I realize that conflict is the essence of all narratives, and I don't have a problem with violence and killing in games. Hell, I'm playing Wolfenstein tonight and I'm having a lot of fun killing Nazis.
I guess my disappointment is just that there seems to be so little variety in the KINDS of conflict. I mean, conflict is at the heart of movies and literature as well, but it seems MUCH easier to make a compelling movie or novel in which the conflict doesn't require killing anything. You can make a movie about the conflict against police corruption, and easily have 90% of it be talking and not have a single person die. But make a game about someone fighting police corruption, and it's guaranteed that at some point you're gonna have to go gun down some dirty cops.
Let's be fair, I'm not REALLY complaining about this. I'm just SORT OF complaining about this. I understand that the nature of the videogame medium skews heavily towards the kinds of conflicts that involve actively killing dudes or stomping goombas. I also understand that every medium has its strengths and limitations. So if videogames just plain aren't all that well suited to certain KINDS of conflicts, I can accept that. Still, it's a little bit disappointing to kind of see those limitations. I've got no problem with fictional violence or killing. Hell, I've got Aliens, Mad Max series, and Pulp Fiction in my movie library. But I've also got a lot of stuff like Rushmore and Good Night And Good Luck in my movie library. Hell, it would be hard as shit to translate something like Boyz in the Hood into a videogame. Could potentially work for an adaptation to Menace to Society, as long as you lose in the end. But even within the fairly narrow context of "90's anti-violence stories about young black living amidst a backdrop of violence", some stories just wouldn't translate well.
Just as an example, Boys in the Hood. The story critically relies on the fact that the protagonist DIDN'T turn to violence. And you can't just go the standard "choose your own adventure" model and let the "good ending" only happen if you play the game the right way. That allows people to play the game ENTIRELY WRONG, thus forcing the game's writers to effectively have to write TWO equally compelling stories whereas a movie writer could just write one script and that's what the audience gets. If the player chooses the wrong path, then that dilutes the artist's statement. If the game is structured so as to prevent wrong choices from being made, then that also hurts the narrative if the big point relies on the choices that the protagonist makes. And furthermore, you also get gamers (such as myself) complaining that the allowed choices seem arbitrary and that that it seems like bullshit to provide the illusion of choice in order to suit the narrative, only to strip it away once the player screws up.
Games are REALLY hard in that respect. If nothing else, the interactive nature of games allows for players to **** the whole thing up. Therefore, games generally get restricted to the kinds of broad stuff that players CAN'T **** up, such as "Nazis are bad, you win when you kill enough Nazis." More complex and/or subtle conflicts can be totally ruined by player interaction, which means reducing player interaction, which then results in people complaining, "if I wanted an on-rails experience, I would have just watched a damn movie."
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