Games don't kill people -- do they?

Before we rush to damn the video-game industry, let's remember: There's both bad and good in blowing up pixels.

Jun 21, 1999 | About 10 years ago, I had drinks with Frank Chadwick, then president of a game publisher called Game Designers Workshop. At the time, the Game Manufacturers Association was trying to reposition hobby games as "adventure games" -- which we both thought risible.

Chadwick said, "You know, a better name for our industry would be 'violence gaming.' "

I flinched, of course. But Chadwick had a point: hobby games then consisted mainly of war games -- war is certainly violent -- and role-playing games, whose players spend much of their time in combat against fantastic monsters or comic-book supervillains and such.

Violence is intrinsic to many, many games. Even as abstract a game as chess can be seen as a form of military conflict.

When I was a kid, "gaming" meant the mass-market boardgame industry and a small hobby-game appendage that together grossed perhaps a few hundred million dollars at retail. Today, it includes computer, console and arcade gaming and is a $7 billion industry in the U.S. alone -- the second largest entertainment industry in the world, after film and television.

As McLuhan would have it, every medium has a message. If violence is intrinsic to gaming, and if gaming is an increasingly predominant form of entertainment, is the likely consequence to our society an increase in violence?

Are the critics who attack gaming in the wake of the Littleton massacre correct on the fundamentals? Should Congress ask the surgeon general to prepare a report on how video games spur youth violence, as it is considering? Do games stoke our violent instincts -- or sublimate them? Is there such a thing as "good violence" and "bad violence" in games?

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Let's step back a moment. What is a game?

A game is an interactive structure that requires players to struggle toward a goal.

If there's no interaction, it isn't a game; it's a puzzle. If there's no goal, then the players have no reason to choose one option over another, to undertake one task instead of something else; there's no structure. If achieving the goal isn't a struggle, if winning is easy, the game is dull; winning's no thrill.

Struggle implies conflict. Just as conflict is at the core of every story, conflict is at the core of every game. That doesn't mean all conflict must be violent; in a story, the central conflict can be the protagonist's own feelings of inadequacy, or the obduracy of her in-laws, or the inequities of society. But violent conflict has its uses; otherwise, we wouldn't have horror stories and mysteries and thrillers. Not to mention "Hamlet" and "Henry V."

There are as many ways to create conflict in a game as in a story. Adventure games like Myst use puzzles. Games like Diplomacy require negotiation. Builder games like Civilization require you to overcome economic and technological obstacles.

But there's no way to avoid conflict entirely. No conflict, no struggle. No struggle, no obstacles. No obstacles, no work. No work, no fun.

Where does violence come into the picture? Violence is an easy out. It's the simplest, most obvious way to make a game a struggle. If achieving your goal requires you to get through a horde of ravenous, flesh-eating monsters, the conflict is clear -- and the way to win is equally clear. You kill them.

Obstacles-of-violence, to coin a term, are compelling; the kill-or-be-killed instinct is wired into our hind-brain, part of our vertebrate heritage. Games like Quake II trigger a visceral, edge-of-the-seat response. Precisely because you can be killed at any moment by strange and nasty creatures, because only quick reactions can defeat them, Quake is a compelling experience.

Quake uses violence well. By that, I mean that it achieves precisely the effect its designers wished to achieve, and succeeds in delivering a compelling, stimulating, entertaining, intense experience to the player. It is a fine game.

But still: Violence is not the only way to achieve struggle in games. It is merely the easiest, the simplest, the most obvious tool in the game designer's armamentarium.

So -- are games fundamentally violent and therefore bad? No. Chadwick was wrong; games are not about violence. Games are about struggle. Because violence is the easiest way to create struggle, many games are violent -- but far from all.

But perhaps a more sophisticated argument still holds water? Perhaps game designers have insouciantly awoken the beast, cavalierly creating entertainment so violently compelling that it teaches violence, desensitizes us, spurs increased violence in our society?

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