First of all I'd like to preface this topic, with a statement about its intended purpose, I don't want this to be a one-sided discussion nor is this topic merely focused on violence and its moral effects, but more so on how it affects gaming in the sense of creative development.
In an interview with London's Channel 4 News, Miyamato had this to say:
I don't want to curb freedom of expression but I am concerned that many developers focus just on excessive violence in order to stimulate people's mind. I believe that there are more ways of grabbing players' attention than violence alone.
We need to eat in order to live - that's our first priority but entertainment and the enrichment of our souls must come in second place.
Nintendo's mission is to improve and to take advantage of cheap technology to create reasonable and affordable entertainment. Our games are good value.
Anthony Perez of Gaming 2.0 offers a very valid perspective, which I myself relate to on some level:
I usually cringe when people talk as if violence will lead to the downfall of society, but I do agree with Miyamoto's point. Videogames should be doing more than champion violence in hopes of getting people excited and invested in a game. What games have been able to achieve even better than some films, is a visceral experience that pulls players into the action. Films excel in getting their viewers to invest their emotions into the experience. That is a response most games have failed to replicate.
What is so exciting is to see the potential that's already been exhibited by so many games. Games like Mass Effect and Shadow of the Colossus are good examples of games that pull players into a very emotional and gripping story - though that term is used somewhat loosely in the case of Shadow of the Colossus. What they exemplify is the potential for games to strike progress in that emotional direction through starkly different methods. Mass Effect does so with its grand story and hours worth of dialogue, while Shadow of the Colossus does so almost purely through gameplay and no dialogue.
Hell, even games that rely so heavily on over-the-top violence can even be considered legitimate in their own right. In a recent opinion piece on our very own Jacob Stustman took a look at the gratuitious violence in videogames and defends its use in some games as a way to push forward an overexagerrated yet appropriate ****not so unlike the hyper-stylized violience in movies like 300 and Sin City. He argues that those examples of violence as well as their videogame equivalents, such as next year's MadWorld, shouldn't be seen as harmful or grotesque because they are exaggerated to an extent that drives home their intended stylistic goal that couldn't possibly be replicated in the real world.
The violence then, its inherent schadenfreude, works in a game like Mad World because it is severely blunted by the **** You're not just witnessing your virtual representation tear a beating heart out of a chest Temple of Doom **** You're watching a manifestation of it, an imperfect version of a more perfect system. It is only in this manner, as abstract and otherworldly as it is, that Mad World can get away with so much and never be considered grotesque.
The differences between what Miyamoto and Stutsman say even represent the cultural differences between the East and the West. In the West, we thrive on action while the East leans more toward the fantastical and abstract; a universe where the violence of the West is not only unacceptable but also unnecessary. These opposing viewpoints work best for all gamers since it ensures that no matter what we prefer, we will definitely have a game that entertains us.
Honestly I think there are a lot of pros and cons that incorporating violence can have on creative development, when and if a developer feels forced to implement a certain level of violence regardless of whether or not it is part of his or her creative vision, then I think it becomes a problem. Miyamato is speaking for a company in Nintendo that I think every gamer, or maybe at least me wants to see succeed at least on a subconscious level. With the Wii, Nintendo looked to push boundaries and expand the interaction between the user and the medium itself, it would be ideal to see the Wii be successful in this drive for evolution. However, as more and more time passes, I think a lot of people have become impatient with the Nintendo platform and the developers working on it, especially the third parties. I think we found out that such ambition for evolution requires long periods of time to pass or at the least a deep evaluation of how a certain technology can be exploited for the benefit of the medium as a whole, and cannot simply be facilitated in direct correlation with the release of new platforms. What is surprising is that many of the games that become the staples of this new generation, are simply expansions and sequels of games of yesteryear. The Wii, the platform of supposed evolution, has indeed lived up to its reputation...Though maybe they are pushing the wrong boundaries, often putting out games that offer such a direct interaction between the user and medium, that core gamers call in to question whether or not they are games in the first place. The point I'm making is that maybe there are limits to gaming as an entertainment medium, which need to be preserved or at the very least be thoroughly observed.
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