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| On Game Violence - Great Influence Carries Great Responsibility | |
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| Tweet Topic Started: Jan 27 2013, 04:57 AM (210 Views) | |
| TSL | Jan 27 2013, 04:57 AM Post #1 |
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No daylight, I'm too weak to face it!
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Read: http://alloyseven.com/articles/game/item/108-gaming-influence-responsibility Watch: |
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| thinkfreemind | Jan 28 2013, 04:14 AM Post #2 |
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One way to make death more meaningful in a game is to make life more more important. When I think of multiplayer FPS games, none did this better than the old Ghost Recon games on the Xbox. The most popular multiplayer game mode was a last man standing FFA, and some of those matches could go on for over an hour. Not only was this amazing for the gameplay in terms of the tension it built as the match went on, but it made everyone in the game focus more on their survival than killing. Games like CoD just cannot come close to matching that level of importance on life. I mean, we've all played those multiplayer sessions where everyone runs to the same cave area over and over again because that's where everyone else is. It's all about getting the most kills, so as long as you took someone with you before you died, it's all good. In this situation, there is no value placed on death because players don't even have to value their own (digital) lives. Just respawn and repeat. Edited by thinkfreemind, Jan 28 2013, 04:14 AM.
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| njinear2b | Jan 30 2013, 01:27 PM Post #3 |
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It's my job to ensure they are playing games, watching shows and listening to music that does not breach the morals I'm working to instill in them. That about sums it up right there; people should take responsibility for their own actions and not blame various media; a movie didn't spark a riot; a game didn't cause a mass shooting; a book didn't lead to a hate crime. All that stuff is because of nut jobs who cannot face reality without looking for an easy out, and sadly, people fall for it every time. It's somewhat ironic that folks often don't have the same viewpoint until they themselves experience an act of violence or whatnot. Just look at the game rating system. As I've mentioned before, violent content is fully condoned across the board with a rating based solely on the acts depicted. What's different between a smurf bashing someone in the skull with a marsh mellow and a commando using a grenade? The grenade is more realistic? Give me a break - it's still teaching kids to use violence to a solve a problem. With that out of the way, I'm not sure I've ever followed the notion that creative endeavors have any kind of responsibility to meet "community standards." A game, in particular, is make believe; why must it follow any of society's guidelines of acceptable behavior? The whole idea is to detach oneself from preconceived rules and structure... okay, they have "goals," but who is to say that the player cannot improvise? As a consumer, if I don't like the content of something, I don't buy it, watch it, or consider it valid. I certainly don't go out and protest or run amok because I found it offensive. Lock up the loonies and let the creative people express themselves no matter how silly or ridiculous it may be. Nice article by the way. :) |
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9:21 AM Jul 11