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Title: | Welcome to GAMES |
Notice: | Use 501CLB::GAMES, all DOOM stuff to 501CLB::PCDOOM |
Moderator: | PCBUOA::BAYJ RS |
|
Created: | Fri Feb 14 1986 |
Last Modified: | Fri Jun 06 1997 |
Last Successful Update: | Fri Jun 06 1997 |
Number of topics: | 3127 |
Total number of notes: | 35988 |
3125.0. "Violence and Devil images in games" by METALX::SWANSON () Fri May 30 1997 13:16
I just found a very well written article on the growing amount of
voilence and devil imagery in video games. Funny, the first game
mentioned is Diablo. :')
I found it really interesting, so I figured I'd post it here.
Found it at: http://www.cnn.com/SHOWBIZ/9705/29/cyber.lat/index.html
------------
May 30, 1997
Web posted at: 7:31 a.m. EDT (1131 GMT)
By Steven L. Kent
Why do so many computer games have violence and devil imagery?
Walking through the game aisle of your local software store is a lot
like touring the hall of horrors in a wax museum. The box art for
Diablo, a product from Blizzard Entertainment that (at the time of this
writing) is the hottest game on the market, shows a glowing, snarling
red devil with ram's horns on his head and tiny yellow eyes. A few
shelves away, on the box for Shivers Two, from Sierra On-Line, is a
gray devil with deer-like antlers.
Looking around the store, it appears half of the games have devils or
violence in some form depicted on their boxes. The box art for Outlaws,
from LucasArts, displays a gunfight; Command and Conquer, from Westwood
Studios, shows a soldier watching an explosion; MechWarrior 2, from
Activision, features a menacing robot.
OK, IndyCar II, by Sierra, has race cars, and Myst, from Broderbund,
shows an island. Still, judging the computer game industry by its
covers, it looks as if computer games are mostly about violence,
killing and devils. Are computer games more violent than television and
movies?
Let there be no doubt about it: games such as Doom, WarCraft II and
Quake do contain a larger quantity of violence than found in motion
pictures or television. In fact, if such ultra-violent movies as
"Natural Born Killers" and "Reservoir Dogs" had half as many
killings-per-second as Duke Nukem 3D, audiences would become bored,
numb or nauseated.
What these games have in quantity, however, they lack in quality. For
the most part, computer game violence has a repetitious cartoon quality
to it. Most of Doom's demons die the same way whether you punch them,
shoot them with a pistol, fry them with a plasma gun or slice them with
a chain saw. They growl, splash blood and fall backward.
When characters die in movies they often seem to suffer and die slowly.
Sometimes they lose limbs or roll around in agony. Movie deaths, in
other words, take time. Computer game deaths are generally fast, one
moment a character is fine and the next moment it pops like a balloon
and dies. It's been that way for several years.
"In 1993, a little company called id released a game called Doom, which
happened to use as its theme violence, blood and Satanic imagery," says
Chris Charla, editor and chief of Next Generation, one of the most
respected computer and video gaming magazines.
"Doom did really great. I think it would have done great without that
imagery and violence, but it did great with that imagery.
"What you have in the computer industry," Charla continues, "is that
every innovation is followed by years and years of slavish copying. As
soon as Doom came out, everyone decided that the way to be successful
was to make their games Satanic and violent too. People were trying to
`out-Satan' Doom. It's not just the Satan-imagery, it's the violence
too."
Actually, before it created Doom, it released the enormously successful
Castle Wolfenstein 3D. Castle Wolfenstein 3D was just as violent as
Doom, but it was about killing Nazis instead of demons. According to
Doom and Wolfenstein 3D creator John Romero, the people playing the
games really enjoyed their violence: "No one had done a game like that
before. Of course there was the original Wolfenstein, but it wasn't as
graphic as the one that we did. Everyone could identify the music and
the characters on the screen as real Nazi stuff."
To Romero, violence, puzzle-solving and other gaming activities are all
equal, they're just things you do in games. "Mario 64 is a pure
exploration game," he says, "You run around and you collect things and
you explore. Shooters basically adds shooting on top of that... I'm
sure that we can probably come up with something else to do, but
shooting things is pretty fun."
Henry Jenkins, director of media studies at MIT, says computer game
violence "occurs because video games are taking the place of
traditional backyard boy cultures, which were rooted in violence. They
were cultures of daring, stunts, physical challenges and fisticuffs,
which were part of the way that boys in American society grew to
manhood."
According to Jenkins, whose field of study includes science fiction and
popular culture, violent games are not new for boys, but computer and
video game technology are exposing many mothers to their children's
violent forms of play for the first time. "Video games are more
controversial because they are in the house. Mothers who were never
exposed to that outdoor culture are suddenly confronting it, and
they're frightened by that violent imagery."
In Jenkins' mind, video games may even offer a safer release than
older, more traditional forms of play. "Video games take the place of
that violence and daring and offer up some of the same images, often in
a safer way. They take place inside the house and people can play them
without coming in contact with each other physically."
As Romero phrases it, "Going around shooting things is something that
you can't do in real life unless you want to go to jail for a long
time."
OK, so why the devil?
If Jenkins is correct, backyard culture may have involved violent game
play for the last century, but it certainly hasn't involved worshiping
Satan. Games such as Doom and WarCraft II are littered with pentagrams,
and Diablo, Phantasmagoria and Shivers 2 have pictures of devils on
their boxes.
"Those images are probably there for the same reason that Black Sabbath
put that stuff in their albums back in the '70s ... for shock value,"
Romero says.
"I don't think it makes games more immersive when you add Satanic
images, but some people may be affected by it. Lots of games are
immersive, but games like Doom also have this fear factor. People are
fearful of the game. That's different from point-and-click adventure
games in which there isn't anything going on emotionally."
"When you can invoke fear in people, whether it's through Satanic
imagery or dark passageways with monsters growling, that's better
feedback for the player."
Romero should know. Doom is arguably the most popular computer game of
all time.
"I don't think anybody at id worships demons," Charla said. "It was
just the look that they chose for the game."
Charla sees the appearance of occult imagery in computer games as an
extension of today's popular culture rather than an indication of
religious beliefs. "I think that a lot of games and computer gamers are
interested in fantasy stuff, and that lends itself to spells and magic
users and the occult and arcania.
"That's one origin. You end up with a lot of images that are not
Satanic in the minds of the people playing the game. They don't
consider them Satanic; they're just occult. Whether or not that means
they are automatically Satanic is a whole other argument. They're just
window dressing. They're just neat."
T.R | Title | User | Personal Name | Date | Lines |
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3125.1 | | PCBUOA::BAYJ | Jim, Portables | Fri May 30 1997 15:38 | 10 |
| Do they have a decent chat tool there? When I see things like this, I
wonder why ever single web page in existence doesn't have a conference
associated with it (well, actually I *do* know why, but I prefer not to
think about it).
I'm not quite motivated enough to write to the author, but I'd love to
"write a reply" to this "note".
jeb
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3125.2 | | METALX::SWANSON | | Fri May 30 1997 16:28 | 4 |
| No, no chat tool for *that* particular article. They have it for some, but
that one wasn't really a "news" story.
Ken
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