Innumerable novelists, film directors
and artists have tackled controversial subjects throughout history and been
praised for their products. Even radical pieces founded in far more partisan analysis
have opened doors to discussion in difficult topics from genocide to sexuality.
They dare to explore realities dark side, and the ugly truths of the human
condition. Naturally the controversial nature of a topic can be highly
subjective depending on the interpretations of the individual. Generally
speaking, the radical nature of an issue is often determined by falling outside
the majority opinion of a groups ideology, and as such the words radical and
controversial will be utilised interchangeably within this text. Although other
artistic forms regularly present provocative pieces, video games seem yet to
gain mass acceptance as a creative medium. Is it possible for video games to
explore such radical topics in a meaningful way? What is it about games that disqualifies
them from exploring this harsh territory?
Thursday, 14 September 2017
Wednesday, 13 September 2017
Section 1: Games as a Developing Medium - Part 1
Much of the backlash against adult
content in video games revolves around the continued mainstream public
perception of this interactive media as a child’s toy. Fortunately, this
opinion has shifted slowly over the lifespan of this still-developing medium. A
current example of a game exploring radical topics is the yet to be released Wolfenstein
II. Set in 1961, the game explores the possibility of a Nazi-controlled America
and the consequences for the lifestyles of those living there. You are placed
in a world where the Nazis won the Second World War and are given the task of initiating
a Second American Revolution against the Nazi Regime.
Despite a fascinating
analysis of this particular historic outcome, some may find a way to derive offence from the use of Nazi imagery and depiction in a video game.
Unfortunately this attack is not necessarily directly towards the content of
the game which would not be uncommon in a comparable film or literature, but rather
judges the piece based on the medium of choice. This ties directly into the
current depiction of video games as suitable for only younger audiences.
Tuesday, 12 September 2017
Section 1: Games as a Developing Medium - Part 2
The reality may be surprising for
many, as the average age of a gamer in 2017 is 35 years old. In fact, the
average age has been steadily increasing year on year since the birth of video
gaming with arcade machines and the Atari 2600. Over 65% of households own a
device used for video games and the average number of years that people have
been playing games is 13 years. Despite this, the young gamer stereotypes
remain. This may not be entirely surprising however. Most forms of media have
endured this slow evolution from their inception to public acceptance. Early
film and cinema was often dismissed as a passing fad, or by some, as an
attractive evil. Similarly, the spread of comic books can be compared to the
gaming industry. Early comics were aimed at younger audiences and were devoid
of radical or mature themes. This fact perhaps created the notion that they were
incapable of expressing controversial ideas or had no deep artistic qualities.
It was perhaps the rebranding of some comics as graphic novels that allowed
certain current masterpieces to arise.
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