Comments on Purple Haze
Original posted: Tue Jun 3 13:13:15 2008
5 comments [archive] so far on this entry.
...you would end up with a game that seems to punish you for enjoying it.
All the brutality of, say, the Soldier of Fortune games doesn't move me to reflect (any more than a standard war game does, which is somewhat), it just makes me say "Hunh, they put more blood in this game."
Partly it's a conflict between making a good game and critiquing game conventions---that's a tension that can, in theory, be productive, but mostly just leaves you with a game unwilling to be good out of misplaced guilt, and scolding you for whatever enjoyment you do get out of it. That would be the problem with your imagined scenario---you would end up with a game that seems to punish you for enjoying it, which is a problematically self-destructive attitude to take ("You think I shouldn't play this game? You got it!")
Part of the trouble, too, is that games that try to engage with real-world war often make grander claims for themselves than justified---making your game more like real war only exaggerates, for me, how unrealistic the game really is. All the brutality of, say, the Soldier of Fortune games doesn't move me to reflect (any more than a standard war game does, which is somewhat), it just makes me say "Hunh, they put more blood in this game." If your goal is to comment on how video games affect real soldiers' perceptions of violence, you're better off making a documentary, with real soldiers in it; a medium is best at commenting on itself, not other mediums.
This is part of why games work so comfortably in "genre" territory---a more stylized story, detached from real events, is better suited to the basic unreality of the gaming medium (where everything, from the people to the ground, is artificially generated), and gives you a much more honest place from which to speak.