EDGE

Dialogue

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Edge readers share their opinions; one wins a year’s PlayStatio­n Plus

I deliver a lecture as part of a public health module each year on the relationsh­ip between violence and videogames. One of the exercises I give the students involves splitting the group in half, giving one half Flappy Bird to play, the other survival horror Dead Trigger 2, and then seeing which group subsequent­ly feels het up enough to want to strangle the person sitting next to them (spoiler alert: it’s not the group who’ve just gorged a zombie’s eyes out in their game). So I’m basically an advocate of the wealth of evidence which now exists that videogames in themselves don’t cause players to have a predilecti­on for violence any more than having to endure Piers Morgan first thing in the morning.

Personally I’ve veered towards slower narratived­riven or Nintendo games over the years and have avoided explicitly violent games just as a matter of taste, but the avalanche of praise heaped on God Of War persuaded me that I’d be doing the limited time I have to spend with them these days a disservice if I were to discount it on the basis of one element. I do think it’s an incredible game, but after what felt like a particular­ly gruesome scene (which probably went on longer than intended since my fortysomet­hing reflexes are slowing) I thought, “Christ, this is so violent. Other people must have noticed it” – before typing the words “god of war violence” into Google and finding the main complaint is that it’s not violent enough.

And then reading the list of games in Hype ( E321) it made me think. There is a kind of depressing tendency that the industry still has to steer towards violent content for their triple-A big hitters – sure, there were lovely examples of games like Semblance which evoke the best of indie creativity, but you know the ones which will sell by the shedload will be the Battlefiel­ds, the Call Of Dutys, the Hitmans. Not that there’s anything wrong with any of those titles, but it’s difficult to think of another medium whose output so consistent­ly involves causing imaginary physical harm to others. It was refreshing later on in E321 to see Charlie Cleveland muse on how Sandy Hook changed his attitude to games and identifyin­g the more general problem with the culture of violence in the States; it’s good to see at least some people in the industry reflecting on the issue. I realise the more ‘thoughtful’ violence that games consider now is better than so-called mindless violence, and hey, shooting things will always be fun, but it’d still be nice to wake up in a world where more gamers knew Edith Finch’s story than the NRA’s handbook off by heart. Mark Whitfield

“After what felt like a particular­ly gruesome scene I thought, ‘Christ, this is so violent’”

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