How Shoot 'Em Ups Affect (Or Don't) Your Kids
Over at Wired.com, Clive Thompson's recent 'Games Without Frontiers' column is named 'You Grew Up Playing Shoot'em-Up Games. Why Can't Your Kids?', and he has a bit of a dilemma.
Specifically: "Gamers like me have spent years railing against ill-informed parents and politicians who've blamed games for making kids violent, unimaginative, fat or worse. But now we're in a weird position: We're the first generation that is young enough to have grown up playing games, but old enough to have kids. So it turns out that, whoops, now we've got to make sober calls about what sort of entertainment is good or bad for our children. And what, precisely, are we deciding?"
There's one particularly interesting perspective in there: "Chris Anderson, my uber-boss -- the editor in chief of Wired magazine and lead editor on Geekdad -- suggested a even more intriguing strategy: the "Lego Rule." The Lego Company, it seems, has a policy of not producing toys that replicate 20th century weapons. "You can have swords, and you can have laser guns in space, but no actual 20th century guns," Anderson says. So his four children can play games like Halo, since it contains only futuristic, fantasy war, where you're killing only green- or blue-blooded aliens. The same goes for Roman swordplay titles. "But it clearly walls off Grand Theft Auto.""









Comments
Actually, I've never heard that lego policy before. That's a damn good policy.
Posted by: Matthew Williamson | April 13, 2007 7:20 AM
lego pirates still have pistols... which kinda resemble modern guns, but not really.
Posted by: crinale | April 13, 2007 12:53 PM
Abandoning realistic depictions of weapons can have a creative payoff. Revolutionary Girl Utena director Kunihiko Ikuhara was asked why the Japanese have such a fondness for giant robots. His opinion was that after Japan’s disastrous embrace of militarism ended in WWII and total defeat, Japanese society rejected all things military. However, the urge to play war remained (perhaps a universal need). The desire to play with guns was sublimated into science fiction power fantasies that were expressed through giant robots. A Tesujin-28 toy was “safe” where as a plastic M-16 was not, resulting in an entire post-war generation growing up with giant robots prominent in their young imaginations. And now we are all enjoying the creative payoff in fiction, anime, manga, and video games. Just ask Ollie Barder.
Posted by: Jeffrey Fleming | April 13, 2007 2:54 PM