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« on: August 30, 2013, 11:51:04 AM »
Jadzia and bidoof,
First, I also want to thank you both for having the courage to share your thoughts and personal experiences with the rest of us. It must definitely not have been easy, but it's added depth to an already important conversation, one that I feel we should keep having. Violence in gaming is something I think a lot about. While I rabidly enjoy gaming and horror, I do feel that Caleb asks a very important question in "How far is too far?"
Around the gaming table, I think it's as you point out Jadzia: each group of players operates with their own social contract. I agree with Gorkamorka, that topic should be discussed among all player before the game begins, so that the lines of what can and can't be crossed are well established.
With publishing adventures, games, etc. it must become trickier though, since the material can potentially be read by anyone, and there's not really a time when the author is discussing with that individual person which of those lines are okay to cross for him or her. True, you can have a rating for the material, or a warning on the cover, something along those lines. And also, if it's a horror scenario, one purchases and reads it knowing it's probably not going to be pretty. People go into a R rated horror movie knowing that they're going to be made uncomfortable. They go into a R rated action movie knowing they're going to see violence. If they don't want to, they just don't buy the ticket.
But, if they do buy the ticket, or purchase the scenario, they can be relatively okay with a lot of the content that's presented, but something might be too much. Something might take them by surprise, and they can be severely offended, or it can call up very painful memories if they had themselves been through a similar circumstance.
How to handle content like that in a game becomes a delicate issue, then. And a difficult one. Horror is horror because it makes us uncomfortable to one degree or another. I'd guess we're fans of the genre because of this, to an extent. And part of what makes us uncomfortable in our culture is sex and violence. Really, how often does Lovecraft refer to "blasphemous" and "unnameable" rites, etc? Clearly, it's impossible to not offend anyone all the time with such content, but especially when dealing with more touchy subjects, such as sexual violence, I think the difficulty increases exponentially.
What's the solution? I don't think there really is a specific one. The easiest would be not to broach these subjects at all. I hesitate to say that, since I don't want to advocate any form of censorship. If the goal is to avoid offending anyone, however, that is simply the route to go.
Another way is to address these subjects, but to do so in a careful way that is respectful, but also addresses the seriousness of the subject, and hopefully causes the gaming group, or audience, to think about it and relate it with their own and others humanity. That takes a high degree of maturity from both the audience, and also the author. I do believe that Caleb in his scenarios, addresses these issues well, and I think the fact that he is questioning himself in the first place is very reflective of that.
Ultimately, I don't know that there is an answer. I guess that's not very helpful, but really it comes down to what the author is willing to risk, and what the audience is able to tolerate.
For my own part, I've played a lot, a whole lot, of violent video games. I've also watched a whole lot of violent movies, and read a whole lot of horror. In my rl job, I've seen the results of violence relatively often. There is a world of separation between rl violence and fictional violence usually. So I like to think I high have a high tolerance for the portrayal of violence in media. Even so, I know on a few occasions where it was a little too much even for me. As a recent example, let me point out a line that I can't cross.
I really like heist movies. They're cool. There is something about them that, as a gamer, translates very well to rpgs and video games. You have a group of specialists after a certain goal. Each has their own skill set. They are trying to break into a bank, corporate building, whatever(essentially modern day "dungeons"). There are cool gadgets and weaponry. So on. I could go on.
Recently, Payday 2 was released. Part of me really wants to play this game. It's a heist game. It's a cooperative game, my favorite kind of shooter. But I can't get myself to get it. Why? Well, the fact that it involves shooting down waves upon waves of police officers.
Not zombies. Not robots. Not aliens. Not even sociopathic criminals, or even oppressive guards of some dystopian fascist state. They're just cops. For whatever reason, playing a game where I'm killing them indiscriminately makes me very uncomfortable. I can't do it.
It's just a game. I don't believe for a second anyone(or at least the vast majority) playing it has anything against law enforcement, or wants to rob a bank, and so on. I'm sure it's a very fun game. But I just can't cross that line. I can in other games, but not that one. Not sure what that says about me, but there's an example of my own particular limit.
Anyway, I went off into a ramble there. I do tend to do that sometimes. Again, very interesting, and important discussion.