0:00:03.770,0:00:06.840 (Computer): "Program complete. You may enter when ready." 0:00:06.840,0:00:10.540 This video series primarily focuses on film[br]and television. 0:00:10.976,0:00:15.242 But every once in a while,[br]I like to check in on the world of video games. 0:00:16.077,0:00:19.539 And there's no better place to get a sense[br]of what's happening in gaming 0:00:19.539,0:00:23.848 than the Electronic Entertainment Expo,[br]or E3 for short. 0:00:24.388,0:00:29.674 Every summer, the entire video game industry[br]descends on the convention center in downtown 0:00:29.674,0:00:34.697 Los Angeles for an extravagant week of video[br]game announcements and demonstrations. 0:00:36.202,0:00:39.998 The highlight of the expo are the press[br]conferences, which are put on by each 0:00:39.998,0:00:45.563 of the major video game publishers, during which[br]they showcase all their latest and greatest titles. 0:00:54.090,0:00:58.761 Dozens of fantastically rendered, breathtaking[br]worlds are on display. 0:01:01.415,0:01:07.961 And yet somehow, I always walk away from[br]E3 with a profound sense of disappointment.[br] 0:01:08.842,0:01:14.896 And that's because for all the talented developers,[br]all the hardware innovation, all the technological 0:01:14.896,0:01:22.865 advancements, and all the new games,[br]E3 can still feel remarkably uncreative. 0:01:24.228,0:01:30.447 Year after year, the gaming industry seems[br]to fall back on one underlying theme: 0:01:31.935,0:01:33.955 kill or be killed. 0:01:42.521,0:01:48.021 After a few dozen trailers that all seem to[br]feature essentially the same style of game play, 0:01:48.021,0:01:55.303 the whole event can turn into a blur of flying[br]bullets, swinging swords, and fiery explosions. 0:01:56.506,0:02:00.933 And that makes it hard not to feel a little[br]like Captain Picard on the holodeck. 0:02:02.698,0:02:07.466 (Picard): "What are you here to do. Ask for a refund?" [br](Slade): "Nah, I'm here to kill you!" 0:02:07.466,0:02:13.511 (Picard): "Computer, freeze program.[br]Computer, this isn't what I wanted at all." 0:02:15.105,0:02:19.911 (Picard): "It's much too violent. I'm here to[br]relax, not to dodge bullets. Reconfigure." 0:02:21.697,0:02:27.624 Gaming is now a 100 billion dollar a year[br]industry. And that's billion with a B. 0:02:28.620,0:02:33.723 And in many ways, E3 represents the face[br]that industry shows to the public. 0:02:34.407,0:02:40.988 As such, the event provides an ideal setting to[br]analyze overarching patterns in the gaming world. 0:02:42.752,0:02:46.654 So this year, I did a quick statistical[br]breakdown of all the games featured at 0:02:46.654,0:02:48.878 the major E3 press conferences. 0:02:49.309,0:02:51.589 "Let's see what we've got." 0:02:52.539,0:02:55.999 A total of 133 games were shown during[br]these events. 0:02:56.688,0:03:00.458 Only 20 of those games didn't include[br]combat mechanics. 0:03:00.979,0:03:03.837 And 10 of those were sports or racing games. 0:03:04.619,0:03:11.923 A detailed breakdown looks like this:[br]82% combat, 3% minimal or incidental combat, 0:03:11.923,0:03:22.754 5% sports, 3% racing, 1% for dancing, with[br]just 7% left over for all other non-combat games. 0:03:24.773,0:03:30.502 The fact that 82% of the games featured[br]at E3 are combat-focused illustrates a 0:03:30.502,0:03:32.965 pretty serious lack of imagination. 0:03:34.370,0:03:39.803 To see if that ratio holds up over time, I went back[br]and compared these stats to the numbers from 0:03:39.803,0:03:44.105 previous E3 events, and I found similar results. 0:03:47.741,0:03:53.453 Initially, I had intended to include separate[br]stats for narrative games, adventure games, 0:03:53.453,0:03:58.133 puzzle games, city building games, and[br]exploration games. 0:03:59.333,0:04:04.763 But there just weren't enough titles in any of[br]these genres to justify their own category. 0:04:05.640,0:04:08.024 A couple quick notes about these numbers. 0:04:08.024,0:04:12.915 For these calculations, I focused on combat[br]rather than on the presence of violence. 0:04:12.915,0:04:17.703 So games in the non-combat category aren't[br]necessarily non-violent. 0:04:18.684,0:04:24.384 In fact, three of the ten games in that category[br]are rather violent survival horror experiences.[br] 0:04:27.971,0:04:31.991 I make the distinction between combat and[br]violence because with combat, 0:04:32.001,0:04:35.772 the player is the one doing the violence. 0:04:37.734,0:04:41.963 Violence is unfortunately part of our[br]shared human history. 0:04:41.963,0:04:44.593 And so it makes sense that some games[br]would include it.[br] 0:04:45.253,0:04:52.066 However, when combat is the game's central[br]focus, it tends to celebrate that violence 0:04:52.066,0:04:55.845 rather than frame it as a tragic last resort. 0:04:56.358,0:05:03.408 (Narrator): "One such perk will award the [br]player with a tactical nuke following a 25[br]player kill streak." 0:05:05.328,0:05:08.028 (Narrator): "This match will get red-hot.[br]It's on!" 0:05:10.455,0:05:13.170 Of course, not all forms of combat are equal. 0:05:13.197,0:05:17.777 So just out of curiosity, I further broke the stats down by type. 0:05:17.861,0:05:26.490 Of the 108 games focusing on combat in 2017,[br]20 of them could be classified as cartoon violence. 0:05:27.470,0:05:33.179 For these titles, it's less 'kill or be killed' and more[br]'squish or be squashed.' 0:05:34.081,0:05:39.572 The violence may be cute, sometimes downright[br]adorable, but the focus on combat mechanics 0:05:39.622,0:05:45.340 still sets up a hostile game environment[br]in which players are forced into an antagonistic 0:05:45.340,0:05:47.492 relationship with the game world. 0:05:47.734,0:05:53.096 The interactions may be a lot less bloody,[br]but the gameplay is still largely restricted 0:05:53.096,0:05:57.202 to some form of 'get them before they get you.' 0:05:58.262,0:06:01.921 In many ways, the gaming industry has backed[br]itself into this corner. 0:06:02.114,0:06:07.145 For decades, game studios have focused on[br]combat to such a degree that for many gamers, 0:06:07.145,0:06:13.179 developers, and even publishers, combat has[br]now become synonymous with game play itself. 0:06:13.819,0:06:18.449 The president of Nintendo of America echoed[br]this sentiment at E3 this year. 0:06:20.083,0:06:25.351 (Reggie Fils-Aime): "The game is fun.[br]The game is a battle." 0:06:25.351,0:06:30.581 (Reggie Fils-Aime): "If it's not fun, why[br]bother. If it's not a battle, where's the fun?" 0:06:31.501,0:06:35.953 That's an extremely narrow definition[br]of what constitutes a game and frankly, 0:06:35.953,0:06:38.913 an even narrower definition of fun. 0:06:40.037,0:06:45.348 I'd argue that this obsession with violent[br]combat mechanics is holding the gaming[br]industry back. 0:06:46.014,0:06:48.431 Let me quickly explain why I say that. 0:06:49.352,0:06:55.098 Game play mechanics are the underlying rules[br]and methods for engagement within a game. 0:06:55.578,0:07:00.232 Think of mechanics as a set of tools that[br]players are given with which to interact 0:07:00.232,0:07:03.930 with the game world, its characters, and[br]other players. 0:07:06.310,0:07:11.122 In many of the games we've been talking about,[br]combat is the only way to solve problems, 0:07:11.122,0:07:14.880 to resolve conflict, or to overcome obstacles. 0:07:15.938,0:07:21.458 That old saying that 'If all you have is a hammer,[br]everything looks like a nail' is apropos. 0:07:23.003,0:07:27.724 Except video games are made so that nearly[br]everything in your path is specifically 0:07:27.724,0:07:30.588 designed to actually BE a nail. 0:07:31.694,0:07:36.645 And if you're given a machine gun as your[br]primary tool for engagement, that's going 0:07:36.645,0:07:39.771 to determine how you approach the world[br]and practically everything in it. 0:07:42.354,0:07:46.569 (Cayde-6) This one dude is all "Rah!" so I shot[br]him PEW and then I shot this other one PEW. 0:07:46.739,0:07:49.998 (Cayde-6) Shot a couple extra guys just to[br]be safe. PEW DUSH DUSH. 0:07:50.038,0:07:54.150 (Cayde-6) I did a lot of shooting if I'm[br]being totally honest. 0:07:55.418,0:07:59.574 When games focus so heavily on combat[br]mechanics, it severely restricts the 0:07:59.574,0:08:04.140 options for both emotional interaction[br]and creative conflict resolution. 0:08:07.029,0:08:11.392 Don't get me wrong, conflict is, of course, an[br]important part of story telling. 0:08:12.192,0:08:16.922 But there are many forms of conflict, [br]from the interpersonal to the intergalactic. 0:08:17.667,0:08:20.967 Likewise, there are many forms of[br]conflict resolution.[br] 0:08:21.047,0:08:24.643 And most of them don't leave behind a[br]pile of bodies. 0:08:27.188,0:08:32.887 I should mention that there do exist a small[br]handful of games that include diplomatic tactics. 0:08:33.469,0:08:38.179 Players can talk their way out of every[br]situation in the retro-indie game Undertale. 0:08:38.217,0:08:41.017 But that's a rare exception to the rule.[br] 0:08:43.507,0:08:48.141 Some genres like role playing games[br]have players doing more than just fighting. 0:08:48.645,0:08:54.081 But most of the other forms of interaction[br]exist to support the combat. 0:08:54.976,0:09:01.386 You might talk to other characters who[br]will give you quests: quests which[br]inevitably involve killing stuff. 0:09:02.454,0:09:08.459 You might buy, sell, or craft new items: [br]items that will help you in killing stuff. 0:09:08.916,0:09:13.196 (Narrator): "A few days out in the wasteland,[br]and it's time to kick back at home. My home." 0:09:14.224,0:09:18.379 You might even be able to build a house:[br]a house which you'll have to defend 0:09:18.379,0:09:21.219 by killing even more stuff. 0:09:21.496,0:09:27.586 (Todd Howard): "Cuz you do want to build [br]defenses, uh, because your settlements can[br]and will get attacked, uh, by raiders." 0:09:28.314,0:09:31.214 All the other options available to players still 0:09:31.214,0:09:35.214 ultimately revolve around that core combat mechanic. 0:09:36.834,0:09:41.846 This topic is of special concern to me because[br]my work primarily focuses on the representations 0:09:41.846,0:09:44.566 of men and masculinity in entertainment. 0:09:45.079,0:09:49.278 Everywhere we look in pop culture, we see [br]models of manhood that are linked to 0:09:49.278,0:09:52.238 confrontation, aggression, and violence. 0:09:52.747,0:09:58.393 And that's especially true in video games[br]where male characters are rarely depicted 0:09:58.394,0:10:01.547 solving problems based on deescalation[br]or compassion. 0:10:03.950,0:10:08.230 (Kratos): "To be effective in combat, a[br]warrior must not feel for his enemy." 0:10:08.262,0:10:15.653 Things like diplomacy, deescalation, [br]negotiation, and compromise all take[br]a back seat to blunt force trauma. 0:10:17.323,0:10:23.460 And that in turn dramatically limits[br]the kinds of stories that can be told. 0:10:24.323,0:10:27.598 Now whenever I make these kinds of[br]observations on social media, someone 0:10:27.598,0:10:32.186 will inevitably respond with a snarky quip[br]about defeating monsters with hugs[br] 0:10:32.186,0:10:35.311 or dancing or by serving tea and cupcakes. 0:10:35.689,0:10:40.799 They no doubt think these are devastating[br]burns, but actually those are pretty good 0:10:40.799,0:10:42.877 ideas for innovative mechanics. 0:10:43.385,0:10:48.044 I'd play those games. And I'm willing to bet that[br]a whole hell of a lot of other people would too. 0:10:49.903,0:10:56.314 Interactive media has an incredible, almost[br]unlimited, potential to deliver a wide range 0:10:56.314,0:11:02.684 of emotional, deeply human experiences[br]that deal with love and connection and empathy. 0:11:04.169,0:11:09.539 Imagine an open world game where you take[br]on the role of an EMT, or a firefighter, 0:11:09.539,0:11:14.801 or a field medic, or a climate activist,[br]or an intergalactic veterinarian. 0:11:15.073,0:11:19.386 Or how about a farmer who grows food on an[br]intergenerational space ship. 0:11:19.729,0:11:22.514 Or imagine a game in a post-apocalyptic future... 0:11:22.514,0:11:27.375 (because every other game I saw at E3 [br]was set in a post-apocalyptic future) 0:11:27.375,0:11:33.775 ...but instead of fighting over the scraps,[br]players cooperate to rebuild a better society. 0:11:37.222,0:11:42.297 Imagine all the stories we're missing out on[br]because game developers insist on building 0:11:42.297,0:11:48.574 virtual worlds that we experience from behind[br]the barrel of a gun or the blade of a sword. 0:11:49.915,0:11:53.136 Remember that 7% of non-combat [br]focused games? 0:11:53.625,0:11:58.945 Well, every year E3 does play host to a few [br]small games that break the mold and [br] 0:11:58.945,0:12:01.738 give us a glimpse into the medium's potential. [br] 0:12:02.907,0:12:08.866 TACOMA is one such example. You play as an [br]investigator using augmented reality to solve 0:12:08.866,0:12:11.974 a mystery of a missing crew aboard a space station. 0:12:13.723,0:12:19.386 It's these small innovative titles that are blazing[br]a path forward for interactive storytelling. 0:12:20.417,0:12:23.877 We just need a whole lot more of them. 0:12:25.587,0:12:30.679 If you'd like to see more of these long-form[br]video essays about the intersections of manhood, 0:12:30.679,0:12:36.179 politics, and entertainment, then please go over to[br]Patreon and help fund this project. 0:12:36.193,0:12:39.052 Every little bit helps me keep making more videos. 0:12:39.373,0:12:44.031 Next month's video will be about geeky sexism[br]and The Big Bang Theory.