{"id":185789,"date":"2015-03-19T16:00:00","date_gmt":"2015-03-19T20:00:00","guid":{"rendered":"https:\/\/jbsgame.com\/lots-of-games-are-morally-bankrupt-we-get-it\/"},"modified":"2015-03-19T16:00:00","modified_gmt":"2015-03-19T20:00:00","slug":"lots-of-games-are-morally-bankrupt-we-get-it","status":"publish","type":"post","link":"https:\/\/jbsgame.com\/lots-of-games-are-morally-bankrupt-we-get-it\/","title":{"rendered":"Lots of games are morally bankrupt, we get it"},"content":{"rendered":"
With Hotline Miami 2<\/em> recently released, I realized I am really, really tired of games that belong in its genre. When I say “genre,” I refer not to “action games” or “indie games” or even “violent games,” but a subtler, more hypocritical classification: I’m referring to videogames that criticize violent videogames and their fans, while <\/span>still being violent videogames<\/span>.<\/span><\/p> Hotline Miami<\/em>. Far Cry 3<\/em>. Games that turn a mirror on the player and say, “look at you! Look at how much you <\/span>love<\/span> simulated, throwaway violence, you absolute monster! Let me rub your nose in how gross you are…by filling your screen with lovely, lovely violence!”<\/span><\/p> There are much better ways to deal with violence in videogames, and they don’t involve hypocrisy.<\/span><\/p> Most games are horrifying celebrations of violence and empowerment that prioritize aggression over compassion, and competition over empathy.<\/p> And that’s completely fine.<\/p> (So long as the game, and the audience, know that that’s what is going on.)<\/p> We all — to some extent or another — are aware that the art and media we engage with can often be full of shit. We often love our art for being full of shit! I love Doctor Who<\/em>, and it’s one of the most full-of-shit television shows of all time! It champions optimism and mercy without ever approaching anything even remotely similar to a real-life dilemma, and — so long as you know that’s what it’s doing — it’s a perfectly fine bit of escapism.<\/p> And so it is with violent videogames. Yes, it’s really, really weird that you run around massacring orcs because They’re The Bad Guys, and it’s even weirder that we were more excited to massacre them in Shadow of Mordor<\/em> specifically because they felt more human. They felt like people with lives and backstories and that made it way more satisfying to slice their heads off what the fuck.<\/p> <\/p> But! It’s escapism. It’s full of shit, but it’s full of shit in a way that is decidedly fun and effective. Should we ask greater questions about why Shadow of Mordor<\/em> is fun, and consider how its fun-ness might be inexorably linked to racism and classism<\/a>? Absolutely. Should we stop playing Shadow of Mordor<\/em> and paint everyone who enjoys it as an enormous pile of human waste? Of course not.<\/p> Or, to quote Anita Sarkeesian: “It is both possible (and even necessary) to simultaneously enjoy media while also being critical of its more problematic or pernicious aspects.” (A quote that, if more people actually listened to, might have resulted in a way goddamn calmer gamer culture over the past few years.)<\/p> So, it’s okay to enjoy sadistic, weird, violent bullshit, so long as all parties involved know that that’s exactly what they’re doing.<\/p> The only real problem, to me, is when that bullshit starts pretending to be about something else.<\/p> Going back to Shadow of Mordor<\/em> — which was unquestionably my favorite game of last year — I loved the over-the-top violence and the multitude of horrific things that you could do to your enemies. I distinctly did not love the story that tried to morally justify those things. The story of Talion’s vengeance, and how justified he was in killing all those orcs because they are inherently “vile, savage beasts” (again, you should really read Austin Walker’s article<\/a>), is kind of nonsensical. It gets the player from A to B, sure, but it never stopped feeling weird for the game to paint Talion as a hero with one brush, and then allow you to decapitate an orc who is defined by a very human, relatable fear of fire moments later.<\/p> But we’ve heard this argument before, right? Ludonarrative dissonance, blah blah blah. We’ve heard this argument so much, in fact, that it spawned an entirely new genre of games: the Violent Games That Criticize Violence And People Who Enjoy Violence genre.<\/p> Anyone who has played Hotline Miami<\/em> will remember the constant, enigmatic questions posed to the player by its cast of animal-faced murderers.<\/p> <\/p> “Knowing oneself means acknowledging one’s actions.”<\/em><\/p> “You like hurting people, don’t you?”<\/em><\/p> “You’re not a nice person, are you?”<\/em><\/p> “Do you like hurting other people?”<\/em><\/p> On its surface, these questions — questions that many games pose to their players — are deep, interesting queries.<\/p> Functionally, though, they do nothing but jab an accusatory finger at the player. You fucking caveman, they shout. What’s wrong with you? Why do you like this horrible, violent pornography?<\/p>