There is an abundance of violence in video games. There always has been. Except for maybe Pong. Even the earliest games were violent. Space Invaders, Missile Command, Galaga. I could go on for days. Now I know you’re probably thinking “that’s not super violent. There wasn’t any blood or gore.” And I would agree. But you’re still shooting at alien space ships or blowing something up. The only reason there wasn’t any gore is because the tech didn’t exist yet.
Now the tech does exist, and killing in video games can be a brutal thing. That gets into a very serious moral gray area. Does it make me a bad person if I blow this dude’s head off in order to save the world? Well, I mean, the world isn’t gonna save itself, so I guess I better perfect my shotgun decapitative abilities. And trust me, I’ve been gaming since before I could walk. I’m an ace with a shotgun.
But see that’s where the issue is. When I say “blow this dude’s head off” it’s glib and insensitive. I’ve got a slough of clips from badass kills I’ve gotten. When playing online, games award you for getting killstreaks. That word is a thing. Killstreak. And it’s a good thing. You know who else had a kill streak? Jack the Ripper. Not exactly the person I want to be associated with.
So that brings up this question. Do you feel like a hero yet? After all the death, and all the murder. After lighting an enemy on fire and chuckling as he runs off the roof of a skyscraper. After shooting an enemy in the leg and walking over to watch him bleed out. After bashing an enemy’s face in and putting a bullet in their skull. After watching the life fade from the eyes of these characters. Do you feel like a hero yet?
A common game mechanic is the, I’m gonna call it a morality meter. For those of you that don’t know, several RPGs and other games have instituted a morality meter. Star Wars: Knights of the Old Republic lets you become a Jedi, or turn to the Dark Side. Fable has a good/evil ranking that allows you specific powers and abilities based on which path you choose to follow. And there’s an interesting thing that happens with these mechanics. Even though gamers play games where they slaughter people in droves, they still typically lean toward the just side of the morality meter (Lange). Peter Molyneux, a developer from Fable said this about the morality meters.
“…in a game like Fable, we spent hours; we spent months, months and years crafting the evil side of Fable, and only ten percent of people actually did the evil side. Come on. You’re supposed to be gamers.”
So it’s this very interesting dichotomy that occurs when you look at the morality. When gamers clearly know when the choice good or evil, they will usually choose good. However, if you look at a game like Grand Theft Auto V there is no morality meter. And that makes that game a whole different animal.
Now I’m going to admit, I’ve run around on killing sprees in GTA. Most people who’ve spent more than five minutes with the game have done the exact same thing. In the campaign though there’s a very grotesque torture scene. You’re playing as the most sadistic character in the game, Trevor, and when you start the torture he’s very excited about it. Let me put this in perspective. Trevor curb stomped a guys face in because he walked in on Trevor sleeping with the guy’s girlfriend. Trevor then gives the dude’s brother a chunk of his brain of his boot to bury.
So needless to say, Trevor has some issues. So the options the game gives you are to choose how to torture this guy. Waterboarding, hooking him up to a car battery, taking a wrench to his crotch and knees, or take pliers to his teeth. As the torture progresses Trevor gets progressively less enamored with the torture. After the torture sequence Trevor is told to kill the man. Instead Trevor delivers him to the airport and feels guilty for what he (and the gamer) did. The torture is graphic and ugly. I had trouble watching it, much less playing it. I think that proves something very interesting. Grand Theft Auto is totally aware of it’s fanbase. It knows that gamers run around murdering people for kicks. And in this one sequence it makes the gamer as uncomfortable as possible. It’s saying that mindless killing isn’t okay. (Heron)
So Trevor pretty obviously wouldn’t be the go to choice for a hero in any video game. He’s unbalanced, homicidal, and downright terrifying. But he did save that one mans life. My question would be, since he did the morally just thing, does that make him a hero? There are dozens of games where the “hero” of the game is a corrupt, morally bankrupt, asshole. The protagonist of Gears of War is in prison when the game starts. I think that people like these morally bankrupt characters being the heroes makes us as players feel better. If these questionable people can be morally heroic, why can’t we?
I want to go back to the title for a minute. It’s not my question, it’s actually a quote from the game Spec Ops: The Line. In the game you play as Captain Martin Walker, and his adversary says to him “Well done, Walker, you’ve done what the storm could not, destroyed the damned 33rd [battalion]. Do you feel like a hero yet?” For those of you who don’t know, a battalion is up to 800 soldiers. And the 800 soldiers that you killed were Americans. They were fellow soldiers. You burn them alive with white phosphorous and then walk past them and watch them die. And then you find out that in addition to the soldiers, you also killed a couple hundred civilian refugees. Men, women, and children. It shows you a mother holding her child and they are both blackened from the fire. Then the game asks you, “Do you feel like a hero yet?”
Loading screens now commonly offer hints or tips about the game. Occasionally they’ll say something about the lore of the game too. Spec Ops: The Line takes that convention and throws it out the window. Instead it uses it to attack the gamer. The loading screens say things like “White phosphorous is a common allotrope used in your slaughter at the Gate. It can set fire to soldiers and the innocent civilians they are trying to help,” directly after you use it, or they’ll say “The US military does not condone the killing of unarmed combatants. But this isn’t real, so why should you care?” all to make you feel guilty for what you’re doing. They present dialogue on the senseless killing in video games by saying “To kill for yourself is murder. To kill for your government is heroic. To kill for entertainment is harmless,” or “How many American’s have you killed today?” But video games are supposed to be fun, right?
That gets into this idea of cognitive dissonance. And if you’re wondering what that is I can tell you that “Cognitive dissonance is an uncomfortable feeling caused by holding two conflicting ideas simultaneously.” And you’re never gonna guess where I got that definition. Well, maybe you are. I got it from the game. Ya, from Spec Ops: The Line. They are painfully aware of the situation they’re putting the gamer in. They’re doing it on purpose, and they’re doing it very eloquently.
I think this is a very important concept, cognitive dissonance. Both Grand Theft Auto and Spec Ops: The Line are badgering you with dissonant cognitive ideologies the entire time you’re playing the games. While you are torturing someone, or slaughtering innocents the game is saying “Are you completely sure that’s what you should be doing?” It’s taking your previously held ideals about video game violence and turning it on its head. It’s presenting a Call of Duty or Splinter Cell: Blacklist style violence while simultaneously vilifying it. And the game is presenting it so subtly that by the time you realize it, you already agree that maybe that last torture sequence wasn’t necessary.
That brings me to another point. Torture, and it’s in Splinter Cell: Blacklist. So just a superfast summary of the game. Sam Fisher, former C.I.A. stealth super-spy is out to save the world by preventing a terrorist from attacking America right here at home. Alright, so he’s operating somewhere in the Middle East to get info about the terrorists and he finds a few potential “informants.” As Sam, you sneak up on them, shoot two and grab the third to have a conversation. With a very sharp knife. You stab the guy and through an interactive torture sequence use the control sticks to twist the knife. After getting information “it’s ‘moral choice’ time, for Sam has to choose whether to kill or knock out his freshly tortured victim. Let’s review: a moral choice — after an interactive torture sequence” as stated by Tom Bissell, a video game enthusiast and critic. He makes a very good point here. As gamers, we’re somewhat desensitized to things like torture and war or whatever it is we’re gaming through. That doesn’t make any of that stuff okay though. Then going back after torturing someone and saying “oh, I’m gonna be a nice guy by not killing you.” Doesn’t that seem a little self-congratulatory? The moral choice should not be in whether he lives or dies, it should be in whether or not you give them PTSD.
And that’s where I’m going to draw to a close. I’ve said a lot about the morality of video games; but what it really comes down to is the person. There are games like Spec Ops that are designed to make you think. There are also games like Call of Duty that no one plays for the story. Just for the running and gunning. I don’t think either game is better or worse than the other. When it really comes down to it, it’s not about the game. It’s about the player, and what choice you will make.