Opinion: Can Games Become 'Virtual Murder?'
[This piece has already got scads of feedback in its original Gamasutra form, and on Slashdot, but nonetheless, it's worth reprinting here - Benj Edwards asks if advances in video game technology toward photorealistic gaming experiences make virtual killing more and more disturbing.]
You know, I used to laugh at the term "murder simulator" when it was bandied about by knee-jerk opponents of video game violence some years ago. Preposterous, I said: video games are video games -- easily distinguishable from reality, and reasonable people know the difference between fantasy and reality. That was in the Mortal Kombat and Doom era, where the violence seemed cartoonish. And I love those games.
Then I played BioShock. For the first time, hell started to freeze over, and I found myself beginning to understand the critics' point of view. As real-time computer graphics inch ever closer to absolute photorealism (which some industry professionals believe to be no more than 10-15 years away), violent video game critics' arguments are slowly beginning to look more sane. And yes, you're reading this from a life-long video game fan who staunchly opposes institutional artistic censorship.
But censorship is peanuts compared to the conundrums we'll be facing in the future with our favorite hobby. Once our computer simulations of the real world (still called, somewhat quaintly, "video games") begin to effectively duplicate reality, the issue of video game violence won't be a matter of artistic merit or censorship anymore. It will quickly become a matter of morality, ethics, and law.
The coming storm is inevitable: turn one way, and you'll see ever-more realistic portrayals of graphic, gratuitous human violence in games like BioShock, Grand Theft Auto 4, and Fallout 3. Then turn the other and observe the exponential explosion of computing power and graphics rendering potential driven my Moore's law. Put two and two together, and you've got quite a mess brewing.
Welcome to the Slippery Slope
Within the next 10-20 years, your virtual victims in Grand Theft Auto 6 could look, sound, and behave exactly like a real human would if you stabbed him in the neck or shot him in the gut. There'd be plenty of blood, screaming, and carnage to go around. You could watch as they bleed to death in agony.
The funny thing is -- and I'm just guessing -- you wouldn't want to do that in real life to a real human, so why would you want to do that in a video game? The violent scenario above seems silly now, but the stunningly realistic, PS3-era violent games we play today would have seemed unthinkably graphic just fifteen years ago.
At the moment, we rationalize our simulated violence with statements like: "It's just a game. It's not real. The people don't suffer." All this is true (at the moment); but as the experience of virtual murder becomes ever more realistic, I believe that we as players will begin to suffer emotionally every time we cause realistic suffering to any virtual person, just as if we caused suffering to real living creatures.
With each act of violence, a piece of us grows cold, calloused, and uncaring towards the well being of others. Repeat that, and we become slowly desensitized to pain and suffering.
As gamers, we've already begun desensitizing ourselves to simulated murder, or else we wouldn't be able to play the violent games we have now. Games featuring endless killing for points are nearly as old as video games themselves, with Space Invaders, (1978) probably being the most influential. Back in 1992, Wolfenstein 3D was the most graphically realistic simulation of murder you could find in a video game. It shocked people (including the author) at first.
But as the body count racked up, each Nazi became easier to kill until we no longer had a second thought about the act. The same desensitizing effect stretches back to every violent video game that pushed the limits of realism -- all the way back the early arcade title Death Race (1976), where players mowed down human-like "gremlins" with a car.
Today, we see older violent games like Wolfenstein 3D as primitive and cartoonish, but technology didn't stop there. As the years went by, graphical realism in violent games continued to ratchet up as each generation of software took advantage of the increased computing power available to it.
As violent graphics have grown more convincing, we as a gaming populace continued to de-sensitize in tandem. Despite leaps and bounds in graphical rendering power, Death Race's kill-everything gameplay stayed the same. We're still killing those gremlins and Nazis, but today they look a lot more like people you'd find on the street.
In fact, due to our continued cultural desensitization toward violence in video games, certain game developers kept pushing the limits culturally thematically with ever more violent, gory, and shocking gameplay than before -- what was once forbidden was forbidden no longer, so it took a greater controversy to get attention. Thankfully, this quest for controversial violence is not a universal goal of the industry, but there are always the standouts who effectively "push culture forward" by testing the boundaries of what we consider acceptable.
So, for the moment, we're ok, right? Photorealistic graphics aren't here yet, and we continue to justify our violent entertainment by saying "it's not real." But if we're not careful, we'll be justifying our consumption of violent games all the way to, say, 2030 when, thanks to photorealistic graphics and improved mind-machine interfaces, the experience of virtual murder may be nigh-but-indistinguishable from reality.
As technology improves, the well-defined boundary between reality and fantasy provided by a TV set and hand controller might evaporate, making the gaming experience less like a game console and more like Star Trek's holodeck. (And we needn't wait two decades for that boundary to start blurring: with Microsoft's Project Natal -- a camera that captures motion with no other peripherals required -- the line between real and virtual is already disappearing.)
If, in this hypothetical future, we're capable of stripping away our empathy and compassion to murder a 99% realistic virtual human (and maybe even enjoy it), will we be psychologically any different from people who actually murder those of flesh and blood? Having perhaps unintentionally trained ourselves to become cold-blooded killers through systematic desensitization, will we be emotionally capable of doing the same thing in waking life?
With that kind of realism, we're not talking Pac-Man blip-bloop video games any more: to give you an idea of what we're really in for, imagine walking up to someone on the street outside your house and shooting them in the head. By 2030, the video game experience of murder could be exactly that realistic -- if we choose to make it that way.
As Common as Murder
In our modern western society, death is a relatively rare event. One can live 50 years and know only of a handful of personal friends or family members dying. Those deaths usually result from an illness that strikes in the later years of life, or occasionally from accident or suicide. But how many murders have you personally witnessed in your lifetime? How many people have you killed?
When someone kills one real live human, it's a terrible tragedy that makes the local news. They usually go to prison for life. When a crazed gunman shoots down eight of his coworkers, it's called a massacre, and it stays in the national headlines for months.
Last year, a grand total of 31 real live humans were murdered in Raleigh, NC, my city of 380,000 people. But that figure is chump change for a video game: just the other day, I murdered 40 virtual people in one BioShock session. If eight is massacre, then what's 40? Wholesale slaughter? Systematic genocide?
Every real murder has far-reaching effects that ripple through the fabric of society, tearing apart the lives of both the murderer himself and the victim's friends and family. Each murder influences the practice of law and law enforcement and compels people to feel a little less safe and a little more paranoid about their neighbors. But we simulate the act all the time. For fun.
Speaking of BioShock, it's not like murder is incidental to the main premise of the game. The developers have specifically created a virtual world where you are forced to kill realistic humans to succeed. The fact that you're inflicting suffering and death upon very realistic humans is a key game mechanic. That's a very large part of why it's supposed to be fun. Take away that, and you take away the game.
These BioShock victims aren't like cartoonish Doom monsters anymore. They're definitely humans, and they look very real. They talk and rummage about, then run at me and attack. If I bludgeon them with my wrench, they scream in agony and blood gushes forth until his/her limp body falls to the ground like a rag doll.
To maintain the persistence of reality, that bloody, lifeless body stays where it is on the floor, able to be trampled, pushed, and even bludgeoned further if so desired. BioShock's designers have put a lot of thought into making the experience as realistic as is practical on today's hardware. And they should be commended for this technical feat -- BioShock is an incredible work of art. But dagnabbit, it really is one of those once-mythical "murder simulators" we've been hearing about for years.
This sort of interactive death-as-entertainment is very mainstream (BioShocksold over three million copies, including one to me) -- but only in the video game world. Show BioShock to a non-gamer -- someone who hasn't been desensitized to killing virtual people -- and watch their reaction. Show them how you bludgeon people to death with a pipe wrench. If they don't wince and express some form of shock at what's taking place on the screen, they're either seriously disturbed or they're a seasoned gamer.
Industry Ethics
Ethics and morals vary by region. They vary by culture and religion, and they vary from person to person. Dare I say it, but ethics and morals can be downright arbitrary. Despite this fact, and despite the wide spectrum of opinion on what is right and wrong, there's one moral I think most of us can agree with: killing humans is usually bad. World legal systems made that judgement long ago and codified it in law. In spite of this, if many popular mainstream video games were your guide, killing humans is also incredibly fun.
Then again, many video games are fun because they let us do many things that are impossible and/or illegal in real life. But the fact that murder has become a ho-hum event in mainstream video games is something that should make us re-evaluate our hobby.
As a card-carrying member of the human race (one of those things you're pretending to kill), I can't help but feel that such a profound and tragic event as human murder or even "justified" human killing should be a rare and powerful statement in games, not a common theme. With the ever-increasing power developers have in their hands to rip apart virtual lives, I think it's time to re-examine the use of death and killing as a core game mechanic.
Perhaps the public is already beginning to tire of wantonly violent gameplay with its enthusiastic embrace of both casual games and the Nintendo Wii's lighter fare. Many players are flocking to innovative, less intense games that make the "hardcore" (read: "mostly violent and/or realistic") gaming world shudder.
If the video and computer game industry doesn't begin to show concern over widespread and flippant depictions of realistic human violence, game publishers will soon be asking players to regularly murder scores of astoundingly realistic virtual people, enjoy it, and defend the practice from critics of the art form. (Actually, they already do, but I digress.)
But the industry shouldn't be asking this of its loyal fans and customers. This is not just a financial issue between publishers and their wallets; it's an ethical issue that will increasingly affect our laws, culture, and society on a deep level.
But make no mistake: not all violence in video games is bad. After all, I love Doom, and Monolith's Blood (1997) is one of my favorite games. I alone have been responsible for the deaths of countless thousands of residents of the Mushroom Kingdom over the past two decades.
Despite this, I am reasonably confident in saying that my violent video game escapades have left no lasting damage on my psyche. Nor do I feel that any violent game play necessarily hurts any of us at this moment. But if things get as realistic as what I've mentioned above, they very well might harm us in the future. My concern centers solely on gratuitous and graphic violence against ultra-realistic virtual humans -- the kind you'll be seeing more and more of in video games over the next decade.
Some violence will always be necessary in games that portray the human condition. There are many times when very decent people in our real world have been forced to kill to survive. It would be a disservice for the exquisite and singular art form that is video games to restrict portrayals of violence or human suffering outright.
If handled properly and sensitively, violence and even murder can be a powerful political, ethical, or artistic statement. But the use of gratuitous, gory violence against realistic humans as the main point of any game needs reconsideration.
We should start rethinking these issues now before we all slide down the slope together and can't pull ourselves back up again. Or, even worse, before governments step in and dictate what can and can't be depicted or simulated in video games via legislation. But then again, if things get as realistic as I'm predicting, there might not be anything we can do about it.
A Legal Quagmire
All this brings us to the question of what we can do -- or what we'll have to do -- as a society about this fast-approaching issue. If, as I have postulated, certain video games eventually become so realistic that they convincingly mimic reality, then no self-imposed rating system like the ESRB will cure the problem (i.e. It doesn't matter if it's an "adults only" game -- even adults shouldn't murder realistic virtual people).
In 2040, the only difference between killing a virtual human and a real one might be whether you're linked to a computer when you do it. And the virtual humans you kill might very well be representations of real people in a massively multiplayer online world like Second Life, leading to all kinds of confusion between what's "real" and not. And we're not even scratching the surface when it comes to AI that could be close to human-level sentience by then.
As a result, governments might have no choice but to step in and define a legal ethical limit to virtual killing and simulated suffering, opening up a can of worms that will only be untangled through years of difficult deliberation and hand-wringing.
If we come to that, should it be illegal to simulate player imposed suffering of photorealistic humans in video games? If so, where do we draw the line with regards to realism? For example, BioShock is "OK" now, but how much more realistic will the virtual human's appearance and behavior have to get before virtual murder is considered genuinely and irreversibly harmful for the player?
Will it matter if it's done "by hand and knife" in a holodeck-style brain-machine interface, or if it's executed through a 10-button game controller? Will it matter if it's a quick death or a slow, drawn-out one? Will it matter if the human-killing enacted by the player fits the legal definition of murder or if it is done in self-defense?
I don't know the answers to these questions, but I do know that they won't come easy, especially if the game industry fights back against government regulation. As we grow ever closer to 100% graphical and situational realism in games, hopefully game publishers will decline to encourage the stunningly accurate simulation of gratuitous human suffering.
My concern is not that these violent simulations described will happen; they probably will at some point. I'm concerned that we as an audience will continue to consider gratuitous virtual murder a form of mainstream entertainment. The kind of violence I'm describing should be relegated to the bottom, back-corner shelf of any game store -- not by law or punishment, but by consumer demand.
Forget the Kids
Contemporary opponents of video game violence inevitably mention "the children" and how we need to shield them from evil media like video games. Yes, 100% photorealistic violent video games of the future would have a profound impact on children. But you know what? It's not the kids I'm worried about. It's the adults.
After all, reasonable parents can protect their children from exposure to harmful media, as they (ahem) have been doing for decades with movies and TV. But when adults -- the supposedly responsible people of our world -- find it morally acceptable to enjoy the realistic suffering of others as mainstream entertainment, we have a real problem on our hands.
Obviously, what makes an acceptable game play experience for each player is a personal choice that should be judged on a person-by-person basis (or on a parent to child basis), and I believe it should stay that way. As for me, I'm already drawing the line at BioShock -- I can barely stomach the game as it is.
Sure, I could play it more and desensitize myself, but I don't want to. And that's just me. It's up to you and a million other adult gamers to decide what's best for yourselves and to draw the line on virtual violence where you feel most comfortable. And it's up to the video game industry to recognize exactly where they're taking us, because quite frankly, it isn't looking good.
The next time you load up your latest, greatest super-gory shooter, stop and think about what you're doing. If you weren't already steeped in the video game culture of thematic violence that stretches back to the 1970s, would realistic simulations of human murder like BioShock seem acceptable?
In case you've forgotten how a non-gamer thinks, show these violent games to your grandparents, or better yet, a WWII veteran. You'll get a better look at the moral compass of people born before the video game generation, and it might make you take a second look at that long, steep slope you're already sliding down. Because, honestly, we don't know how deep it goes.
[Benj Edwards is a freelance writer who specializes in video game and computer history articles for publications like PC World, Gamasutra, Ars Technica, and 1UP. He is also Editor-in-Chief of Vintage Computing and Gaming, a blog devoted to vintage technology.]









Comments
Our in-game portrayals of killing are not getting more realistic. The graphics are, certainly, but we've backed away from the high-water-point of death simulation, which was probably the Soldier of Fortune series. Numerous destructible body parts, groans of pain, death rattles... There are some modern games that offer brutal killing (Manhunt), but most take the "do X hp of damage and they grunt and fall over" approach. Generally, folks don't want *suffering* in their entertainment; they want the clean, sanitized violence of a first-generation Bond movie.
You touch upon this, but I also think it's worthwhile to distinguish between killing and murder. Most video games put killing in a context: either the player character is a soldier, whose killing is (theoretically) justified by her government (Halo), a victim fighting in self defense (Bioshock), or a criminal killing other criminals (the GTA series). Very few games expect the player to kill for fun.
But I do agree that killing is far too prominent of a gameplay mechanic. I've tried to minimize it in my own games, and I'd like to see more developers doing the same.
Posted by: Gregory Weir | July 4, 2009 11:40 AM
I completely agree with Greg. If you want to see how we handle "real" murderous games, look at the very worst and you'll notice nobody plays them. BioShock is more along the lines of a horror film of the game industry. The fighting and moral shock are part of the atmosphere.
GTA, one of my personal favorites, I can only defend in the fact that there are in-game consequences for various criminal actions. The murder of innocent people is not the fun part, the evasion of police is. Unless people convince themselves that the cop chases are realistic, then I see this game reinforcing the idea that you will be punished for your actions.
Posted by: Outcast Orange | July 4, 2009 11:14 PM
There's a point to be made about whether or not our experiences are purely sensatory. For most people, there is an emotional disconnect between fiction and reality that transcends what we're merely "looking at". You see a brutal murder in a film - that might look entirely realistic, the victim might beg and sob for mercy, the ensuing violence might look viscerally authentic - but could you sit and munch popcorn while someone was murdered for real right in front of you? The only differentiation here is that in the film, you KNOW it's a fantasy. Are you a sociopath for willfully parting with your cash to subject yourself to realistic (albeit totally fictional) murder?
Of course, films are passive entertainment, and you aren't taking the role of the aggressor, but does being an active participant instantly break down that wall of emotional disconnection?
Whether or not our tastes in fiction speak of who we are as a person will be constantly in debate.
Take World of Warcraft as an example (a game that doesn't come close to representing reality). If you grief players and then brag about it on the forums, you'll no doubt be called a horrible person, have people question your morals; your humanity. People will project a personality upon you based upon your actions in the game - you're a basement dwelling ass hat because you stole someone's kill, or 'ganked' them repeatedly.
Personally, I don't understand this need to associate real behaviour with fantasy behaviour. I help old ladies across the street. I donate whatever change is in my wallet to any collector I pass. I always point out a cashier's mistake in change if it would have benefited me. I instantly regret being nasty if I slander people. And yet, in a virtual world, I might decide to be the biggest jack ass on the planet. Surely some ePsychiatrist will tell me that I'm acting how I really wish I could in real life - that deep down I'm a narcisistic jerk who loves to torment people. Projection.
Reality is, I know the difference between fact and fiction, and how I behave in a virtual world has nothing to do with the sensatory realism of that world, but the fact that I know that what I'm doing is complete fantasy.
That said, I'm sure there are people who consider their behaviour should reflect their real self regardless of what world they're in. Including some whackos.
Maybe if we gave them murder simulators, they wouldn't be burying REAL people in swamp land.
Regardless, I have no particular desire to partake in 100% realistic virtual murder, mostly because I'm not the biggest fan of graphic gore. It kind of makes me ill. And it goes without saying that children and some adults have difficulty differentiating between reality and fiction. But at the end of the day, it's pixels, and if we're suddenly holding ourselves up to some moral standard on how we treat polygons and textures, I'd be asking why the fuck we aren't worrying about things that really need worrying about.
Posted by: Boon | July 5, 2009 1:04 AM
A big part of the reason I haven't returned to GTA4 is how disturbing that game makes running people over. I think it's a fair question.
I'm also a little disturbed by how little design has changed. We've been capable of modelling a chorus of NPCs as they go about their day-to-day lives, and yet the vast majority of games waste that by modelling a bunch of mooks it takes five seconds to kill - and indeed that's all you can do with them.
I think there's a question to be asked why the industry has such a fetish with violence. With the advent of the Wii and the expanding of demographics, we can no longer claim that's it because that's what the chief demographic wants.
Posted by: Merus | July 5, 2009 5:31 AM
There's definitely a few points I disagree with here, and something glaring I believe has been overlooked.
Someone mentioned the fact that this is happening in a very clearly virtual world, and that the disconnect is not actually seeing it happening -in reality-. While the author asserts that this visceral experience is the potential problem we're heading towards, I think there's something important missing that's bigger than photorealistic images of people.
Whether we perceive this game world in 2 or 3 dimensions, what's missing is tactile feedback. Killing someone by flailing your arm wildly in the (empty) air around you while your virtual knife shreds his or her flesh will prove to be little more 'realistic' than doing so with a mouse on your desk.
I believe that if we manage to very accurately simulate THAT... then at that point we have almost certainly stepped up to letting a computer tell our brains what they're sensing directly, and if that happens, we have FAR greater problems than the ethical dilemmas of virtual murder.
The other major point of contention is that adults can or should somehow censor what their children consume. That has been impossible... well, basically since the invention of print. Kids can and will get their hands on whatever they want, and thanks to the media's successful advertisement invasion of all facets of our lives -- TV, radio, magazines, newspapers, billboards, flyers, web pages, video-embedded commercials -- you just can't stop kids from finding out about the things you might reasonably want to keep from them (and guess what? They're going to tell their friends).
I think the bottom line is that yes, this could become a problem... but by the time it does, it will be the very least of our worries, and society (probably including the content and enforcement of legislation) will either have changed or have to change in ways that will alter the reality and perception of this and related issues.
Posted by: phu | July 5, 2009 1:27 PM
Did you see the God of War 3 demo that they put in the E3 this year? there's a scene where Kratos take this man by his head and starts to pull until he decapitated him; look: http://www.youtube.com/watch?v=2kBDw-n-1N4
And this is not 2040, is 2009! i think we have reach de border between what is right and what is not.
Posted by: anonimo | July 6, 2009 11:06 AM
Very interesting opinion about this subject. I agree, that in most video games the core mechanic is to kill in order to succeed.
However as some other people already said the games that are actually Murder simulators or that come close to be, nobody wants them, personally ive played a couple of these and could stand them, this doesnt justify the first statement i made but i think
is really different when you want to kill for pleasure rather if you want to stay alive or reach a specific goal and with that you have to kill some "enemies".
Also i wanted to point another detail, as you can see the world is starting to get really messy, at least in my city i cant go out to play some football without the worry of my parents or the risk to get robbed, assaulted or exposed to any other danger,
so in their its better for to stay home and play some video games, the problem is this videogames
as you said, are starting to get really graphical and more violent, so choises for entretainment without violence are getting really slim.
What really kinda pisses me off are the serious company running these huge brands with videogaming entretainment, that keep supporting the same formula without any sort of inovation with a few exeptions.
bacause at the end their product is what ends up in the shelfs of wal-mart where an misinformed parent can buy to his kid.
Now for me, im glad i was born with doom and wolf 3d so i am able to see the difference and the evolution of these hobby, wich has become a personal passion, i remeber to felt what you said about first feeling bad, even in wolfenstain (i remember
i was afraid of that game and doom haha) and how now i can play games like FEAR 2 or Condamned 2 with really sick stuff and really graphical violence without feeling anything but some twisted pleasure.
I really dont know if its the adrenaline, the plot, or actually getting used to do this as a way of life but i think at least for me it will have a limit.
As some other opinions pointed i couldnt drive persons over in GTA IV without feeling bad or not trying to do it because it was starting to be really realistic.
however in Dead Space for example i just wanted to kill that damn alien thar really creeped me out.
So i say its a matter of concept for experienced gamers, and a matter of personal moral in each one,the problem is that violence will become even more socially acceptable with these phtorealistic technology.
What really worrys me is the kids that are growing with games like bioshock right now and the ones that will grow with GTA 6 in the future because ive taken a lot of stuff and likes frome videogames in my life, of course not the core violence or the killing part, but an easy
example is that i like playing paintball with my friends, i really enjoy it, or boxing matches or action movies (hell i even know some weapon names and caliber) now that was for me with games like doom as a start.
What i think is that us gamers will be the filter for these children and for these technology, since we can still difference between reality and simulation we can point to our coming generations what should be played and what shouldt be, now for the
post that said that kids will at the end get it and tell their friends think this murder simualtors as porn or smurf vids, if you educate ur child properly he wont like them and not support them.
So in conclusion:
Im intrigued with the technology that there will be in 2030 and i think it will be up to use how we point it.
As you said we need to rethink about our hobby and in my case i wont support a photorealistic murder simulator, or technology
applied to this sort of entretainment, however i will be more than pleased to have starsiege tribes match with all my senses involved.
Posted by: Q_Layer | July 6, 2009 7:19 PM
U can say what u wanna say. But the fact remains adults are adults, adults watch porn, adults watch violent films. Games are games, regardless of how real they look - They are video games. Please how many people have actually really killed because of games. Even if games didn't exist weak minded individuals with societal/personal problems would still be driven to violent acts. We all live in a violent world with road rage, wars broadcast on television, youtube!!, u don't need games to see violence and games certainly don't encourage it.
Posted by: Shawn | July 11, 2009 8:04 PM
It seems like you're saying in the future we might need to restrict video game violence because as it becomes more realistic it will manifest in real world violence.
And if that's not your point, if your point as you put it was that the violence is on some way comparable or equivalent to the real world, we'll already be unable to agree. That line can be drawn anywhere, my nightly dreams are far more realistic than any video game, and of course they can be grisly on occasion, but I'm no more a murderer there than in a video game.
Back to your original point, where's the compelling evidence that enacting video game violence breeds real violence? No existing study even hints at a causative effect.
Where's the studies linking video game usage with murder rates over a period of time?
There's none. Because you can't boil down a complex system like human behavior into a "common sense" rule of "entertainment violence causes real violence".
Should I even mention that while I type this, governments of countries are killing people *right now* in cold blood? And yet your focus is on how I spend my private time?
There is only one freedom people have - and that's the freedom to do what others fundamentally disagree with. We restrict that to the point where what we do has an effect on others, ie: murdering each other (though, the government can sanction murder through a war, right). Until you can conclusively prove video games are making us all a danger to society, forget it.
Posted by: Anonymous | July 12, 2009 4:31 PM
Benj..
You're an idiot.
Posted by: Grant | July 19, 2009 8:48 PM