What does death mean in games?
I finished reading one more chapter in Ethics and game design, “Sideways into Truth: Kierkegaard, Philistines, and Why we Love Sex and Violence” by Erin Hoffman. Based on the title, and the first sentence in the abstract mentioning “meta” studies, I expected a philosophical tractate burdened with words, but nothing to say. However, I was engaged into the discussion with the very first sentence of the chapter, where Hoffman says
If we are going to properly talk about ethics, philosophy, and games, we should begin with death, the driver of the fundamental question of human existence, and the impetus for our definition as living beings.
She goes on explaining the early video games where the end of the game was turned from passive machine’s response “The game is over” into active, player’s experiential exclamation “I killed you!” or “You killed me!”, where no death of the character, if any character at all, was present. Hoffman calls it a “functional death”. Later on, the games evolved, from those ones that had characters who could lose or fail to complete a task/finish the game (still calling that moment a “death”), to those games that have had narratives in which the goal is to eliminate other players or NPC by the act of killing. This almost a semantic choice at the beginning has become an ethical question of how we contemplate death, how we present it, what is appropriate to become part of the game and what not.
Hoffman develops her argument through the example of SuperColumbine Massacre RPG (SCMRPG!) where the players have to take a role of Eric Harris or Dylan Klebold, the teenage shooters, and experience the game through the eyes of the killers. As the author says, the reaction to the came was twofold. On one side, there were those who were appalled by the very idea of trying to justify the massacre in a way ; and on the other, there were developers and gamers who saw the game medium as an art form (Bogost, 2006) . The sentence “just because a game can be made doesn’t mean it should” goes back to my personal question from a year ago: Is it all right to make a game about anything?
I am wondering about how realistic is Hoffman’s recommendation in the conclusion of her paper. She claims that
Rather than shying away from contemplating death and violence in interactive media, a more compassionate and ethical approach would be to attempt to overcome our own aversions to reminders of ortality and inspect how this media consoles us, in was that conscious thought cannot.
One thing that Hoffman’s fails to distinguish in this chapter is the difference between dying in the game because you failed to accomplish a task and designing a game where your task is to kill, and only to kill (and very often to kill in sickening and horrible way).
category: reading
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