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Musings of a Gamer: Can Video Games Contain Positive Messages?

100_0005
Wednesday, July 07, 2010

Editor's note: Mike manages to squeeze in references to Nelson Mandela's autobiography and some intriguing questions about the nature of violence in video games into a few paragraphs. How many other video game articles you read this week can claim that? -Brett


As a teacher and a student of history, I find that I spend a lot of my time thinking deeply about world events and what relevance I can glean from history to use in my everyday life.

I'm currently reading Nelson Mandela's autobiography, Long Walk to Freedom. I was immediately intrigued by the way the South African president weaves his philosophy on politics and race relations into recounting his life story. For example, while Mandela has been acclaimed as a wonderful advocate of human rights, he makes a point of saying that he did not oppose violence in his struggle against apartheid if it would have been the best way to accomplish a goal. In my classroom, when we discuss historical events containing violence, many of my students have no problem thinking that violence can be an acceptable means of dealing with life.

I also spend a lot of my time playing video games, so I naturally have some of the same thoughts about my preferred entertainment. I've realized that video games often give us the impression that we can solve most of our problems through violence, from realistically dismembering foes in countless shooters to stomping on a Goomba's head in Super Mario Bros.

 

Take Assassin's Creed 2 as an example. In it, we get a destiny-driven reason for the conflict in which protagonist Ezio finds himself. The Templar order in the game commits terrible atrocities on Ezio and his family, but it took me a while to step back and realize that violence -- particularly via assassination -- is the only way gamers are allowed to solve his problems.

The idea of assassination as a means to eliminate conflict is an incredibly interesting one. To use Mandela again, he opposed the idea of assassination because it would not help the particular struggle he was involved with. Yet gamers have been conditioned to not think twice when given a weapon and presented with a character labeled "enemy." You must kill or be killed. Role-playing games sometimes play with this maxim, but it often turns into a bunch of anime cliches prompting players to sympathize with the "troubled" villain.

So, as always, when I wrestle with a problem of this nature, I turn it over to my fellow Bitmobbers. Is killing always the ultimate means to an end in games? Should Cloud and Sephiroth have gone to the negotiating table in Final Fantasy 7? Can we spin positive themes out from the violent story of Assassin's Creed 2 -- ideas like protecting what one holds dear and the importance of family? Or am I blowing everything way out of proportion? Please share your thoughts.

 
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Comments (7)
Chas_profile
July 07, 2010

Very interesting stuff. Being around video games my entire life, I rarely ever question why it is I'm killing my enemies. It's just what you're supposed to do, and within most games, it's what they expect you to do.

I think a game where both the player and enemies are aware that there are alternatives to killing could be very interesting.

Enzo
July 07, 2010

Excellent read.

I think killing, especially killing of the FPS kind, suits the medium well because combining the primal response to a threat to your life - albeit virtual - with real-life reflex and reaction controls seems like a fairly comfortable fit. Moreso *perhaps* than carrying out virtual negotiations while pressing buttons on a pad.

I liked Assassin's Creed 2 and played it through. I felt similarly to you.

One thing I'd add. It struck me as odd that the assassination targets (the bad guys) were given the "requiescat in pace" treatment but the hundreds of other henchmen I slaughtered were unthinkingly thrown off rooftops or whatever. Revenge on those who wronged you is one thing (I would add, IMO, murder is never justified, lefty that I am), but what about all the guys who got in the way? Did they deserve to die by association? How should Ezio feel about them?

But here's a question: what came first, the plot or the mechanic? Because it somewhat undermines discussion of the philosophy of games if the story are just a means to carry a particular kind of free-running quick-kill-combos game idea.

I've been trying to think of a game I played with a genuinely positive message. I'm disheartened by my failure to come up with one.

Default_picture
July 07, 2010

Actually, I now think that a game where the player has to deal with his own shortcomings would be much more interesting than correcting everyone else. But how would it work? It's in these areas that games need to develop.

Lance_darnell
July 07, 2010

Great questions. For me, the best type of ending was what happened between Neo and Agent Smith in the Matrix Revolutions. The only way Neo could win was to be defeated, the only way Agent Smith could be defeated was by winning. Life is so complex and interwoven that we need more games where killing is not the answer. Most times killing just leads to more killing.

100_0005
July 08, 2010

I really like what you guys are putting out there, but have any of you had a game where the messages were positive? I'm really having a hard time finding some

Default_picture
July 08, 2010

@Mike 

Bioshocks were positive depending on your political views.  As an anti objectivist piece it performed very well, though because of that you got all the usual neocons blithering about how horrid it was ("an objectivist utopia can't fail because it is perfect").

Lance_darnell
July 08, 2010

@Mike - Maybe Fable, Chrono Trigger, um, that's tough!

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