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Warren Spector says the ultraviolence trend has to stop!

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Folt Warlock Necromancer from Hollow Bastion! >=D Since: Jun, 2010
Warlock Necromancer
#1: Jun 14th 2012 at 5:26:34 PM

http://tinyurl.com/d3363qo

Q: Your high-level sense, your spider-sense, that's important; it's been finely tuned over a number of years.

Warren Spector: Well, my spider-sense is sure tingling danger, danger, Peter Parker! This is the year where there were two things that stood out for me. One was: The ultraviolence has to stop. We have to stop loving it. I just don't believe in the effects argument at all, but I do believe that we are fetishizing violence, and now in some cases actually combining it with an adolescent approach to sexuality. I just think it's in bad taste. Ultimately I think it will cause us trouble.

Q: Are you telling me you didn't like the Hitman: Absolution trailer?

Warren Spector: I left Eidos in 2004 because I looked around at E3 and saw the new Hitman game where you get to kill with a meat hook, and 25 to Life, the game about kids killing cops, and Crash & Burn the racing game where the idea is to create the fieriest, most amazing explosions, not to win the race... I looked around my own booth and realized I just had one of those 'which thing is not like the other' moments. I thought it was bad then, and now I think it's just beyond bad.

We've gone too far. The slow-motion blood spurts, the impalement by deadly assassins, the knives, shoulders, elbows to the throat. You know, Deus Ex had its moments of violence, but they were designed - whether they succeeded or not I can't say - but they were designed to make you uncomfortable, and I don't see that happening now. I think we're just appealing to an adolescent mindset and calling it mature. It's time to stop. I'm just glad I work for a company like Disney, where not only is that not something that's encouraged, you can't even do it, and I'm fine with it.

Q: You don't even think about that as something you're looking for.

Warren Spector: Absolutely not. I mean, there are spreading blood pools under innocent dogs when you kill them in Deus Ex, and I wanted you to feel disturbed if you actually pulled the trigger. It worked, or at least it worked on my wife, who still has not finished that game, by the way.

Q: When the bodies kind of fade away after the cinematic bloodspurting, it glorifies part of it and also takes away the disturbing aftermath.

Warren Spector: That's true. The second thing I noticed was that the most interesting part of the press conferences had nothing to do with games. When the games are the least interesting part, there's a problem. When did the game conference become about interfacing with Netflix? I just worry a little bit. The thing that's ironic is that I feel like we really are in a golden age, in a weird sort of way. Nobody knows what the future of games is. Nobody. At a time like that Notch can come along and do Minecraft, and Chris Hecker can finally do his incredible party spy game, and Jon Blow can do Braid, and I can do a triple-A Mickey Mouse game - anything is possible.

Is the future... indie games distributed digitally made by four guys in a garage? Is it 800 people working on a triple-A game for Disney? Is it a social game on Facebook? Is it a mobile game on iOS and Android? Nobody knows. What that means is, if you have an idea you can reach an audience with it. Pretty much all I saw at E3 was, 'Well, we're going to do what we always did, but bigger and bloodier! And we're gonna talk about Netflix!' I just don't get it.

Q: Isn't that the consequence of larger and larger budgets, and wanting to avoid risk, and let's just make the last thing that was successful only graphically more intense?

Warren Spector: That's always been true, but there was just something different about the show this year. It just made me sad. It wasn't that there was a lot of me-too product, it was that we just went too far with the hyper-real celebration of blood and sex and violence. I'd think it was just me being an old fart, except I'm reading lots of stuff online where it's not just me. Thankfully.

Having seen the Tomb Raider video on Microsoft's E3 Conference, I'm kinda inclined to agree with him.

Fantastic Supreme Überkaiser Emperor Folt of The Infinity and Beyond" ... "The First"!
Barkey Since: Feb, 2010 Relationship Status: [TOP SECRET]
#2: Jun 14th 2012 at 5:42:39 PM

He has a point. My uncle used to work for Eidos, then he left to start his own company doing cell phone games for Apple with his wife because he said creating games was really ruining their quality for him as a gamer.

He really does have a point. On the one hand, I shamelessly love it all, on the other hand, there's something disturbing about it when you step back for a minute and look at society as a whole and what we like consuming.

Talby Since: Jun, 2009
#3: Jun 14th 2012 at 5:55:49 PM

This coming from a guy who made a game where you can stab children.

Hylarn (Don’t ask) Relationship Status: Anime is my true love
#4: Jun 14th 2012 at 5:59:32 PM

Of course, before anyone is going to care, he's going to have come up with a better reason for why it should stop than 'I don't like it'

edited 14th Jun '12 5:59:46 PM by Hylarn

unnoun Since: Jan, 2012
#5: Jun 14th 2012 at 6:03:13 PM

[up][up]

Deus Ex had its moments of violence, but they were designed - whether they succeeded or not I can't say - but they were designed to make you uncomfortable, and I don't see that happening now.

His point isn't about the violence, it's that the violence isn't portrayed as a bad thing any more.

Elle Since: Jan, 2001
#6: Jun 14th 2012 at 6:03:46 PM

But also tried to make you feel really bad if you did, extrapolating from that article.

There's a difference, IMO, between having violence in a game (Half-Life 1 and 2) and glorifying violence in a game (most of this year's E3). And you can have ultraviolence be arty (see Quintin Tarantino films) but it can also be cheap and exploitative (see many other, less highly regarded films). I can't say I disagree that it would at least behoove designers to look at possibilities beyond the later.

RocketDude Face Time from AZ, United States Since: May, 2009
Face Time
#7: Jun 14th 2012 at 6:05:03 PM

I wouldn't mind dialing things back a bit, personally, but it's gonna be a bit hard to break that trend.

"Hipsters: the most dangerous gang in the US." - Pacific Mackerel
Talby Since: Jun, 2009
#8: Jun 14th 2012 at 6:07:00 PM

[up][up][up]The child-stabbing in Deus Ex isn't portrayed as something bad either, it's just something you can do, with no consequences.

rmctagg09 The Wanderer from Brooklyn, NY (USA) (Time Abyss) Relationship Status: I won't say I'm in love
The Wanderer
#9: Jun 14th 2012 at 6:07:26 PM

On one hand, do I mind violence in gaming? Well, not really, I'm far too desensitized with the things I've watched and played as a kid. On the other hand, do I think we should probably try taking the end product of said violence a little more seriously? Yes.

(Though in all honesty, the human obsession with violence is nothing new.)

Eating a Vanilluxe will give you frostbite.
unnoun Since: Jan, 2012
#10: Jun 14th 2012 at 6:10:18 PM

[up][up] Really? There's nothing about the child stabbing that is portrayed in a negative light?

Because I don't believe that for a second.

I love Warren Spector to death, but the incident with the blood pool from killing dogs raises an excellent point. Many sequences, even if there isn't a specific gameplay consequence, are still capable of making people feel bad, or at least that would be the intent.

One of the problems is that some designers can be too subtle at times.

edited 14th Jun '12 6:17:34 PM by unnoun

Kev-O AWKTUHGAHN Since: Nov, 2009
AWKTUHGAHN
#11: Jun 14th 2012 at 6:11:46 PM

I think it's a bit silly to be so squeamish about violence and sexual content in video games, but I do agree it needs to stop being used as a selling point. Games like Fallout 1 and 2, Deus Ex, System Shock, and what not were very violent games, but they never used it as a selling point but instead to reinforce the game's themes; Fallout 1 and 2 had very dark humor, Paul urged you in Deus Ex to avoid killing and characters like Anna and Gunter would compliment murderous characters, and System Shock would lose some of that great horror atmosphere if it were less violent. Nowadays, it seems like violence is used to trick easily impressed teens into buying the game. I mean, when Todd Howard was showing Fallout 3 at E3 about 5-6 years ago, he would never shut the fuck up about how violence is funny "like Itchy & Scratchy" (ironic, since Itchy & Scratchy parodies the old violent 50's slapstick humor by taking it to ludicrous levels) and would go out of his way to show things like the teddy bear cannon (ugh) that made people explode into gibs and nuclear car explosions (double ugh). It just seems like a cheap and calculated way to sell shit to dumb people and I'd rather violence be used for thematic purposes.

EIGHT GLORIOUS SIDES
ComicX6 Since: Jan, 2010
#12: Jun 14th 2012 at 6:13:56 PM

When the ultraviolence is against something like zombies or is cartoonishly over the top like in Team Fortress 2 I have no problem with it, but when we have all of these games whose combat systems seem built around money shots of a guy's neck getting stabbed or head blown off by a shotgun blast, you have to take a step back and reexamine the direction the industry and its consumers have gone.

Ultraviolence and gore has its place and can be quite effective when used appropriately, but when the only reason for its existence is to titilate and satidfy the player's bloodlust, well, that's call for consideration. Sadly though, given the blockbuster mindset the western industry is currently entrenched in, I don't see things changing anytime soon.

My Megaman and MegaTen liveblogs
Fluid Since: Jan, 2001
#13: Jun 14th 2012 at 6:14:08 PM

Really though, previous Fallout games had that kind of toon violence feel as well.

Talby Since: Jun, 2009
#14: Jun 14th 2012 at 6:16:43 PM

Remember that the Bloody Mess perk, that makes all deaths as violent as possible, was in Fallout and Fallout 2.

While it might be true that the violence is more of a selling point now, that sounds like more of a problem with how games are advertised than with the games themselves.

Spector sounds like he's just stepped out of a mid-90's debate on videogame violence.

edited 14th Jun '12 6:17:33 PM by Talby

FirionStrife Old sport! from the Sea Shells Sanctuary Since: Jun, 2012
Old sport!
#15: Jun 14th 2012 at 6:17:14 PM

The only thing that dissuaded me from turning enemies in Deus Ex into Ludicrous Gibs all of the time was only the fact that gibs couldn't be looted. I think the only reward you got from sparing enemies instead of killing them was some assault rifle bullets.

And yes, there are many places where you can stab a child to death in that game and face absolutely no repercussions for it. You can go on mass murder sprees of anti-terrorist and police agents with no long-term complications from it. It's practically encouraged since the non-lethal weapons are not just difficult to use but also limited in supplies. Heck, Human Revolution did a better job of encouraging a pacifist run—you get more experience for non-lethal disabling of enemies than shooting your way through and it's a lot easier to actually go non-lethal.

edited 14th Jun '12 6:19:48 PM by FirionStrife

"Am I mad? Probably, but at least I DON'T MAKE POPCORN WHEN PEOPLE ARE TRYING TO WORK!"
unnoun Since: Jan, 2012
#16: Jun 14th 2012 at 6:24:09 PM

[up] But the deaths of the children might have been designed, in the same way as the dogs, to cause some form of emotional response, even if there were no gameplay consequences.

Which, admittedly, is bad design, and Gameplay and Story Segregation. Deus Ex had plenty of What the Hell, Player? moments, and something of that level of Video Game Cruelty Potential requires a bit more heavy handed approach.

Warren Spector is great with ideas, but I find that he sometimes falls short in execution.

edited 14th Jun '12 6:32:32 PM by unnoun

ShirowShirow Down with the Privileged🪓 from Land of maple syrup Since: Nov, 2009
Down with the Privileged🪓
#17: Jun 14th 2012 at 6:29:32 PM

You know, I probably wouldn't be agreeing with Warren right now if i didn't watch E3 myself and bear witness to the crowd cheering during the The Last Of Us presentation when Not!Nathan Drake caused a mook's head to cave in by repeatedly slamming it against a drawer. I thought that was disturbing. Other people apparently thought it was awesome.

There have been otehr times when a game's selling point was often violence, back when most gamers actually where teens in the mid-PS 1 era. We grew out of it then, but it might take us longer this time. Seriously though, there needs to be more T-rated action games. Those are my favorite.

Bleye knows Sabers.
Kev-O AWKTUHGAHN Since: Nov, 2009
AWKTUHGAHN
#18: Jun 14th 2012 at 6:32:04 PM

@Fluid: I don't recall Fallout 1 or 2 allowing me to explode people by shooting teddy bears at them and I don't recall Black Isle Studios developers hyping their game based on the fact that you can turn people into gibs in slow-mo. Not to mention that little text box in the original games just made thing seem way more fucked up.

EIGHT GLORIOUS SIDES
Anfauglith Lord of Castamere Since: Dec, 2011
Lord of Castamere
#19: Jun 14th 2012 at 6:32:34 PM

I don't mind heads caving in and slow-mo blood spurts, what I dislike is when they are played to pander to the mindless "we want badass" crowd. I don't expect an anvil to be dropped each time a mook dies, but the other extreme is immature.

Instead, I have learned a horrible truth of existence...some stories have no meaning.
pvtnum11 OMG NO NOSECONES from Kerbin low orbit Since: Nov, 2009 Relationship Status: We finish each other's sandwiches
OMG NO NOSECONES
#20: Jun 14th 2012 at 6:39:32 PM

I could go with themes and storylines that make you question life, actually.

Happiness is zero-gee with a sinus cold.
Cider The Final ECW Champion from Not New York Since: May, 2009 Relationship Status: They can't hide forever. We've got satellites.
The Final ECW Champion
#21: Jun 14th 2012 at 6:41:20 PM

I like the point about always fading. I found it odd the only mainstream title I can think of where dead bodies didn't fade away without justification was Pikmin...well it still has things that explode for no reason but does better than most, those were for gameplay purposes.

We're kind of past the "too much memory" excuse. All this effort put into "realistic" graphics and hardly any put into making the game realistic. Dead bodies should stick around and so should their health packs, at least they're tangible objects in some attempt at realism only for the health pack to fade for not being reached it in time.

Or people could drop pretense of realism and just try to make interesting games. Mario Kart's still outselling call of Duty.

Modified Ura-nage, Torture Rack
Tarsen Since: Dec, 2009
#22: Jun 14th 2012 at 6:44:38 PM

so why do we want realism again?

Anfauglith Lord of Castamere Since: Dec, 2011
Lord of Castamere
#23: Jun 14th 2012 at 6:46:30 PM

[up][up]There are different types of games. Some would benefit from not attempting realism, others would be harmed. We can't make such generalizations. Mario Kart is a world apart from Call of Duty. Role playing games are in another world.

edited 14th Jun '12 6:46:51 PM by Anfauglith

Instead, I have learned a horrible truth of existence...some stories have no meaning.
Kev-O AWKTUHGAHN Since: Nov, 2009
AWKTUHGAHN
#24: Jun 14th 2012 at 6:47:06 PM

[up][up]To support realistic themes? Just because Call of Duty, Gears of War, Battlefield, and what not use it as an excuse to show BLOODY SCREENS AND GORE SO GOD DAMN REAL doesn't mean that every game with a realistic art style is bad.

edited 14th Jun '12 6:47:24 PM by Kev-O

EIGHT GLORIOUS SIDES
Elle Since: Jan, 2001
#25: Jun 14th 2012 at 6:49:03 PM

Skyrim's bodies don't "just fade". They do eventually but it's most likely to happen off camera, many days later in game time (which is probably good because I don't think anyone wants to see realistic decomposition).


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