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Forums - Gaming Discussion - Are guns in video games holding the medium back?

 

Do you agree?

No 36 46.15%
 
Yes 42 53.85%
 
Total:78

People reacted very positively to The Last of Us: Left Behind; in fact the most common criticism leveled against it was that its bloody climactic shoot-out felt paradoxical to the very human story it had told to that point. This is one instance of the aforementioned ludonarrative dissonance, a term coined by game developer Clint Hocking when describing the tension between two different ways the game encourages the player to act in the 2007 shooter BioShock.

Realism is a trend in the current mainstream space, felt most keenly in ‘gritty’ shooters and action games, so it’s no surprise that dissonance can be felt when guns are wielded by protagonists who are painted as realistically vulnerable or empathetic. The recent Watch Dogs 2, for example, gives players the option to mow down people by the dozen with 3D-printed assault weapons, yet its protagonist is presented as easygoing and kind-hearted.

Even when guns make sense within the narrative, there are many instances where the central objective of ‘blast your way through’ dulls its storytelling impact. The Uncharted series has long been mocked - albeit gently - for presenting us with a charismatic, knockabout lead who is also a mass murderer, while nice guy John Marston from Red Dead Redemption seems indifferent to leaving thousands of bodies in his wake in his pursuit to take revenge on just a handful of men.

“I don't like to kill a man on his knees,” says Marston, when you’re given a rare choice to actually save an NPC, “even if he deserves it.” His honor is just a facade of course, an illusion that’s immediately broken as he rides off into the sunset among the severed limbs of his fallen enemies.

It’s here that we come to the crux of the issue. As developers try to tell stories beyond the theme of ‘survival’, they’re bucking up against an increasingly archaic central mechanic that has long since lost its ‘one-size-fits-all’ shape. This status quo islimiting the stories we can tell in our games, and as the likelihood of success in the AAA space gets smaller and smaller, it doesn’t look like it’s going to change any time soon. Recently, Watch Dogs 2, Dishonored 2 and Titanfall 2 all performed significantly lower in sales than their predecessors, which only encourages a more risk averse climate in the blockbuster space.

“AAA games can't afford to take all that many creative risks,” says Cifaldi. “If you've got to sell a game in the millions to break even, then you're going to have to play it safe and stick to genres people immediately recognize.”

http://www.ign.com/articles/2016/12/01/are-guns-in-video-games-holding-the-medium-back

Games have guns because they need to sell to a huge audience to make a profit. You can see that as games in series that do not have guns are not nearly as popular in general as ones that do especially on PS, Xbox and PC. You don't see hack and slash games selling more than God of War 3 that sold 5 million units while shooting games easily sell over 10 and 20 million and GTA V sold over 70 million. It wouldn't have sold as much without guns.


Games have guns to sell to kids which are the majority gamers who think it makes them cool and mature. The only games that do not have that are games that have nostalgic fanbases like Mario, Pokemon and Final Fantasy. New IP's can't sell like that. Even Assassin's Creed games have guns.

 

This is something I dislike about Uncharted. The protagonist is intended to be likeable and charismatic and harmless in his intentions but kills hundreds of enemies without contempt. In that way he is not very different from Kratos but Kratos is shown to be a relentless killer while Nathan Drake is shown as a handsom witty guy who is very humane yet that only lasts till the cutscenes are playing and gameplay Nathan Drake is a totally different character.

 

Also having guns in every game makes them feel very similar to each other. What about variety? Where is it? I just don't see a lot of variety in games as most of them are shooters.



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I'd go as far as to say that, in a lot of ways, the expectation of any amount of violence in every game holds video games back.

But that's a pretty big discussion about the scope of what video games really are that I don't want to get into.



This doesnt have anything to do with guns per se. The last sentence before the links sum up the problem.



Short answer we like killing things in media. Uncharted 4 did gave you the oppurtunity to sneak past fights though. Mostly games revolve around the good and the bad guy and as usual the bad guy tries to take out the good guy by cheating/mercs. So eventually we got to deal with those, be it guards, criminals or mercenaries. Some games reward you for killing all some reward you for killing none/few (Infamous and Dishonored). Others give you the opportunity to sneak past your enemies or otherwise not killing them and some don't. I would like to see more games offering choice in that matter. As for TLOU you didn't have to kill those doctors and horror survival is sometimes survival of the fittest. Even though TLOU was a tale in which humanity and lack there of was very important, killing and doing inhumane things for a logic and founded reason was also a major theme. Violence and guns aren't holding the media back the constant and careless use of violent however does. Killing in games should be less common and have more impact as last resort measure rather than first option.



Please excuse my (probally) poor grammar

TL:DR games need to sell, kids like guns, kids make money, guns are placed in games regardless of whether it works or not



 

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12/22/2016- Made a bet with Ganoncrotch that the first 6 months of 2017 will be worse than 2016. A poll will be made to determine the winner. Loser has to take a picture of them imitating their profile picture.

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hershel_layton said:
TL:DR games need to sell, kids like guns, kids make money, guns are placed in games regardless of whether it works or not

The part after the link was written by me not in the article. So you thought it was a part of the article? Thanks, I'm honoured.



Guns have always been a big part of video games. This isn't something that started to happen like 10 years ago...



Guns in videogames are holding the medium back about as much as guns in movies and TV shows are.

The thing with videogames is that almost since day one the primary objective of a vast array of interactive computer gaming involves shooting things, whether it's asteroids, aliens, a neverending wave of military commandos, etc, shooting things (or destroying things in general) in video games is about as common as dialogue in movies.

Now the question is as videogames have become more and more realistic looking and you're no longer laying waste to pixelated blocks on the screen, does it get to a point where the level of realism in videogame violence starts to turn people off in large numbers. Judging by peoples' appetite for ultra violent TV shows like Game of Thrones and The Walking Dead, its doubtful.



On 2/24/13, MB1025 said:
You know I was always wondering why no one ever used the dollar sign for $ony, but then I realized they have no money so it would be pointless.

KLXVER said:
Guns gave always been a big part of video games. This isn't something that started to happen like 10 years ago...

They weren't there in every game. We had racing games, fighting games, hack and slash, JRPG's, WRPG's and platformers and many of these genre were more popular than shooters.

Look at this year. The major games released are SFV, Ratchet and Clank, Uncharted 4, Doom, Overwatch, Mirror's Edge: Catalyst, Forza Horizon 3, FIFA 17, NBA 2K17, Gears of War 4, Battlefield 1, Titanfall 2, Dragonball Xenoverse 2, Call of Duty: Infinite Warfare, Dishonored 2, Watch Dogs 2 and Final Fantasy XV on PlayStation, Xbox and PC. Ten of seventeen games are shooters and three other games sell due to having popular licenses. It wasn't like this.



GOWTLOZ said:
KLXVER said:
Guns gave always been a big part of video games. This isn't something that started to happen like 10 years ago...

They weren't there in every game. We had racing games, fighting games, hack and slash, JRPG's, WRPG's and platformers and many of these genre were more popular than shooters.

Look at this year. The major games released are SFV, Ratchet and Clank, Uncharted 4, Doom, Overwatch, Mirror's Edge: Catalyst, Forza Horizon 3, FIFA 17, NBA 2K17, Gears of War 4, Battlefield 1, Titanfall 2, Dragonball Xenoverse 2, Call of Duty: Infinite Warfare, Dishonored 2, Watch Dogs 2 and Final Fantasy XV on PlayStation, Xbox and PC. Ten of seventeen games are shooters and three other games sell due to having popular licenses. It wasn't like this.

Would really only call 6 of them shooters.