Hey, Games, Stop the Violence—It’s So Boring
With Splatoon 2, Nintendo reminds us killing isn’t the only way

Violence is embedded into videogame’s very DNA. 1962’s Spacewar!, which some say was the first videogame, focused on blasting your opponent out of the cosmos. And like DNA, we see patterns in the repetition: Space Invaders and Asteroids begot Geometry Wars and Eve: Valkyrie. On terra firma, we used our hands. For a time, to play a videogame meant to punch others in the face. Urban Champion. Kung Fu. Double Dragon. Vigilante. When clenched fists weren’t enough, we slung balls of mystical fire (Street Fighter II) or lodged harpoons into our opponent’s neck (Mortal Kombat). Then came the big guns: We built a labyrinth of Doom and got lost in it; we felt a collective Call of Duty to mow down a field full of soldiers; we destroyed the better angels of our nature but kept the Halos.
Go back to the very beginning, though, and we realize not all games spring from an innate desire to see others obliterated. Four years before that first war in space, William Higinbotham gave us a gentler version of spatial combat; his Tennis for Two depicted the graceful rebounding of a ball within a rectangle, evoking the same primal satisfaction that would be mined in that other industry cornerstone, Pong. Both incorporate conflict, yes, but also sportsmanship and a thankful lack of gratuitous plasma spurt. In a way these ur-games anticipated the same territory control featured in Nintendo’s Splatoon franchise, where the need for players to use and cover space supersedes the urge to end another’s virtual life. With Splatoon 2, Nintendo continues their pitch for seeing games as something other than another venue for annihilation.
But the Kyoto toymakers are not immune to gunplay. One of their most well-remembered games of the Nintendo 64 era is Goldeneye. Martin Hollis, an employee of Rare at the time, directed the James Bond shooter. A decade later, he would spearhead a very different kind of project, one based on his aim to lower our collective crosshairs and do something else… like cut them.
Bonsai Barber released on WiiWare in 2009. You play the titular barber whose clients are a bunch of stylish vegetables. Using the Wii Remote, you slice and manicure leafy stems in various shapes. Succeed and the happy customers will return, even sending you vacation photos featuring their new coif. Fail and risk their moody wrath. There is no other game like Bonsai Barber. And Hollis saw that as a problem.
“I feel the games that get made are typically from a fairly narrow set of possibilities,” Hollis told Wesley Lin-Poole of Eurogamer in 2010. “There’s an incredible range of possible games that could be made, [but] most people aren’t really exploring that.”
In the seven years since, an increasing pool of small teams and independent studios have mined the outskirts of what had been done before. But even here, outside of the traditional demands of corporations, many smaller games that find success—Super Meat Boy, Hotline Miami, Playerunknown’s Battlegrounds—are steeped in violence.
Some blockbuster titles appear to swerve and do something else but the usual veneer is simply painted over; Sunset Overdrive wanted to be the game that shined through the years of brown-and-grey ammunition ballets but once your eyes adjust to its sunburst of orange goop you see another landscape dominated by mutants waiting to explode.
But perhaps the typical, perennial question—Are Games Too Violent?—is the wrong one to be asking. Violence is inherent to nature. We destroy others so as to survive. But too often games give us the lowest common denominator version. Violence is not only suffering. It can be beauty. It can be clever. It can be thoughtful and contemplative and surprising. And thankfully, an increasing number of game creators are using these other forms of violent impulse as a catalyst for new experiences.
Her Story is a depiction of the psychological violence created by our own perception and faulty memories.