If we deplore racism and sexism in videogames, how can we defend violence?

A culture of violence is something that normalises violence and makes it acceptable. Games don’t do that because they don’t feature real violence or anything that feels like it, argues Phil Hartup.

Mobile phone rings.

It’s Roman, the once funny, now tedious, cousin of our hero Nico.

A police cruiser pulls up at the lights.

A choice. Answer the phone, listen to Roman's comic inanity and partake of a rudimentary mini game. Or . . . do something else.

Not much of a choice, is it? Two seconds and two shotgun blasts through the windscreen of the police car later, and I’ve embarked on a rampage across Liberty City.

Soon, there's a trio of SWAT vans on my tail, assorted pedestrians splattered across the hood of my newly stolen truck, and a helicopter buzzing low overhead with the cops leaning out of it putting bullets through the roof of my truck with unerring accuracy. To evade the pursuers I cut through the park, scything through the crowded sidewalk, dropping a couple of grenades out of the window of the truck as I go.

It’s fun.

***

Back before games were ubiquitous, back when they were a minority hobby enjoyed only by the young and the geeky, they were a target. Opportunistic politicians and moral guardians in the media looked at games as being dangerous, as being a corrupter of young minds and tried to have them banned, censored and generally defanged. In some cases these attacks succeeded. Australia still bans games deemed too violent for the country that foisted Mel Gibson on an unsuspecting world.

Those days are mostly gone now, and when the head of the National Rifle Association recently tried to blame video games for the Newtown massacre in Connecticut he was rightly mocked for it. But the legacy of spending years with video games as a censorship battleground has not gone away. In those years violence in games was unquestioningly a good thing, if only because it was pissing off Keith Vaz. But that has led to a culture where we don’t question violence, we’re not surprised by it, we presume that a violent solution is the default that we’ll be offered in games. Games like Portal or Amnesia: The Dark Descent, which present themselves like first person shooters yet don’t feature any player-driven violence, are very rare.

We have started to see gaming culture acknowledge the often rampant sexism and racism within itself, both among gamers and developers, and this can only be a good thing. While not much has actually been done about those ills, calling developers out for their problematic products is the first step and it is likely that the criticism levelled at games of the 2012 vintage will pay dividends with future titles. Mr 47 may well have punched his last kinky nun and Borderlands may not see another "girlfriend mode".

But the question then arises, if we are going to address social ills like sexism and racism in gaming, does that mean that violence too should face the chop? Is violence not a social ill? If we believe that sexism and racism are damaging elements to our culture is the next step to limit the behaviour of characters in games?

I sincerely hope not.

The simple reason for this is that violence, in a fictional context, is fun. It is entertaining. Why? There are a number of reasons. The first is that violence in games gives players agency, power and the ability to influence the world. You can point and click and change the world in an immediate and often satisfying way. To a non-gamer this might sound like a trifling matter - so you’ve bested a pile of pixels, bully for you. However, if you’re invested in a game that sense of having an effect on the world it portrays carries emotional weight. Power, even little bits of it, even in a fictional world, feels good.

Of course this doesn’t have to come from an act of violence; it can come from something as harmless as scoring a goal in FIFA or sorting out the crippling personality disorders that you inflicted upon you character in The Sims when you didn’t know what the buttons did.

It is important to remember that as a gamer you are not passively watching acts of violence in the same way that the viewer of a movie is. You are making them happen. You are more than a viewer; even sometimes more than an actor, you are the author of the carnage. It is an important distinction because you are empowered and you are in control. Or at least you are if the game is any good. A weak game puts you in the role of the audience while a strong game lets you write the script. Skyrim, for instance, can be a game about an elf that lives on a mountain with his spouse and kids and who earns his money picking spuds or it can be a game about a big fuzzy cat person who murders everybody in the world and bats their severed heads around her cave all day.

The second thing that makes violence a staple of gaming is that opposition and destruction lead to conflict and chaos and these are inherently interesting things in a safe environment. Conflict gives us a challenge, a test of skill and strategy to be overcome. Chess is a violent game. Sure, you don’t see the pawns get clubbed down with maces, but it’s a simulation of conflict, and it’s great. Meanwhile chaos provides dynamism and a sense of the unpredictable, like a child knocking over their tower of building blocks and watching how the blocks tumble down the gamer gets to see the world react to what they are doing. The success of the Angry Birds series is a testament to the simple joys of knocking things over, watching them fall and squashing smug pigs.

The next reason that violence is entertaining in video games is that it’s liberating. Our avatars in video games don’t have to respect the same laws, be they legal or physical, they don’t have to fear death or pain and if they do die they can just reload from the last save point. This is not to say that gamers secretly desire to inflict massive violence upon the world and are only prevented from doing so by fear for their lives, but it is therapeutic to be able to play by a different set of rules every now and again. Most games still have rules, whether it’s GTA where you meant obey the laws of the land lest the police descend upon you or the Hitman series where you are supposed to avoid dropping bodies all over the place, but the rules are different to real life. Players, even of violent games, are not playing them like wild, uncontrolled beasts, they mostly still follow the rules and the change in what’s allowed and what isn’t provides a feeling of liberty similar to a holiday. Not a particularly exciting or gratifying holiday, granted, and if you try to show your friends your holiday snaps you’re going to find yourself either with fewer friends or at the centre of an intervention, but the principles are similar. You’re a different person, you’re allowed to do different things and nobody at home will find out unless one of your mates brings a camera out with him.

Lastly of course is the business of telling a story. A great story needs high drama and to get high drama in a game there really is nothing better than violence. Here is a bad guy, here is his army conveniently deployed in order of weakest to strongest, fill your boots. It would be great if this were not the case and if games could offer more diversity but some things games just can’t do. For example games have never been able to address the topic of love and sex in a meaningful way, few games have even attempted it barring some creepy Japanese imports, later GTAs and some Bioware RPGs. The subject is difficult to do right due to the fact that games are, naturally, gamey and this makes the process of wooing a character even more ridiculous than killing the ten rats in their basement or beating the hell out of them over the best of three roads. It’s easy to be carried along on a story where you want to bring down the evil overlord and liberate the people but it’s more difficult to create a bond between the player and an artificial significant other.

Often games focus on the accumulation of wealth, or the construction of great works, and this is fine if that’s what floats your boat, but the big two of human drama are sex and violence and we can’t blame games developers too much for largely operating within their comfort zone of explosions, shootings and car chases.

Some might argue that all these things that make games great, the drama, the agency and the challenge; they could all be included in a non-violent game. Perhaps they could, but it would make for a much less diverse art form. As a society we don’t seem to believe that cinema or literature needs to be non-violent. So this then begs the question why not have violence? When you’re killing fictional characters how does that hurt anybody?

When a game is sexist or racist then it can be said that it is a part of a culture of sexism or racism because the game itself is a part of our culture in the same way as a book or movie. Games often need to be called on their problematic content just as a film or book would be. But when a game depicts violence is it part of a culture of violence? No, it is a part of a culture of sitting on something comfy and looking at a screen for hours. A culture of violence is something that normalises violence, makes it acceptable, games don’t do that because they don’t feature real violence or anything that feels like it. A game could incite violence; you could have a game that tries to provoke people into killing one another through its message or content but the mere act of shooting characters on a screen isn’t going to do that in itself. It could be argued that something like Call of Duty or Medal Of Honour makes the slaughter of foreigners in the name of Uncle Sam seem palatable and noble, but it seems fairer to say that US culture in particular already sees officially sanctioned army killings as palatable and noble, and that the video games jingoistic tone is more a part of that culture than the game play.

Players do not see the violence as real, nor do they respond to it as such. It has been observed that the pilots of military drones can be susceptible to PTSD but this has never happened to a gamer and all tired Resident Evil sequels in the world won’t change that. Gamers can become addicted, they can drop dead from deep vein thrombosis, they can learn to hate everybody on Xbox Live, but they won’t ever think that the fake people they are murdering are real.

A screen shot from Grand Theft Auto V.

Phil Hartup is a freelance journalist with an interest in video gaming and culture

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Love a good box set? Then you should watch the Snooker World Championships

The game relies on a steady arm, which relies on a steady nerve. The result is a slow creeping tension needs time and space to be properly enjoyed and endured. 

People are lazy and people are impatient. This has always been so – just ask Moses or his rock – but as illustrated by kindly old Yahweh, in those days they could not simply answer those impulses and stroll on.

Nowadays, that is no longer so. Twitter, YouTube and listicles reflect a desire for complex and involved issues, expansive and nuanced sports – what we might term quality – to be condensed into easily digestible morsels for effort-free enjoyment.

There is, though, one notable exception to this trend: the box set. Pursuing a novelistic, literary sensibility, it credits its audience with the power of sentience and tells riveting stories slowly, unfolding things in whichever manner that it is best for them to unfold.

In the first episode of the first series of The Sopranos, we hear Tony demean his wife Carmela's irritation with him via the phrase “always with the drama”; in the seventh episode of the first series we see his mother do likewise to his father; and in the 21st and final episode of the sixth and final series, his son uses it on Carmela. It is precisely this richness and this care that makes The Sopranos not only the finest TV show ever made, but the finest artefact that contemporary society has to offer. It forces us to think, try and feel.

We have two principal methods of consuming art of this ilk - weekly episode, or week-long binge. The former allows for anticipation and contemplation, worthy pursuits both, but of an entirely different order to the immersion and obsession offered by the latter. Who, when watching the Wire, didn’t find themselves agreeing that trudat, it's time to reup the dishwasher salt, but we’ve run out, ain’t no thing. Losing yourself in another world is rare, likewise excitement at where your mind is going next.

In a sporting context, this can only be achieved via World Championship snooker. Because snooker is a simple, repetitive game, it is absorbing very quickly, its run of play faithfully reflected by the score.

But the Worlds are special. The first round is played over ten frames – as many as the final in the next most prestigious competition – and rather than the usual week, it lasts for 17 magical days, from morning until night. This bestows upon us the opportunity to, figuratively at least, put away our lives and concentrate. Of course, work and family still exist, but only in the context of the snooker and without anything like the same intensity. There is no joy on earth like watching the BBC’s shot of the championship compilation to discover that not only did you see most of them live, but that you have successfully predicted the shortlist.

It is true that people competing at anything provides compelling drama, emotion, pathos and bathos - the Olympics proves this every four years. But there is something uniquely nourishing about longform snooker, which is why it has sustained for decades without significant alteration.

The game relies on a steady arm, which relies on a steady nerve. The result is a slow creeping tension needs time and space to be properly enjoyed and endured. Most frequently, snooker is grouped with darts as a non-athletic sport, instead testing fine motor skills and the ability to calculate angles, velocity and forthcoming shots. However, its tempo and depth is more similar to Test cricket – except snooker trusts so much in its magnificence that it refuses to compromise the values which underpin it.

Alfred Hitchcock once explained that if two people are talking and a bomb explodes without warning, it constitutes surprise; but if two people are talking and all the while a ticking bomb is visible under the table, it constitutes suspense. “In these conditions,” he said, “The same innocuous conversation becomes fascinating because the public is participating in the scene. The audience is longing to warn the characters on the screen: ‘You shouldn't be talking about such trivial matters. There is a bomb beneath you and it is about to explode!’”

Such is snooker. In more or less every break, there will at some point be at least one difficult shot, loss of position or bad contact – and there will always be pressure. Add to that the broken flow of things – time spent waiting for the balls to stop, time spent prowling around the table, time spent sizing up the table, time spent cleaning the white, time spent waiting for a turn – and the ability for things to go wrong is constantly in contemplation.

All the more so in Sheffield’s Crucible Theatre. This venue, in its 40th year of hosting the competition, is elemental to its success. Place is crucial to storytelling, and even the word “Crucible” – whether “a ceramic or metal container in which metals or other substances may be melted or subjected to very high temperatures,” “a situation of severe trial”, or Arthur Miller’s searing play – conjures images of destruction, injustice and nakedness. And the actual Crucible is perhaps the most atmospheric arena in sport - intimate, quiet, and home to a legendarily knowledgeable audience, able to calculate when a player has secured a frame simply by listening to commentary through an earpiece and applauding as soon as the information is communicated to them.

To temper the stress, snooker is also something incredibly comforting. This is partly rooted in its scheduling. Working day and late-night sport is illicit and conspiratorial, while its presence in revision season has entire cohorts committing to “just one more quick frame”, and “just one more quick spliff”. But most powerfully of all, world championship snooker triggers memory and nostalgia, a rare example of something that hasn’t changed, as captivating now as it was in childhood.

This wistfulness is complemented by sensory pleasure of the lushest order. The colours of both baize and balls are the brightest, most engaging iterations imaginable, while the click of cue on ball, the clunk of ball on ball and the clack of ball on pocket is deep and musical; omnipresent and predictable, they combine for a soundtrack that one might play to a baby in the womb, instead of whale music or Megadeth.

Repeating rhythms are also set by the commentators, former players of many years standing. As is natural with extended coverage of repetitive-action games, there are numerous phrases that recur:

“We all love these tactical frames, but the players are so good nowadays that one mistake and your opponent’s in, so here he is, looking to win the frame at one visit ... and it’s there, right in the heart of the pocket for frame and match! But where’s the cue ball going! it really is amazing what can happen in the game of snooker, especially when we’re down to this one-table situation.”

But as omniscient narrators, the same men also provide actual insight, alerting us to options and eventualities of which we would otherwise be ignorant. Snooker is a simple game but geometry and physics are complicated, so an expert eye is required to explain them intelligibly; it is done with a winning combination of levity and sincerity.

The only essential way in which snooker is different is the standard of play. The first round of this year’s draw featured eight past winners, only two of whom have made it to the last four, and there were three second-round games that were plausible finals.

And just as literary fiction is as much about character as plot, so too is snooker. Nothing makes you feel you know someone like studying them over years at moments of elation and desolation, pressure and release, punctuated by TV confessions of guilty pleasures, such as foot massages, and bucket list contents, such as naked bungee jumping.

It is probably true that there are not as many “characters” in the game as once there were, but there are just as many characters, all of whom are part of that tradition. And because players play throughout their adult life, able to establish their personalities, in unforgiving close-up, over a number of years, they need not be bombastic to tell compelling stories, growing and undergoing change in the same way as Dorothea Brooke or Paulie Gualtieri.

Of no one is this more evident that Ding Junhui, runner-up last year and current semi-finalist this; though he is only 30, we have been watching him almost half his life. In 2007, he reached the final of the Masters tournament, in which he faced Ronnie O’Sullivan, the most naturally talented player ever to pick up a cue – TMNTPETPUAC for short. The crowd were, to be charitable, being boisterous, and to be honest, being pricks, and at the same time, O’Sullivan was playing monumentally well. So at the mid-session interval, Ding left the arena in tears and O’Sullivan took his arm in consolation; then when Ding beat O’Sullivan in this year’s quarter-final, he rested his head on O’Sullivan’s shoulder and exchanged words of encouragement for words of respect. It was beautiful, it was particular, and it was snooker.

Currently, Ding trails Mark Selby, the “Jester from Leicester” – a lucky escape, considering other rhyming nouns - in their best of 33 encounter. Given a champion poised to move from defending to dominant, the likelihood is that Ding will remain the best player never to win the game’s biggest prize for another year.

Meanwhile, the other semi-final pits Barry Hawkins, a finalist in 2013, against John Higgins, an undisputed great and three-time champion. Higgins looks likely to progress, and though whoever wins through will be an outsider, both are eminently capable of taking the title. Which is to say that, this weekend, Planet Earth has no entertainment more thrilling, challenging and enriching than events at the Crucible Theatre, Sheffield.

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