GAMING: PLAYING TO KILL
When images of the New Zealand Christchurch mosques’ attack started to come out, the reaction, after the initial shock would probably have been: this looks like a gory video game.
Despite write-ups and web-videos commentating with the strictest intention of blaming access to firearms and radicalism as the two main perpetrators in any heinous act of violence, one can’t deny or even overlook the visual similarity.
With a camera strapped on first person view (the viewpoint of a person), the video — live-streaming the massacre to social media followers — has the eerie aesthetic of watching someone play a first person shooter. Picking ammo. Loading. Shooting. Killing.
Two separate incidents were planned in Christchurch, each happening at different locations, within hours of each other. One news report showed a map of the area with timings. The entire exercise reeked of a Real Time Strategy game.
Tech Insider, a popular YouTube channel of the business newspaper Business Insider, had posted a video titled Stop Blaming Violent Video Games For Mass Shootings 11 months ago. The video, unimaginatively, put up arguments in favour of violent video games, crediting the effective videogame rating system ESRB (Entertainment Software Rating Board) for a job well done.
There is an argument that radicalisation and lack of gun control are bigger causes than violent video games for shooting sprees like the one in Christchurch, New Zealand. But with a lax ratings regime, especially around the world, can video games escape all blame?
The video also fleetingly shows a statistic advocating that violence in video games does not influence gamers worldwide, and that most acts of gun violence come from America, where gun control is often derided by powerful lobbies because of a constitution written more than two centuries ago.
Another video from late night political-satirist Trevor Noah also took the same line, while making fun of President Donald Trump on his lax stance on gun control. This video also came out months before the incident.
There is a popular argument that Japan — a country widely known for gory video games and hyper-violent and pornographic anime — does not have gun violence; the reason, it is argued, is a strict compliance on gun control. Rather than entertain the notion of violence, the masses have easy access to platforms that fulfill baser human instincts.
Like the MPAA (Motion Picture Association of America), the ESRB is a self-regulating organisation that assigns a rating system to video games. The higher the rating, the harder it is for underage children to get their hands on content of violent or adult nature.
Old commercials of the ESRB system showed parents denying children games where limbs were torn off, or blood and gore were the main selling points. The campaign looked good on television. Its implementation in real life, especially in countries where the system did not exist, is a different story altogether however.
Not yet a teenager in the early-90s, owning a newly released Sega Mega Drive gaming system (known as Sega Genesis in the US), I literally witnessed the ESRB system take life. Genesis’ games were gorier than Nintendo’s. A title called Splatter House gave players control of a masked maniac who looked like Jason from Friday the 13th. Blood, gore and guts were ‘splattered’ — as the title promised — all over the place as he bludgeoned monsters. The violence was deemed ‘suitable’ for kids, because the characters on screen were made of blocky pixels.
Most immersive video games tend to be immaculately designed war games, where players spend a lot of time training their brains to strategise long-term objectives. At its most basic level, the argument is less about control and more about moral responsibility and maturity.
Things took a turn for the worse, however, in 1993 and 1994, with the release of Night Trap and Lethal Enforcers, two titles that Sega thought, at the time, would give them an edge in the console wars.
Night Trap was the first game in history that used full-motion video in an interactive gameplay format. In the game, a group of scantily clad young women were terrorised and held hostage by alien vampires, who looked like lecherous men and women.