Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
Why Game? 1 - TextFiles.com
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very inappropriate phrase. It’s nice not to be<br />
treated like an idiot sometimes.<br />
So how about a game bent around total<br />
control? Specifically, interrogation seems the<br />
easiest way to do this. It’s a well-documented<br />
phenomenon that prisoners and guards are both<br />
necessary to a functioning state (police or<br />
otherwise) but still invoke revulsion in all of the<br />
population (They differ only on what counts as<br />
torture and what counts as too human to<br />
torment). There are hundreds of scenarios from<br />
which to choose. One could make a historical<br />
simulator with no shortage of scenarios, a<br />
testament to human creativity and the power of<br />
pain to destroy resolve and fix problems. Will<br />
you break prisoners in Solovki or Gitmo? Play<br />
the Catholic inquisitor cleansing Spain or put<br />
Buddhists to the sword in 11th century India?<br />
The box art practically writes itself.<br />
This is something that is depraved in a way<br />
that stomping on digital hookers is not. It is<br />
both true and real, illustrating human nature<br />
and history in a medium that doesn’t dig into<br />
much of either. I played through HL2, and<br />
through the exquisitely painful carpal and ulnar<br />
choruses resounding through my dominant arm,<br />
because it was showing me a little bit of both.<br />
The farcical violence of teenagers doesn’t<br />
require thousands of pages of ledgers in which<br />
to track prisoners, divide by gender, separate<br />
the sick from the dying and dead, make tallies<br />
of boots and clothing and fillings and whatever<br />
else can be seized. A game like Grand Theft<br />
Auto can’t simulate the hundreds of otherwise<br />
ordinary people doing what we consider<br />
extraordinary violence to ensure the machine<br />
runs smoothly. It’s far beyond game violence<br />
because such things are normally faceless, and<br />
done in the name of some sort of understand-<br />
able fantasy, like survival against all odds or a<br />
very nice car.<br />
It’s a decent violence because it tries to say<br />
something about itself.<br />
From a political perspective, it would be<br />
interesting to track what sort of people play<br />
such a game, and what scenarios they pick. Will<br />
the <strong>com</strong>fortable middle-class kids with the Che<br />
Underoos walk in the digital footprints of their<br />
idol and torture homosexuals, journalists and<br />
other counter-revolutionaries for the sake of<br />
international socialism? Will hawks pick a<br />
modern American scenario and only find<br />
validation in tormenting jihadis, farmers and<br />
whomever else is unlucky enough to be in the<br />
wrong place at the wrong time? Breaking the<br />
politically brittle is fairly simple; but what about<br />
savagery from another time and place? Can<br />
moral revulsion – or an appreciation for the<br />
practicality of brutality in certain places and for<br />
certain goals – be induced by a game on<br />
purpose?<br />
Imagine if you will, something we might<br />
call the reverse Jack Thompson effect; the<br />
spectacle of games assailing politicians for their<br />
amorality. Ideally, this mythical simulator of<br />
human nature would be apolitical, and designed<br />
only to make a point about human nature and<br />
the reality of brutality separate from one’s<br />
political opinions. However, that’s more or less<br />
impossible, and perhaps unnecessary. All it<br />
would take is one success from one political<br />
viewpoint for their ideological rivals to respond<br />
in kind.<br />
Thus begins the equivocation. The Nazis<br />
were worse than the <strong>com</strong>munists. The <strong>com</strong>mu-<br />
nists weren’t as bad as the bankers. The<br />
Ottomans were not nearly as savage as the<br />
Aztecs, and both were eclipsed by singular<br />
exploits of Andrew Jackson.<br />
At least someone somewhere will be<br />
proving a point about something. My hope would<br />
We Shall Meet in the Place Where There is no Darkness 25