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Truth And Consequences?
By Corvus | July 6, 2005
I sat down to write a post about the lack of consequences in games but I realized, after staring at an empty text input box for five or six… days, that my premise wasn’t exactly air tight. There are, in point of fact, consequences in games. It could even be argued that games are nothing but consequences, as some measure of player activity is typically required to progress through the game.
To be clear, right up front, I don’t have a problem with violence in media, as long as there are consequences for the violent behavior. Of course, within the context of the traditional linear narrative it’s pretty east to, at the bare minimum, cite “violence begets violence” as the consequence of the protagonist’s actions. In a game, all the consequences are hard coded in and frequently, non violent solutions aren’t an option. Violence must beget violence in, say… Doom 3. Otherwise, inactivity is going to beget violence and violence will be bringing end game along for the ride.
As such, it can be argued that there frequently aren’t impactfull negative consequences in games, emotionally or otherwise. It’s true that GTA has consequences for your antisocial behavior. Commit a crime within sight of a cop and you’re just asking for a gripping car chase, maybe a little gunplay, and (if you’re me) inevitable incarceration… from which you’re promptly released, sans equipment and out a few bucks. It doesn’t matter if, while attempting your escape, you mowed down 50 or 60 civilians, the net consequence result is more gameplay. The consequence of not performing well at the extra gameplay is a loss of resources.
Clearly, it would not be in Rock Star’s best interest to put serious consequences in place. After all, you play a criminal. If the consequences were more serious, or lasting, it would seriously impact the fun of roaming through the city, causing mayhem on every street corner. A game that ended with a long walk, or incarceration for life wouldn’t hold quite the same appeal. If your crime family got tired of your incompetence and sent a couple of your friends to take you for your final boat ride, you’re suddenly got a very different, and arguably less fun, game on your hands.
But really, the game space is pretty much the only media that so completely strips violent behavior of all its consequences. From Doom and Quake to Carmageddon, a lack of compelling emotional plot and a system of rewarding violent actions, creates a storytelling platform that is pretty unique. Not only do games ask their audience to directly participate in the violence but they reward that behavior and remove any consequence that would impede the fun…
…and that leads me right into my post about social responsibility for this week’s Carnival of Gamers over at Cathode Tan.
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