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	<title>Comments on: Lay down your guns</title>
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	<link>http://redkingsdream.com/2010/07/lay-down-your-guns/</link>
	<description>reflective musings and retrospective mutterings</description>
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		<title>By: The biggest problem facing the games industry &#171; RedKingsDream</title>
		<link>http://redkingsdream.com/2010/07/lay-down-your-guns/comment-page-1/#comment-826</link>
		<dc:creator>The biggest problem facing the games industry &#171; RedKingsDream</dc:creator>
		<pubDate>Fri, 22 Oct 2010 23:34:28 +0000</pubDate>
		<guid isPermaLink="false">http://redkingsdream.com/?p=1830#comment-826</guid>
		<description>[...] Sometimes the marketing department is right when it tells the game designers they need to add more stupid guns and stupid &#8220;badass&#8221; characters if they want to be able to keep paying off their [...]</description>
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<p>[...] Sometimes the marketing department is right when it tells the game designers they need to add more stupid guns and stupid &#8220;badass&#8221; characters if they want to be able to keep paying off their [...]</p>
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		<title>By: n.n</title>
		<link>http://redkingsdream.com/2010/07/lay-down-your-guns/comment-page-1/#comment-735</link>
		<dc:creator>n.n</dc:creator>
		<pubDate>Wed, 18 Aug 2010 07:46:07 +0000</pubDate>
		<guid isPermaLink="false">http://redkingsdream.com/?p=1830#comment-735</guid>
		<description>In the case of Mirror&#039;s Edge, I do think that the combat makes for an interesting risk/reward system, where &quot;reward&quot; is defined in terms of quicker level completion by bypassing enemies, and &quot;risk&quot; in terms of the chance of failing the level due to bypassing enemies and being shot in the back.

Unfortunately it is balls-out hard if you try the non-violent route, which constitutes more of a balance issue than anything else.

Fallout 3, on the other hand, I can partially agree with. VATS is OK, but there&#039;s so much they could have done with it. If you could force an enemy to surrender by shooting him in both arms, or stop him from escaping (and returning later with help) by shooting him in the leg...

As for the &quot;significant enemies&quot; thing, I find myself agreeing with Gaynor, but not completely. Shadow of the Colossus, for instance, bears out his argument. On the other hand, I think the John Woo flicks have a particular aesthetic to them that couldn&#039;t be achieved without the use of nameless mooks (see: Resonance of Fate).

But then Hideo Kojima already pre-empted this conversation. Notice that his inclusion of dog tags in the MGS series (which does its damnedest to raise questions about violence) pretty much stands as an ironic counterpoint to Gaynor&#039;s assertion.</description>
		<content:encoded><![CDATA[<p>In the case of Mirror&#8217;s Edge, I do think that the combat makes for an interesting risk/reward system, where &#8220;reward&#8221; is defined in terms of quicker level completion by bypassing enemies, and &#8220;risk&#8221; in terms of the chance of failing the level due to bypassing enemies and being shot in the back.</p>
<p>Unfortunately it is balls-out hard if you try the non-violent route, which constitutes more of a balance issue than anything else.</p>
<p>Fallout 3, on the other hand, I can partially agree with. VATS is OK, but there&#8217;s so much they could have done with it. If you could force an enemy to surrender by shooting him in both arms, or stop him from escaping (and returning later with help) by shooting him in the leg&#8230;</p>
<p>As for the &#8220;significant enemies&#8221; thing, I find myself agreeing with Gaynor, but not completely. Shadow of the Colossus, for instance, bears out his argument. On the other hand, I think the John Woo flicks have a particular aesthetic to them that couldn&#8217;t be achieved without the use of nameless mooks (see: Resonance of Fate).</p>
<p>But then Hideo Kojima already pre-empted this conversation. Notice that his inclusion of dog tags in the MGS series (which does its damnedest to raise questions about violence) pretty much stands as an ironic counterpoint to Gaynor&#8217;s assertion.</p>
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		<title>By: Fraser Allison</title>
		<link>http://redkingsdream.com/2010/07/lay-down-your-guns/comment-page-1/#comment-706</link>
		<dc:creator>Fraser Allison</dc:creator>
		<pubDate>Wed, 04 Aug 2010 00:01:31 +0000</pubDate>
		<guid isPermaLink="false">http://redkingsdream.com/?p=1830#comment-706</guid>
		<description>Bradley:

Thanks for your comments, but I think you have a slightly twisted understanding of what I&#039;m saying and why.

The fundamental problem isn&#039;t that violence in games is meaningless, but that violence is overused as a design crutch even where it&#039;s detrimental to a game. Violence can enhance the experience of a game in a number of ways, and narrative meaning is just one of these ways; I mentioned meaningful violence only in regards to Fallout 3, as the core experience of that game is narrative meaning. By contrast, while I do think the awkwardness of violence is thematically consistent in Mirror&#039;s Edge, that doesn&#039;t make up for the fact that it hobbles the core free-running experience by breaking up the flow.

The quality of a game element can be broken into several factors, some of which are &quot;fun&quot;, &quot;meaningful&quot; and &quot;interesting&quot;. Any of these can contribute to the experience if they&#039;re done well, but they can also detract from it if they&#039;re done poorly. Mirror&#039;s Edge is a perfect example, because the combat is quite meaningful and mildly interesting, but actively detracts from the sense of fun. YMMV, of course, but I&#039;ve heard enough agreement on this point to be confident only a small minority of players really enjoyed it.

Re: &quot;Running away from violence is the easiest way to succeed in that game.&quot; Are you not frequently obliged to take down police officers? Well, I agree that that&#039;s a desirable design, at least in theory: in the article I said more running away would make it a better game.

I support the violence in games like Call of Duty, as much as I&#039;m tired of the subject matter. If you&#039;re going to make a game about shooting, the most important thing is how well you design the shooting. To put it another way, I don&#039;t want to play another first-person shooter set in a gritty war scenario, but if I &lt;em&gt;am&lt;/em&gt; going to play another first-person shooter set in a gritty war scenario, I want it to be worth playing.

&quot;If only you could talk to the monsters!&quot; was an ironic, self-deprecating reference to an infamous line in a review of Doom. It&#039;s supposed to be ridiculous - sort of. It&#039;s noteworthy that you really could talk to a lot of the &quot;monsters&quot; in the original Fallout and Fallout 2, or if you couldn&#039;t talk to them you at least knew their story, and I think it was a better game for it. The combat in the first two Fallout games also required more tactical thinking than the combat in Fallout 3. If you play Fallout 3 as a twitch shooter it requires more skill, but the critical consensus is that it&#039;s often punishingly difficult to play that way; IIRC there&#039;s a degree of randomness to your accuracy even when free-aiming. Worth noting that I played it on a console.</description>
		<content:encoded><![CDATA[<p>Bradley:</p>
<p>Thanks for your comments, but I think you have a slightly twisted understanding of what I&#8217;m saying and why.</p>
<p>The fundamental problem isn&#8217;t that violence in games is meaningless, but that violence is overused as a design crutch even where it&#8217;s detrimental to a game. Violence can enhance the experience of a game in a number of ways, and narrative meaning is just one of these ways; I mentioned meaningful violence only in regards to Fallout 3, as the core experience of that game is narrative meaning. By contrast, while I do think the awkwardness of violence is thematically consistent in Mirror&#8217;s Edge, that doesn&#8217;t make up for the fact that it hobbles the core free-running experience by breaking up the flow.</p>
<p>The quality of a game element can be broken into several factors, some of which are &#8220;fun&#8221;, &#8220;meaningful&#8221; and &#8220;interesting&#8221;. Any of these can contribute to the experience if they&#8217;re done well, but they can also detract from it if they&#8217;re done poorly. Mirror&#8217;s Edge is a perfect example, because the combat is quite meaningful and mildly interesting, but actively detracts from the sense of fun. YMMV, of course, but I&#8217;ve heard enough agreement on this point to be confident only a small minority of players really enjoyed it.</p>
<p>Re: &#8220;Running away from violence is the easiest way to succeed in that game.&#8221; Are you not frequently obliged to take down police officers? Well, I agree that that&#8217;s a desirable design, at least in theory: in the article I said more running away would make it a better game.</p>
<p>I support the violence in games like Call of Duty, as much as I&#8217;m tired of the subject matter. If you&#8217;re going to make a game about shooting, the most important thing is how well you design the shooting. To put it another way, I don&#8217;t want to play another first-person shooter set in a gritty war scenario, but if I <em>am</em> going to play another first-person shooter set in a gritty war scenario, I want it to be worth playing.</p>
<p>&#8220;If only you could talk to the monsters!&#8221; was an ironic, self-deprecating reference to an infamous line in a review of Doom. It&#8217;s supposed to be ridiculous &#8211; sort of. It&#8217;s noteworthy that you really could talk to a lot of the &#8220;monsters&#8221; in the original Fallout and Fallout 2, or if you couldn&#8217;t talk to them you at least knew their story, and I think it was a better game for it. The combat in the first two Fallout games also required more tactical thinking than the combat in Fallout 3. If you play Fallout 3 as a twitch shooter it requires more skill, but the critical consensus is that it&#8217;s often punishingly difficult to play that way; IIRC there&#8217;s a degree of randomness to your accuracy even when free-aiming. Worth noting that I played it on a console.</p>
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		<title>By: Bradley</title>
		<link>http://redkingsdream.com/2010/07/lay-down-your-guns/comment-page-1/#comment-702</link>
		<dc:creator>Bradley</dc:creator>
		<pubDate>Mon, 02 Aug 2010 20:08:06 +0000</pubDate>
		<guid isPermaLink="false">http://redkingsdream.com/?p=1830#comment-702</guid>
		<description>I for one think this article comes from the wrong angle entirely.
I agree that meaningless violence in games is a huge turn-off.
However, Fallout 3 and Mirror&#039;s Edge are horrible examples for you to use.  Those games are the exact opposite of the problem you speak of (in my opinion).
In Mirror&#039;s Edge, you could theoretically beat the game without ever even killing anyone.
I know your final point is that violence should only be in games if it&#039;s done well, but what&#039;s the definition of &quot;done well&quot;?
Violence in Call of Duty may be &quot;done well&quot; because it&#039;s realistic, but it&#039;s linear in fashion, your enemies are nameless, and the only way to beat the game is to kill everyone.  That to me THAT is senseless, meaningless violence.
As for Fallout 3, you said “If only you could talk to the monsters!&quot;, but that&#039;s just ridiculous!  Why would you talk to a rad-scorpion?  Can you talk to scorpions in real life?  At least in Fallout there really is dialog with the human characters.  There are choices to be made.  Violence is only used for survival against being mugged by bandits or attacked by wild animals.  You can talk your way out of violence with just about everyone else.  It&#039;s post-apocalypse!  What do you expect in a world without laws?
The games that have REAL senseless violence in my opinion are Call of Duty, Battlefield, Soldier of Fortune, Left 4 Dead, etc.
I&#039;m not saying those games aren&#039;t fun, I&#039;m just saying I think it sucks that you are talking about wishing there were more meaning to the violence in games, and you singled-out games that are unique and trying to do just that.
Fallout brings names, faces, and conversations to the table.  The developers themselves said the VATS system is only in the game for people that believe an RPG should include turn-based combat.  I beat Fallout 3 without ever really using VATS because I simply didn&#039;t need it.  
Mirror&#039;s Edge makes violence difficult because I don&#039;t think violence is the point in that game.  Running away from violence is the easiest way to succeed in that game, right?  Well isn&#039;t that a fantastic example of violence &quot; done well&quot;; discouraging it altogether?
I really think you&#039;re on to something with all of this, but in my opinion, you&#039;re barking up the wrong tree.</description>
		<content:encoded><![CDATA[<p>I for one think this article comes from the wrong angle entirely.<br />
I agree that meaningless violence in games is a huge turn-off.<br />
However, Fallout 3 and Mirror&#8217;s Edge are horrible examples for you to use.  Those games are the exact opposite of the problem you speak of (in my opinion).<br />
In Mirror&#8217;s Edge, you could theoretically beat the game without ever even killing anyone.<br />
I know your final point is that violence should only be in games if it&#8217;s done well, but what&#8217;s the definition of &#8220;done well&#8221;?<br />
Violence in Call of Duty may be &#8220;done well&#8221; because it&#8217;s realistic, but it&#8217;s linear in fashion, your enemies are nameless, and the only way to beat the game is to kill everyone.  That to me THAT is senseless, meaningless violence.<br />
As for Fallout 3, you said “If only you could talk to the monsters!&#8221;, but that&#8217;s just ridiculous!  Why would you talk to a rad-scorpion?  Can you talk to scorpions in real life?  At least in Fallout there really is dialog with the human characters.  There are choices to be made.  Violence is only used for survival against being mugged by bandits or attacked by wild animals.  You can talk your way out of violence with just about everyone else.  It&#8217;s post-apocalypse!  What do you expect in a world without laws?<br />
The games that have REAL senseless violence in my opinion are Call of Duty, Battlefield, Soldier of Fortune, Left 4 Dead, etc.<br />
I&#8217;m not saying those games aren&#8217;t fun, I&#8217;m just saying I think it sucks that you are talking about wishing there were more meaning to the violence in games, and you singled-out games that are unique and trying to do just that.<br />
Fallout brings names, faces, and conversations to the table.  The developers themselves said the VATS system is only in the game for people that believe an RPG should include turn-based combat.  I beat Fallout 3 without ever really using VATS because I simply didn&#8217;t need it.<br />
Mirror&#8217;s Edge makes violence difficult because I don&#8217;t think violence is the point in that game.  Running away from violence is the easiest way to succeed in that game, right?  Well isn&#8217;t that a fantastic example of violence &#8221; done well&#8221;; discouraging it altogether?<br />
I really think you&#8217;re on to something with all of this, but in my opinion, you&#8217;re barking up the wrong tree.</p>
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		<title>By: Fraser Allison</title>
		<link>http://redkingsdream.com/2010/07/lay-down-your-guns/comment-page-1/#comment-690</link>
		<dc:creator>Fraser Allison</dc:creator>
		<pubDate>Wed, 28 Jul 2010 15:18:07 +0000</pubDate>
		<guid isPermaLink="false">http://redkingsdream.com/?p=1830#comment-690</guid>
		<description>Pippin:

I agree, Gaynor&#039;s declaration is a bit too general. It would be stronger if it was an additive rather than subtractive rule: &quot;game violence is more meaningful if&quot; rather than &quot;game violence is only meaningful if&quot;.

You&#039;re also right that it ignores the meaning brought into the game by the player. However, we can take that extra step without necessarily discarding Gaynor&#039;s argument. If we as players are troubled by our own actions after killing nameless bandits or pedestrians, we must be humanising our victims in our minds: giving them identities, in other words, just as Gaynor suggests, although it&#039;s coming from ourselves rather than the game designer.

The more we imagine NPCs as people, the more meaningful our interactions with them will be. Conversely, it&#039;s easy to dissolve the intended meaning of a strongly character-based narrative game, like &lt;em&gt;Mass Effect&lt;/em&gt;, by treating the detailed characters as though they&#039;re not people - for example, by trying to jump onto their heads.

If we can somehow completely set aside the idea that a human-shaped, human-loooking, autonomous game object is a person, the way we interact with it can still be meaningful, but on a different mental plane.

Thanks for the thought-provoking comment! I&#039;m working through these ideas as I write about them, which is an enjoyable process.</description>
		<content:encoded><![CDATA[<p>Pippin:</p>
<p>I agree, Gaynor&#8217;s declaration is a bit too general. It would be stronger if it was an additive rather than subtractive rule: &#8220;game violence is more meaningful if&#8221; rather than &#8220;game violence is only meaningful if&#8221;.</p>
<p>You&#8217;re also right that it ignores the meaning brought into the game by the player. However, we can take that extra step without necessarily discarding Gaynor&#8217;s argument. If we as players are troubled by our own actions after killing nameless bandits or pedestrians, we must be humanising our victims in our minds: giving them identities, in other words, just as Gaynor suggests, although it&#8217;s coming from ourselves rather than the game designer.</p>
<p>The more we imagine NPCs as people, the more meaningful our interactions with them will be. Conversely, it&#8217;s easy to dissolve the intended meaning of a strongly character-based narrative game, like <em>Mass Effect</em>, by treating the detailed characters as though they&#8217;re not people &#8211; for example, by trying to jump onto their heads.</p>
<p>If we can somehow completely set aside the idea that a human-shaped, human-loooking, autonomous game object is a person, the way we interact with it can still be meaningful, but on a different mental plane.</p>
<p>Thanks for the thought-provoking comment! I&#8217;m working through these ideas as I write about them, which is an enjoyable process.</p>
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		<title>By: Pippin Barr</title>
		<link>http://redkingsdream.com/2010/07/lay-down-your-guns/comment-page-1/#comment-684</link>
		<dc:creator>Pippin Barr</dc:creator>
		<pubDate>Tue, 27 Jul 2010 15:58:06 +0000</pubDate>
		<guid isPermaLink="false">http://redkingsdream.com/?p=1830#comment-684</guid>
		<description>This is a nice post, I think - I particularly appreciate the run through of quite diverse games. Harry Potter as Gears of War sounds surreal, so thanks for the mental image.

I think the dichotomy of meaningful/non-meaningful hinging so precisely on whether or not the recipient of said violence is a &quot;unique individual&quot; is probably a touch strong though. 

In particular, I think that at least some of the responsibility here lies with the player. While the semiotics of games (or whatever) is often about all these &quot;disposable enemies&quot; it&#039;s not the case we have to think about them in that way just because the game treats them lightly. I&#039;ve spent plenty of time feeling rather trouble by the bandit-genocides I inflicted in Red Dead Redemption, for instance, not that any of the bandits had sparkling characters.

Further, I think the &quot;interesting character&quot; perspective omit the issues surrounding violence against non-combatants. As you say, you can march up and punch or shoot pedestrians in GTA IV for no real reason - I think that this sort of violence can be quite meaningful simply through its unprovoked characters. As in, &quot;Why did I go and do a thing like that?&quot;

In short, it&#039;s a bit easy to blame the games for not being &quot;meaningful&quot; enough. Unlike in Rambo, where the disposable soldiers are around for mere seconds most of the time, in games we often &quot;live with the consequences&quot;, whether we walk past the fallen bodies of our enemies or stomp repeatedly on them to hear that squishing sound...</description>
		<content:encoded><![CDATA[<p>This is a nice post, I think &#8211; I particularly appreciate the run through of quite diverse games. Harry Potter as Gears of War sounds surreal, so thanks for the mental image.</p>
<p>I think the dichotomy of meaningful/non-meaningful hinging so precisely on whether or not the recipient of said violence is a &#8220;unique individual&#8221; is probably a touch strong though. </p>
<p>In particular, I think that at least some of the responsibility here lies with the player. While the semiotics of games (or whatever) is often about all these &#8220;disposable enemies&#8221; it&#8217;s not the case we have to think about them in that way just because the game treats them lightly. I&#8217;ve spent plenty of time feeling rather trouble by the bandit-genocides I inflicted in Red Dead Redemption, for instance, not that any of the bandits had sparkling characters.</p>
<p>Further, I think the &#8220;interesting character&#8221; perspective omit the issues surrounding violence against non-combatants. As you say, you can march up and punch or shoot pedestrians in GTA IV for no real reason &#8211; I think that this sort of violence can be quite meaningful simply through its unprovoked characters. As in, &#8220;Why did I go and do a thing like that?&#8221;</p>
<p>In short, it&#8217;s a bit easy to blame the games for not being &#8220;meaningful&#8221; enough. Unlike in Rambo, where the disposable soldiers are around for mere seconds most of the time, in games we often &#8220;live with the consequences&#8221;, whether we walk past the fallen bodies of our enemies or stomp repeatedly on them to hear that squishing sound&#8230;</p>
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		<title>By: Fraser Allison</title>
		<link>http://redkingsdream.com/2010/07/lay-down-your-guns/comment-page-1/#comment-672</link>
		<dc:creator>Fraser Allison</dc:creator>
		<pubDate>Sun, 25 Jul 2010 05:33:06 +0000</pubDate>
		<guid isPermaLink="false">http://redkingsdream.com/?p=1830#comment-672</guid>
		<description>Cheers Tim, it&#039;s always good to hear a piece of writing has clicked with someone. Violence is just one of those game clichés that usually goes unchallenged from a gameplay standpoint; it only seems to come up as a moral issue.</description>
		<content:encoded><![CDATA[<p>Cheers Tim, it&#8217;s always good to hear a piece of writing has clicked with someone. Violence is just one of those game clichés that usually goes unchallenged from a gameplay standpoint; it only seems to come up as a moral issue.</p>
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		<title>By: Tim</title>
		<link>http://redkingsdream.com/2010/07/lay-down-your-guns/comment-page-1/#comment-668</link>
		<dc:creator>Tim</dc:creator>
		<pubDate>Fri, 23 Jul 2010 23:49:25 +0000</pubDate>
		<guid isPermaLink="false">http://redkingsdream.com/?p=1830#comment-668</guid>
		<description>Well thought out, perspective-poking post.  I love when people, you in this case, find the right words I&#039;ve been meaning to find but have been too lazy to come up with.

Thanks a heap!</description>
		<content:encoded><![CDATA[<p>Well thought out, perspective-poking post.  I love when people, you in this case, find the right words I&#8217;ve been meaning to find but have been too lazy to come up with.</p>
<p>Thanks a heap!</p>
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