Calling a game like GTA IV "hyper realistic" sounds incendiary -- in fact, that's how people like Jack Thompson refer to it. But the unfortunate thing about GTA IV is that it is.No, I'm not referring to the gameplay or suggesting everyone loves to steal cars and beat whores. I'm not referring to the characters or the storyline either, though those have taken strides forward over previous installments. I don't even mean the atmospheric, highly detailed environments, nor the stunning-scale rendition of New York City, which is just "off" enough to be disorienting.
It's really a shame that GTA IV gets reduced in shorthand to the "crime sim," the "cop killer game," or the "game where you steal cars and beat whores." Because in many ways, it's really the most intelligent and forward-leaning thing we've got, the largest testimonial to the idea that all of that "potential of games as a medium" stuff we discuss is possible.
The best part of the GTA series is its periphery -- the TV, the radio, the background color, the locations, the vibe. At every turn, we encounter exaggerated parodies of paranoid parents, out-there religious types, oblivious hypocrites and people with raging entitlement complexes. It's easy to theorize that these are clever screw-yous to the very groups that deride the game and bemoan its existence. But an even handed look finds equal distaste for game-zombie children, weapons fanatics (so far, my fave part of the game is the knives commercial), escapists, and those obsessed with sex and libertine excesses.
I played through the game for my first couple hours without hurting a thing (except my car's headlights; I'm quite a bad driver). There's no reason to cause havok in the streets -- except that it's fun. Rockstar didn't so much make a violent game as it made a game that lets players be violent.
I'd say it's more a commentary on our society than on the video game industry that, given the opportunity, we have the urge to take things to that kind of extreme. And that principle in general seems to be what drives GTA IV.
As with San Andreas' LA ghetto sons, the story focuses on another demographic that might end up falling through the cracks in the real world, and lets an ambassador from that group live out an at-all-costs rise to fame and revenge story. It's always struck me as a painful, angry sort of game -- even as it laughs at the most terrible aspects of humanity -- and possessed of an emotional complexity that's taken to new levels in the latest installment.
People are mad that you can go to strip clubs and pick up prostitutes in GTA IV. But you can do that in real life; the Liberty City streets show us no more and no less than the worst of what exists in the real world. If people have a problem with the "realism" of GTA, then they've got a problem with society.
Yeah, lots of things in that game are really, really awful. But the sad part is it's not a fantasy - stuff like that goes on in real life. GTA as a series never shies away from the ugliest parts of humanity -- it mushes your face into 'em, and then laughs at you.
The weird thing is that playing it wrings me with a warm rush of affection, too -- you have to love something to satirize it this much, to lash it so brutally. Strange to say it, but it is, it's a really loving portrayal. For a game that's at times hilariously vulgar, it's dazzlingly intelligent.
Anyway, I've said a lot that playing the game means a little something extra to me because I'm a New York resident, and my latest at Kotaku has some surprising feedback from some real New Yorkers on what GTA IV means to them. I generally feel neutral about the articles I write, but I'm happy with how this one turned out, so I'd love to know what you guys think.
19 comments:
This may be a bit of an aside, but your post made me think a bit about the contradictory nature of "freedom" expressed in many American-made video games, which is, I think, somewhat of a reflection of the contradictory sense of "freedom" stereotypically associated with the USA.
"Freedom" in both contexts is contingent on ignoring the (significant) limitations on your actions, or the ways in which your world pre-determines any action you may think to take; it seems to me that the GTA games, by imbuing the game world with this illusion of freedom while encouraging what would, in the "real" world, be seen as psychotic and dangerous behaviour (all in the name of a narrative of capitalist progress), is making what is actually a pretty sophisticated comment on the use of freedom in both games and societal structures. In this light, the half-assed mini-games, the weirdly static television shows, video-games-within-video-games, etc., are actually a pretty astute send-up of the "standardized" leisure our culture makes available.
I've really been going out of my way to cause as little mayhem as possible in this game. I know it's partly because the better graphics and physics add more weight to running over a pedestrian, but it's also that I find Nico to be such a likeable character. I don't want to make him do too many bad things outside of the context of the story. More than any previous GTA, Rockstar has done a fantastic job of creating a three-dimensional protagonist who, while certainly capable of being a vicious bastard, has his fair share of positive traits.
It's rare that a game can make me question the morality of my actions, and ironic that it's a game that is labeled as amoral by so many people.
Now I'm going to go read your article.
Update: excellent article, as always.
It's beginning to feel superfluous to commend you on the quality of your writing, as I have yet to read anything of yours that wasn't compelling. Kotaku made a wise decision in bringing you on board.
Thank you.
"Rockstar didn't so much make a violent game as it made a game that lets players be violent"
^
I couldn't agree more.
People used to never shoot each other or abuse prostitutes. And then "Grand Theft Auto III" came out and they started doing those things because the game made it seem fun.
It got even worse, and the games inspired more and more evil. "Vice City" came out and then I downloaded Laura Branigan's "Self Control." "San Andreas" came out and people started joining gangs and using jet packs. "Liberty City Stories" came out and I (ugh) bought a PSP. One of the old ones.
"GTA IV" is even worse. I fear it may put the idea in peoples' heads to take people to "fun fairs" or even bowling alleys on first dates. Or worse, make foreigners think it's OK to emigrate to the United States.
"Rockstar didn't so much make a violent game as it made a game that lets players be violent"
I had a bit of a fight with my girlfriend about this last night. She is a non-gamer who has never played any GTA but is under the same impression that it is a game that glorifies beating women, crime, violence, and many other such fun things.
What she and people need to understand is that while you can do these things, they are rarely, if ever, things that you must do. I compared it to when we played the last Superman game. We both picked people up and flew really high in the sky - reeeaaally high - and then what did we both try to do? We both tried to drop her ass. Now, Superman does not let you kill innocent people by dropping then from a mile up, to our mutual disappointment, but the point is she tried to make freaking Superman drop some lady completely on her own (ok, I gave her the idea by trying it first, but I in no way told her to or made her try.). In my mind, trying to make Superman kill an innocent person is a bit worse than having the latest GTA character kill someone on the street, at least that is in character with GTA.
To me, GTA is not and has never been simply about running around and creating destruction, violence, and chaos. I'm sure that just about every GTA player from III on has at one point said "Eh, screw the missions, I'm just gonna go around causing trouble." I am also pretty sure that everyone who did that got pretty damn tired of just going around beating up hookers rather quickly. You start truly enjoying the game when you do the missions, when you play the game as Rockstar intended. It is a sandbox game. Sometimes you just want to play with your action figures in the sandbox for a half hour, making Batman and Superman bang heads in mortal combat, but other times you want to take the time to make a big ol' sand castle city. Sometimes you find a cig butt or used band-aid in the sand, it isn't always full of nice things. But that is life, life isn't always full of good things. We can't expect our games to get more realistic visually without also getting more...well, realistic.
Leigh, wonderfully written as always
There's no reason to cause havok in the streets -- except that it's fun.
See, normally it's "havoc" and this would be a typo -- but not this time!
Fantastic article, Leigh. Really; I don't think I'd be so enthused to enter the game industry if it weren't for writers like you that elevate the meaning of games outside of its own medium.
GTA games do get a bad rap for depicting, as you said, the "most terrible aspects of humanity." So if history is any indication, then the outrage, the controversy, and the discerning glares all mean that GTA is doing something right as a social commentary. Is it ultimately getting that message across, though? The way the media reports it, I personally don't think so. Not today, at least. For all we know there will be scholars 50+ years into the future citing the Grand Theft Auto series as a crucial watershed in turning games into a socially-relevant artform.
Maybe, maybe not. But more than anything you're right about GTA having more to say than simply "CRIME SPREE HOOKER PUNCH FUCK DA POPO"
Man, the dorm had three people pick up the game on release. 1 PS3, 2 Xbox. Most people are just now getting over the stuff displayed on the TV channels in game.
Ugh... I await the day that I finally have time to finish Okami and can move on to GTA. I usually don't fall into crazy amounts of hype for games, but this and Smash Bros have their hooks in me and I can't get them out.
An aside, but I love the community here on your comments, Leigh.
Alvin -- 100% agreed re: the SVGL community. I could never have progressed in my career without the support, civil discourse, creativity and inspiration from the people who comment here.
Y'all keep me sane.
The thing I don't like about the "you're 'allowed' to do things but not 'forced' to" argument is that it ignores the effect of social censure.
Social pressure is one of the significant shaping factors of our behavior. In our interaction with other human beings, we've got a vast, intricate set of rules we follow, lest our fellow human beings turn their backs on us. You break them, and you're treated with anger and disgust. "You just don't do that."
Which, of course, means the same thing as "You're not allowed to do that."
Given this, given that our social interactions are governed to a large degree by being afraid to step outside of our allowed boundaries, being allowed to do something is tantamount to having the practice condoned. (Emboldened not to simulate shouting, but because that phrase is by far the most important bit of this little comment.)
So the problem is that the game "lets" you kill hookers. When you shouldn't be "allowed" to in the first place. If it FORCED you to perform those actions, then the game takes control away from you and it becomes a "character" thing. You're sometimes taking control of a character who's a huge douche. Of course, this would cut down on the playerbase because there are people who don't like being forced to control and effectively enable things they don't agree with - but by putting all of the control and decision in the player's hands, you open up the social allowances issue.
. . .
Of course, the other side is the "catharsis" argument. The idea that it provides a socially acceptable outlet for impulses you don't want bubbling up in real-life, as encapsulated very interestingly in that there article.
But that's another look at the psychological impact of gaming, while the "allows/forces" argument is one that sidesteps the issue. It's like the "it's just a game" thing . . . it's a game, so it doesn't "count." It's not something every one has to do, so it doesn't "count."
@noc
I'm not sure how you make the leap that being allowed to do something is tantamount to that behavior being condoned. Theoretically, I'm "allowed" to walk up to someone on the street, in real life, and murder them. That is, in the sense that there is no concrete real-world mechanic in place, preventing me from doing so. There is only my conscience, and the fear of consequences that I would face. And my action certainly wouldn't be condoned.
Most videogames that aren't of the GTA variety, have preset parameters as to who you can and cannot do. So I might play a shooter in which I'm not allowed to randomly kill any innocent bystanders, but in order to win the game, I am forced to kill hundreds of so-called bad guys. Why are they bad guys? Because the game tells me they are. At no point do I need to feel concerned that my actions may be wrong, or that others may find them reprehensible. I'm the hero. Case closed.
But in the case of GTA, where there are no parameters, where I can kill anyone I please, I do think about what I'm doing. I've had moments where I've accidentally run over pedestrians while being chased by the cops, and those moments had weight. I felt them.
If anything, noc, the fact that you don't have to kill innocents in GTA, but can, makes it "count" more than in any other game I've ever played.
that should have read "what you can and cannot do" not "who you can and cannot do". Though I guess the latter also applies in the case of GTA.
I've complained about stupid morality systems in video games with my friends before, and it's lead me to think about them pretty deeply. Video games in the end are forms of encapsulated experience, like books, and less so television. You read books because you want to understand the experience it's trying to convey. Great literature's value is that it teaches you very important things that you might have had to learn the hard way otherwise. Games impart experience more viscerally than books. From games, I've learned, at least a little, what it's like to be shot at, fly through the air, be in hell, kill monsters and save lives.
When games try to assign point values to moral decisions, they're not really imparting what morality is. GTA does, because it's HARDER to be a nice guy than to be a maniac running people down and murdering hookers. Bioshock had a moral decision, but really didn't, because you would have gotten a ton of ADAM later for NOT harvesting the Little Sisters. There's no reason to truly be a douche. There is in GTA. You're truly forced to think about whether you take the easy, evil way to get about town, or obey traffic laws and don't mug people. In this way, important knowledge about morality in life is give. If people only act good because they've never thought about how else they could be, or only because they're afraid of punishment, then this game is indeed a vile mind virus that will destabilize our fragile society.
情趣用品,情趣,情趣用品,情趣,情趣,情趣用品,情趣精品,情趣用品,情趣,AIO交友愛情館,情人歡愉用品,美女視訊,情色交友,情人用品性哥,視訊交友,辣妹視訊,美女交友,性愛,嘟嘟成人網,按摩棒,震動按摩棒,微調按摩棒,情趣按摩棒,逼真按摩棒,G點,跳蛋,
跳蛋,跳蛋,性感內衣,飛機杯,充氣娃娃,情趣娃娃,角色扮演,性感睡衣,後庭區,SM,潤滑液,情趣禮物,威而柔,香水,精油,芳香精油,自慰,自慰套,性感吊帶襪,情趣用品加盟,情人歡愉用品,跳蛋情人娜娜,情趣用品,情人節禮物,情人節,吊帶襪,辣妹視訊,美女交友,情色交友,成人交友,視訊聊天室,美女視訊,視訊美女,情色視訊,免費視訊聊天,視訊交友,視訊聊天,AIO交友愛情館,嘟嘟成人網,成人貼圖,成人網站
GTA IV lets you murder as many ppl as you want and cause huge gun fights with the police FBI and the army. What more could you want.
In other words you can do things in GTA that you couldn't in RL cuz they would lock your ass up for life or give you the chair.
There can be no moral choices in games, because that would mean you would have to live with that choice.
Post a Comment