Games are more than time-pass activities
Sep 21 2009
After few years, I played games like Doom and Return to Castle Wolfenstien. I also dawdled in Pac-man and Mario. The plots here were linear and simple. Run, shoot, kill, escape and get gold.
Recently when I played the next generation of open world games like Grand Theft Auto 4 and Fallout 3 that I suddenly started feeling quite odd about gaming, It was an eerie feeling, a psychological feedback that has its roots in the way video gaming has evolved over the years.
A lot of criticism today is levelled at the violent and disturbing nature of video games. Television pundits in the western world blame it on games like GTA and its ilk. Perhaps, a deeper introspection is in order.
Lets look at how gameplay and content has grown. First you had games that were simple in their design: either laying bricks in order (Tetris) or shooting creatures in deep caverns (Dangerous Dave). The controls were simple. ‘Press a key’ to shoot. Later, games started incorporating another mechanic; the ‘reload’ (shotgun firing in Doom).
As first-person shooters gained prominence, the ‘accuracy’ of the weapon was reduced, adding an element of skill and timing to gain a perfect hit (sniper in Deux Ex). Weapons, armor and items then started having ‘weights’ assigned, stating the obvious; that the protagonist could carry only so much (Oblivion). ‘Atmospherics’ and other next-gen effects started appearing, guns started to break if they were overused (Far Cry 2). All this did was add layers of realism to the primal act of killing.
Choice as a gameplay mechanic was non-existent then. What in the world had the green turtle ever done to Mario for him to stomp him? It is only when a medium becomes real and engaging that society starts getting queasy. My uneasiness whilst playing GTA appeared more from the fact that the characters were somehow more ‘real’.
Any act without knowing about its implications is a higher crime. In that sense, Mario is probably the most violent game I have played. I at least have a choice to either kill someone or simply tranquillise him (Deux Ex, Metal Gear Solid 4)
Video gaming is reaching a point in its evolution where it is something more than just a ‘time-pass’ activity. Moral choices, strong characterisations and complex plots are already adding depths that can’t just be replaced by high-end graphics.
To put things into perspective, here’s a quote to think about: “They poison the mind and corrupt the morals of the young, who waste their time sitting on sofas immersed in dangerous fantasy worlds.”
That was the charge levelled against novels during the 18th century by critics. Shall we move on?
The author is awaiting confirmation from the Guinness World Records for the longest continuous play session (40 hours) record




















Post new comment