gamer score. Some of these achievements are quite easy while others require gamers to torture themselves as they tried repeatedly to unlock them.
There was time when I would look for games with easy achievements so that I could get a quick fix. Even now I will work long and hard to earn one just to know that I conquered a challenge. However five years of looking at my gamer score have reminded me that games are supposed to be about having fun. Last night a friend of mine saw my status as playing Mass Effect 1 and asked if I had all the achievements. (I do. In fact I have unlocked everything for Mass Effect 1 & 2.) I really didn’t want to take the time to tell him that sometimes I play just for fun. Yes, I worked for all those points in ME1 and 2, and yes I play NCAA Football 11 every day, but that is because I love those games.
And yet somewhere in the back of my mind, I still want to hear that pop. So I will try out new modes and play games on the hardest difficulty settings to just increase my score. I will spend weeks or even months trying to pop every achievement on the list. I will even go so far as to help others unlock them, even if it means spending all night in a game session.
Something is wrong with me.
There was a time when playing a game meant satisfying that need to have fun. ”Fun” could be beating the game or besting another player online. However when Microsoft (and later Sony) added achievements (trophies) to the game space something changed: the objectives. No longer did I set the difficulty based on how challenging I wanted the game to be. Now I had to make sure playing on normal or hard or insane or legendary unlocked “chievos” or it was all for nothing. There was now a reason to explore nooks and crannies during single player games because finding all or even half the collectables would bring achievement glory. So I would scour each level to increase my gamer score by ten or fifteen points. I would find online guides to help secure every piece of intelligence sitting on table or under a tree in Modern Warfare 2. And once that achievement popped, I could brag to my friends who didn’t have it that I was a master at exploration.
Blast you, Microsoft!
I’m at the point where I have to look at the achievement list before I start to play a game. Worse, I check it often to make sure I am not missing out on any. And if I do miss some, I will go back and replay a chapter or even an entire game just to get 50 more points. I’m not strong enough to ignore achievements. They call to me from the other side of the television screen.
In doing this Microsoft and Sony not only fill a need in my gaming soul, but they actually create the need that they now seek to fill. Evil. Pure evil. My gaming habits are now forever and irrevocably altered to play the game as they see fit. For the “honor” of bragging to friends and comparing gamer scores, I have molded my game play to make sure I max all the classes in Bad Company 2 (achievement unlocked!), complete Halo Reach on legendary (achievement unlocked!), and find every single novel page in Alan Wake (2 achievements unlocked!).
Brilliant idea Microsoft. Evil, but brilliant.
In Search of Real and Relevant Enemies: China, Russia, and Korea
Homefront. Six Days in Fallujah. Medal of Honor. Operation Flashpoint: Red River. These four games have several things in common. They are all shooters set in the present day, feature modern weapons, and require large budgets to produce and publish. However more than that they also share the fact that they each present either a current American enemy or a nation considered in some way threatening to the United States or her interests. The much talked about but never seen Six Days would have featured the Iraqi Army. Medal of Honor of course pits the United States against the Taliban. Homefront speculates what would happen if a united Korea invaded the Western United States. Lastly, Red River has the US Marines in Tajikistan opposite the Peoples Liberation Army of China.
This notion of having players test their gaming skill against present day enemies is nothing new. Shooters from the last console generation (Ghost Recon, Rainbow Six, and others) allowed players to kill Russians, Mexican rebels, and of course terrorists. There is something thrilling about taking a current headline and weaving it into an action game. For some reason, the excitement intensifies when you replace a fictional conflict in an imaginary country (Full Spectrum Warrior) or a speculative battle (Close Combat: First to Fight). The idea that this is either happening now or that it could happen sometime in the near future adds the sense of authenticity to the conflict.
Take Red River for example. Like it’s predecessor, Operation Flashpoint: Dragon Rising, Red River features the PLA as the enemy force. Dragon Rising took place on the imaginary island of Skira after an elaborate tale that created a scenario where the US had to aid ally Russia against the Chinese. In the trailer for Red River, the Chinese are again painted as aggressors who have their own agenda to fulfill by securing their border with Tajikistan. The Chinese are to be feared because they field a large, modern army and the will to use it against the Americans. So like the latest Tom Clancy thriller, the player can now experience possible real-world events in foreign lands that allow the United States to combat a fierce and possibly real enemy. In fact, the scenario in Red River does not seem all that plausible. The same for Homefront, but given the condition of current US relations with both North Korea and China and the size of their respective armies, some clever writing can now produce a gaming thriller. Plus there is the added benefit of not telling the tale of a current US war and thus avoid the controversies that swirled around Six Days and Medal of Honor.
The list of possible US enemies is short: North Korea, China, and Russia. Who else can field an army to match the United States? Recent titles Call of Duty 4: Modern Warfare and Battlefield Bad Company covered the Russian angle, including an invasion of the United States in Modern Warfare 2. It is interesting to see how a former Cold War enemy still appears threatening years after the collapse of the Soviet Union. Old fears of communism live on as these three nations continue to present a military threat (at least in the game world). The communist nature of China and Korea allows game publishers to skirt the race angle by reminding us that these nations are always aggressive against their enemies. However they do that because they are enemies of democracy and freedom, not because they are people of color. In a world where the main US adversary is a shadow network of terrorists, game developers and writers need to create enemies who are dangerous while at the same time somewhat realistic. The easiest way to do that is to draw upon old fears of communism and the modern version of Yellow Peril (even if the writers do not voice this fear). It serves as a reminder to that the United States does not entirely trust these other nations. We know that while things are fine now but they can deteriorate at a moment’s notice. And because these countries are so powerful, to lose their good will means to invite armed conflict.
In the case of Russia, often times some old party member seeks to reinstate the Communists, while both Korea and China seek to settle old hatreds by securing their borders and the surrounding territories and thus present a launching point for war. All these scenarios become possible since these nations continue to be demonized by American government and media: Russia and North Korea for their aggressive political and military might and China for its economic power. In turn they become natural choices for virtual conflict.




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