The Leaderboard: E3 and the American Art of Violence
Drew Dixon views the violent videogames of E3 from a broader cultural context.
If someone completely oblivious to American culture were to visit E3, they’d likely perceive us to be a gun-and sex-obsessed culture at best—barbaric jingoists at worst. And yet, videogames are supposedly a bastion of creativity;—a medium rife with innovation. In an era of economic uncertainty, videogames are a thriving business;—one to which some of the brightest minds are turning. And yet, as I watched demo after demo at E3, I couldn’t help but notice what all this supposed creativity was being devoted to, namely, the taking of human life. It wasn’t just the fact that the majority of games at E3 featured guns and violence that caught my attention, it was the elaborate manner in which that violence was being carried out.
In Splinter Cell: Blacklist, the player is encouraged to pile up kills with a certain savage elegance. After Sam Fisher systematically takes out a group of seven Arab terrorists, Maxime Beland, the game’s creative director, rejoices;, “Now that’s killing in motion!” As if our previous modes of killing were far too crude and arduous. Another Ubisoft game, Assassin’s Creed 3, showed the protagonist using special gadgets to hang enemies from trees and elegantly jumping down to stab assailants with tomahawks and bayonets. Far Cry 3’s demo showed the player shooting the locks off tiger cages releasing them to devour your enemies. Even the much ballyhooed Watch Dogs promoted creative means of taking human lives as the player orchestrated a massive car wreck in the demo.
Add to the above examples the savage violence on display in The Last of Us, the continued presence of predictable military shooters; and the misogynistic violence of games like the new Tomb Raider; and Hitman: Absolution, and you get a pretty clear picture of the creativity present in AAA videogames. If videogames are a hot bed of any particular brand of creativity, they are hot bed of creative killing.
There have, of course, been many attempts; to tie various problems in society to the popularity of violent videogames. It should be noted that these attempts have failed to prove a correlation between videogames and real social ills. And yet the amount of creativity devoted to violence at the medium’s largest trade show certainly says something about the culture in which they are represented. Given this narrow focus in the AAA space, what is supposedly the most exciting medium in entertainment reveals itself to be creatively impoverished.
It is important to note the intent of most elegantly violent videogames. In most game narratives, the player is not enacting stylized violence for selfish gain but rather for social good. To be fair, videogames rarely give us violence for violence’s sake. Violence in games tends to be simultaneously productive and cheap—it solves problems and rarely comes with significant consequences. For every game like Far Cry 2 or Shadow of the Colossus that highlights the futility of violence, there are a dozen war games with infinite respawns and regenerative health. The counter argument in favor of such games is that they are entertainment, not violence simulations. Lana Polansky recently offered this refutation: