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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

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