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Violence
Written
By: Siou Choy
Violence.
Perhaps the first thing that comes to the mind of parents, and
non-gamers in general, in regards to the subject of video
games. Simulated violence, they are quick to tell us,
acclimates and eventually leads kids to perform real-life acts
of violence. That's the way it works, isn't it? After all,
current trends in "pop" psychology tell us that
people per se are nothing more than "victims":
mindless drones, susceptible to influence by anything they
view on TV, listen to on the radio, or play on their favorite
video game systems, right? In the face of such a typically
cynical reactionary and totalitarian assessment, I most disrespectfully
disagree. Though it may often seem unwarranted in light of our
species' overall behavior and some rather disturbing societal
trends as we enter into this new millennium, I nonetheless
retain a bit more faith in the intelligence and capacity for
individual self-determination of the human race.
Parents,
politicians and the opinion-makers of the media have to give
the gaming public (not to mention the people as a whole) more
credit for being capable of independent thought.
Concomitantly, the people have to begin to (re)learn to assume
individual personal responsibility for their actions (or
inaction). Anyone with any semblance of a brain is fully aware
that just because Superman can fly, that doesn't mean that we
can too. So why should it follow that just because the video
game hero du jour guns down his virtual-reality opposition (as
if this weren't common and accepted practice in television cop
shows and cinema per se) the gamer is bound (by fate? by the
stars? by some irresistible, unstoppable unconscious
influence?) to pick up the nearest available gun and go on a
rampage the next time he or she gets pissed off? Yet and
still, as noted previously, we're subjected to these exact
scenes being played out at the movies or on prime time
television. As any Hollywood pundit could tell you, all the
best, most dependable box office comes from the
"action" "police" and "gangster"
genres, which seem to achieve new heights of popularity in
direct correlation with ever increasingly graphic displays of
(generally gratuitous) violence. So why does the video game
industry inevitably take the brunt of the attack? Mind you,
this is not pointed out in order to suggest increasing
regulation of the former industries, but rather with the
rationale that the individual should be the barometer
of choice; and that implies and hinges upon said individual
being both capable of and responsible for self-regulation. The
next barometric step outward from individual responsibility
lay not with the government or the all-too prevalent delusion
of the "institutional caretaker", but with the
individual family unit, which unit should be the ultimate
arbiter of what they or their children are (or are not)
exposed to. Anything less leads to the sort of participatory
surrender that has been occurring in this country since the
1980s - a renunciation of personal rights under the assumption
that someone out there (media? school? government?)
will "take care of" everything. The sinister
corollary of such a nonsensical presumption, of course, is the
complete and total lack of realism in the implicit assumption
that said "caretaker" has one's own best interests
in mind. In the interests of remaining concise, I won't even
delve into the related issue of the lawsuit-oriented, personal
responsibility-shirking childishness of the "victim
mentality" our yuppified society seems to have utterly
sold out to over the past 20 years. Suffice it to say that any
self respecting existentialist would puke on seeing the
prevailing mindset of the day.
Video
games are a form of entertainment. How can people be
"entertained" if the very aspects of a given thing
that make it enjoyable are removed or made difficult to get?
The real problem here is a fundamental flaw in the
"yuppie" cultural paradigm: to wit, despite their
assertions of "quality time" and the like, there is
a serious problem with putting career and cash inflow above
parenting. The TV is not a babysitter, nor should it be.
Neither does it assume the guise of a role model. Similarly,
video games are not, and should not become, de facto
"parents" or "guardians" over successive
generations of "latchkey kids". People, individual
people, are supposed to assume that role, not advertisers,
media pundits, or entertainment producers. It's high time
these irresponsible "adults", who only decide to
assume that role when protesting or calling for regulation
over cultural phenomena they know little or nothing about
(outside of sound-bite level coverage from an increasingly
irresponsible and sensationalistic news media), got off their
guilt-racked soapboxes and started taking responsibility for
their own lives and problems, and got down to some good old
fashioned child rearing. It's high time that these sorry
excuses for adult human beings stopped worrying so damn much
about paying for their new SUV's and fretting over their stock
options, and started getting their hands dirty on a street
level, in the same way their parents, or at the worst, their
grandparents did, and strive to actually parent, appreciate,
and set a good example for their own children. It's about time
these conditional "parents" stop letting the TV
babysit for them and made an attempt at raising their children
themselves. But this is unlikely and too much to expect; it's
far easier to find scapegoats for your own deficiencies as
parents (and as human beings per se). Don't take a personal
and existential responsibility for your own problems, faults,
actions, and inaction; blame the TV, Hollywood, the music
industry and (gasp) video games - please, Mr. Government,
regulate our lives! We can't do it without you telling us what
to think, how to live, what to say! Has anybody read Orwell,
here, or is it just me? Such a person, with such an attitude,
is and should be beneath the contempt of any intelligent,
rational, thinking individual; and yet, of such (and almost exclusively
of such) is our post-millennial society apparently made.
Never mind
that most of the people complaining about violence in video
games have never seen, much less played any of the games in
question (whether or not such games are actually resting on
their children's shelves). All they have to see is a screen
shot or two of (just as an easy example) zombies attacking
people and that's the end of it; these suddenly highly moral
activists are off on a crusade to save the world from the
"evils" of video games. While it is true that there
are some violent games out there, such games are generally
clearly marked (if not already apparent from the cover photos
and blurbs) as not intended for younger audiences. So next
time, before you let your seven year old walk into a store to
buy a copy of Resident Evil, and later decide to attack Capcom
and the video game industry for making such an
"abhorrent" game, you had better think long and hard
instead about how your kid got that game in the first place.
Those ratings on the game are there for parental information
and consumer guidance (they're certainly not for the kids, who
could care less), just like those on Hollywood films (and are,
in fact, more accurate; in my experience, swearing and sex are
not to be found in the equivalent of a "PG" rated
video game).
I believe
it is an absurdity that the consumer is no longer
"allowed" to use a light gun in home video games
(despite the fact that their arcade progenitors use and
require the same) because it will somehow magically force
gamers to harm others or "copycat" what has happened
on the screen. I admit, I love shooting a 2 or 3D polygonally
rendered zombie as much as the next person, but I also enjoy
testing such skills in goofy, lighthearted games like Point
Blank, which I find just as much fun if not more so. I don't
remember people being in an uproar when Duck Hunt first came
out for the Nintendo. Weren't people worried there would be a
sudden rash of duck shootings? Or was that in a time when
people had more common sense? Perhaps that was in a time when
the media chose to focus on real issues, rather than
pseudo-"liberal" regulatory nonsense and an
overarching agenda to remove, one by one, the rights of
Americans by convincing them that they "need"
official legal and governmental regulation; after all, one
can't do anything for oneself, right? Such thinking (and more
importantly, resultant legal and political action) is as much
a sin of omission (sitting back and letting it happen) as
commission (making it happen), with the ultimate result being
an effective sociopolitical/legal denial of the average
person's capability for independent and rational thought, much
less action, does anybody else smell a dictator coming? Or at
least a military state? Whatever the trappings and ostensible
credo of the forces influencing the gullible of society
towards such ends, the end result is the same. There was no
greater "Hitler" than Stalin. Tienamen Square was
the handiwork of Maoists. The "usual suspects" are
not the only enemy in this (or any) regard.
Not
surprisingly in such a climate and social milieu, video game
software and platform makers have been forced under the thumb
of such "irate parents" and "concerned"
politicians. Sega decided against releasing it's own gun for
the U.S. release of their Dreamcast, in a rather sad and sorry
attempt to take the diplomatic route against "gun
violence" (or more realistically, to keep a small but
vocal contingent of pro-regulatory activists quiet and happy).
Similarly, other companies have taken the same route and
removed the gun from shooter games that are available, in
their arcade form, in Japan, but not here. Not only is this
abject nonsense, but it destroys the entire premise of such
games. How can you make a shooter that doesn't use a gun? Why
bother making the game at all? As good as a given controller
may (or may not) be, it just doesn't cut it for such a game.
What next, take the steering wheel away from our racing games,
since racing games could produce aggressive drivers? Using the
same (ill-)logic, doesn't it follow that a racing gamer would
leave his virtual race only to get out on the roads and play
"pole position" for real? If people are smart enough
not to drive like they do in video games (admittedly, this
seems to be less the case each day, but still), I would say
it's a safe bet that those same individuals should be rational
enough to not go out on a shooting spree after playing a given
survival horror or shooter game.
And yet,
all this being said, and despite all the attacks on violence
in video games, the first person shooter, of all
things, has achieved an amazing high in popularity of late.
Perfect Dark became a fan favorite a very short time after its
release. Likewise, similar games like GoldenEye and Duke Nukem
have remained consistent favorites, gaining new fans
continuously to this day. These games, mind you, do not use or
require the use of a light gun. Is this somehow
"better"? Again, don't let me be misconstrued here
as if I were attacking such games; this is brought up merely
to prove a point. Such games, as Freud would have said, are
cathartic; a fun and more or less harmless way to release some
aggressions and stress that the gamer may be feeling. A bit of
common sense: it is far better to beat up a "bad
guy" in a video game than to take it out on your boss or
whoever else might be the source of your stress and anger at
the moment.
People
attack the video game industry because it's an easy target.
It's out there, it makes money (making it a prime target for
lawsuits) and it's very public; more importantly, at least
insofar as software, it remains mainly the domain of teenage
computer geeks and silicon valley types (and thus doesn't seem
to have the established clout and high-powered legal backing
that Hollywood does). More, just in general, it's far easier
to blame a given industry, indeed, any given scapegoat, than
to take responsibility for societal issues and problems
ourselves. I firmly believe that if parents would actually
bother to take the time out of their all important, artificial
and self-created "busy schedules" to actually take
an interest and become involved in what their kids are doing,
such children will in all likelihood never become some
sort of gun toting maniac or the like. But to take the current
tack of ignoring them, while simultaneously taking away all
the privileges and rights that they, and we, had as kids
ourselves, we only succeed in turning previously innocuous
objects and events into charged ones, making them somehow
"bad" and "taboo". And this, far more than
any innate qualities of said objects and events, is VERY
likely to push those same children into becoming the very
thing it is feared they might. Isn't it time for people to
stop all this nonsense and take a good hard look at themselves
before they start pointing the finger at everyone else?
Posted:
2-13-01
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