Maybe The Reason Tarantino Shut KGM's Butt Down Was Because He's Been Asked The Same Question For 20 Years

Watch Tarantino say no again and again and again when asked about the relationship between film and real life violence.

"It's like asking Judd Apatow 'why do you like making comedies?'", Tarantino said yesterday when Channel 4's Krishnan Guru-Murthy asked him why he likes making violent movies.

In the clip, which has been widely tweeted, Guru-Murthy then pushes Tarantino to say why he is so sure there is no link between screen and real-life violence. 

Tarantino refuses to answer, saying: "I'm not going to bite, I'm not going to take your bait. I refuse your question." KGM pushes him further, and Tarantino responds by pointing out that he's been asked that question for twenty years, and he is tired of it.

You can see why he might be getting a bit fed up with rehashing the same questions over and over again.

When Jay Leno asked him about movie violence and gun violence, Tarantino argued it was "disrespectful" to the victims to equate the two:

CNN named Django Unchained as one of eleven violent movies released in the run-up to Christmas – "the day we celebrate Christ's birth" – and pushed Tarantino to quote Shakespeare:

When he was asked by NPR's Terry Gross whether Sandy Hook had caused Tarantino to "lose his taste" for cinematic violence, the director lost his patience again:

GROSS: You sound annoyed that I'm...

TARANTINO: Yeah, I am.

GROSS: I know you've been asked this a lot.

TARANTINO: Yeah, I'm really annoyed. I think it's disrespectful. I think it's disrespectful to their memory, actually.

GROSS: With whose memory?

TARANTINO: The memory of the people who died to talk about movies. I think it's totally disrespectful to their memory. Obviously, the issue

is gun control and mental health.

And at a press junket last year, the BBC reports:

"I just think you know there's violence in the world, tragedies happen, blame the playmakers," he said, adding: "It's a western. Give me a break."

In 2003, on Kill Bill:

The director defended the film against accusations of graphic violence, saying it was so outlandish and bloody that it was obviously set in "fantasy land".

"This is definitely not taking place on planet Earth," he said.

And way back in 1992:

"I love violence in movies," he told the 1992 Montreal World Film Festival, "and if you don't, it's like you don't like tap-dancing, or slapstick, but that doesn't mean it shouldn't be shown."

…"I can't worry about [real life violence]," said Tarantino - honestly, if callously. "As an artist, violence is part of my talent. If I start thinking about society, or what one person is doing to someone else, then I have on handcuffs."

Of course, being asked the same question a lot isn't really a reason to be sympathetic with Tarantino – he certainly isn't as upset with being asked softball questions repeatedly – but when it's one as inane as "does cinematic violence cause real violence", I can see why he gets annoyed.

Incidentally, in the short- and medium-run, violent movies reduce violent crime. The reason, according to a 2009 paper in the Quarterly Journal of Economics, is that individuals with a prior propensity to violence tend to disproportionately enjoy violent movies. As a result, when a violent movie is released, they go and see it, instead of going out and doing violent things. That has the effect of reducing violent crime by 1000 assaults US-wide over the opening weekend.

So actually, Tarantino might have saved someone's life by making Django Unchained.

Quentin Tarantino. Photograph: Getty Images

Alex Hern is a technology reporter for the Guardian. He was formerly staff writer at the New Statesman. You should follow Alex on Twitter.

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It’s been 25 years since the Super Nintendo and Sega Mega Drive were released – what’s changed?

Gaming may be a lonelier pusuit now, but there have been positive changes you can console yourselves with too.

Let's not act as if neither of us knows anything about gaming, regardless of how old we are. Surely you'll remember the Super Nintendo console (SNES) and Sega's Mega Drive (or Genesis, if you're an American)? Well, it's now been 25 years since they were released. OK, fine, it's been 25 years since the SNES' debut in Japan, whereas the Mega Drive was released 25 years ago only in Europe, having arrived in Asia and North America a bit earlier, but you get the idea.

Sonic the Hedgehog by Sega

It's amazing to think a quarter of a century has passed since these digital delights were unveiled for purchase, and both corporate heavyweights were ready for battle. Sega jumped into the new era by bundling Sonic, their prized blue mascot and Nintendo retaliated by including a Mario title with their console.

Today's equivalent console battle involves (primarily) Sony and Microsoft, trying to entice customers with similar titles and features unique to either the PlayStation 4 (PS4) or Xbox One. However, Nintendo was trying to focus on younger gamers, or rather family-friendly audiences (and still does) thanks to the endless worlds provided by Super Mario World, while Sega marketed its device to older audiences with popular action titles such as Shinobi and Altered Beast.

Donkey Kong Country by Rare

But there was one thing the Mega Drive had going for it that made it my favourite console ever: speed. The original Sonic the Hedgehog was blazingly fast compared to anything I had ever seen before, and the sunny background music helped calm any nerves and the urge to speed through the game without care. The alternative offered by the SNES included better visuals. Just look at the 3D characters and scenery in Donkey Kong Country. No wonder it ended up becoming the second best-selling game for the console.

Street Fighter II by Capcom

The contest between Sega and Nintendo was rough, but Nintendo ultimately came out ahead thanks to significant titles released later, demonstrated no better than Capcom's classic fighting game Street Fighter II. Here was a game flooding arcade floors across the world, allowing friends to play together against each other.

The frantic sights and sounds of the 16-bit era of gaming completely changed many people's lives, including my own, and the industry as a whole. My siblings and I still fondly remember our parents buying different consoles (thankfully we were saved from owning a Dreamcast or Saturn). Whether it was the built-in version of Sonic on the Master System or the pain-in-the-ass difficult Black Belt, My Hero or Asterix titles, our eyes were glued to the screen more than the way Live & Kicking was able to manage every Saturday morning.

The Sims 4 by Maxis

Today's console games are hyper-realistic, either in serious ways such as the over-the-top fatalities in modern Mortal Kombat games or through comedy in having to monitor character urine levels in The Sims 4. This forgotten generation of 90s gaming provided enough visual cues to help players comprehend what was happening to allow a new world to be created in our minds, like a good graphic novel.

I'm not at all saying gaming has become better or worse, but it is different. While advantages have been gained over the years, such as the time I was asked if I was gay by a child during a Halo 3 battle online, there are very few chances to bond with someone over what's glaring from the same TV screen other than during "Netflix and chill".

Wipeout Pure by Sony

This is where the classics of previous eras win for emotional value over today's blockbuster games. Working with my brother to complete Streets of Rage, Two Crude Dudes or even the first Halo was a draining, adventurous journey, with all the ups and downs of a Hollywood epic. I was just as enthralled watching him navigate away from the baddies, pushing Mario to higher and higher platforms in Super Mario Land on the SNES just before breaking the fast.

It's no surprise YouTube's Let's Play culture is so popular. Solo experiences such as Ico and Wipeout Pure can be mind-bending journeys too, into environments that films could not even remotely compete with.

But here’s the thing: it was a big social occasion playing with friends in the same room. Now, even the latest Halo game assumes you no longer want physical contact with your chums, restricting you to playing the game with them without being in their company.

Halo: Combat Evolved by Bungie

This is odd, given I only ever played the original title, like many other, as part of an effective duo. Somehow these sorts of games have become simultaneously lonely and social. Unless one of you decides to carry out the logistical nightmare of hooking up a second TV and console next to the one already in your living room.

This is why handhelds such as the Gameboy and PSP were so popular, forcing you to move your backside to strengthen your friendship. That was the whole point of the end-of-year "games days" in primary school, after all.

Mario Kart 8 by Nintendo

The industry can learn one or two things by seeing what made certain titles successful. It's why the Wii U – despite its poor sales performance compared with the PS4 – is an excellent party console, allowing you to blame a friend for your pitfalls in the latest Donkey Kong game. Or you can taunt them no end in Mario Kart 8, the console's best-selling game, which is ironic given its crucial local multiplayer feature, making you suspect there would be fewer physical copies in the wild.

In the same way social media makes it seem like you have loads of friends until you try to recall the last time you saw them, gaming has undergone tremendous change through the advent of the internet. But the best games are always the ones you remember playing with someone by your side.