1 00:00:03,770 --> 00:00:06,840 (Computer): "Program complete. You may enter when ready." 2 00:00:06,840 --> 00:00:10,540 This video series primarily focuses on film and television. 3 00:00:10,976 --> 00:00:15,242 But every once in a while, I like to check in on the world of video games. 4 00:00:16,077 --> 00:00:19,539 And there's no better place to get a sense of what's happening in gaming 5 00:00:19,539 --> 00:00:23,848 than the Electronic Entertainment Expo, or E3 for short. 6 00:00:24,388 --> 00:00:29,674 Every summer, the entire video game industry descends on the convention center in downtown 7 00:00:29,674 --> 00:00:34,697 Los Angeles for an extravagant week of video game announcements and demonstrations. 8 00:00:36,202 --> 00:00:39,998 The highlight of the expo are the press conferences, which are put on by each 9 00:00:39,998 --> 00:00:45,563 of the major video game publishers, during which they showcase all their latest and greatest titles. 10 00:00:54,090 --> 00:00:58,761 Dozens of fantastically rendered, breathtaking worlds are on display. 11 00:01:01,415 --> 00:01:07,961 And yet somehow, I always walk away from E3 with a profound sense of disappointment. 12 00:01:08,842 --> 00:01:14,896 And that's because for all the talented developers, all the hardware innovation, all the technological 13 00:01:14,896 --> 00:01:22,865 advancements, and all the new games, E3 can still feel remarkably uncreative. 14 00:01:24,228 --> 00:01:30,447 Year after year, the gaming industry seems to fall back on one underlying theme: 15 00:01:31,935 --> 00:01:33,955 kill or be killed. 16 00:01:42,521 --> 00:01:48,021 After a few dozen trailers that all seem to feature essentially the same style of game play, 17 00:01:48,021 --> 00:01:55,303 the whole event can turn into a blur of flying bullets, swinging swords, and fiery explosions. 18 00:01:56,506 --> 00:02:00,933 And that makes it hard not to feel a little like Captain Picard on the holodeck. 19 00:02:02,698 --> 00:02:07,466 (Picard): "What are you here to do. Ask for a refund?" (Slade): "Nah, I'm here to kill you!" 20 00:02:07,466 --> 00:02:13,511 (Picard): "Computer, freeze program. Computer, this isn't what I wanted at all." 21 00:02:15,105 --> 00:02:19,911 (Picard): "It's much too violent. I'm here to relax, not to dodge bullets. Reconfigure." 22 00:02:21,697 --> 00:02:27,624 Gaming is now a 100 billion dollar a year industry. And that's billion with a B. 23 00:02:28,620 --> 00:02:33,723 And in many ways, E3 represents the face that industry shows to the public. 24 00:02:34,407 --> 00:02:40,988 As such, the event provides an ideal setting to analyze overarching patterns in the gaming world. 25 00:02:42,752 --> 00:02:46,654 So this year, I did a quick statistical breakdown of all the games featured at 26 00:02:46,654 --> 00:02:48,878 the major E3 press conferences. 27 00:02:49,309 --> 00:02:51,589 "Let's see what we've got." 28 00:02:52,539 --> 00:02:55,999 A total of 133 games were shown during these events. 29 00:02:56,688 --> 00:03:00,458 Only 20 of those games didn't include combat mechanics. 30 00:03:00,979 --> 00:03:03,837 And 10 of those were sports or racing games. 31 00:03:04,619 --> 00:03:11,923 A detailed breakdown looks like this: 82% combat, 3% minimal or incidental combat, 32 00:03:11,923 --> 00:03:22,754 5% sports, 3% racing, 1% for dancing, with just 7% left over for all other non-combat games. 33 00:03:24,773 --> 00:03:30,502 The fact that 82% of the games featured at E3 are combat-focused illustrates a 34 00:03:30,502 --> 00:03:32,965 pretty serious lack of imagination. 35 00:03:34,370 --> 00:03:39,803 To see if that ratio holds up over time, I went back and compared these stats to the numbers from 36 00:03:39,803 --> 00:03:44,105 previous E3 events, and I found similar results. 37 00:03:47,741 --> 00:03:53,453 Initially, I had intended to include separate stats for narrative games, adventure games, 38 00:03:53,453 --> 00:03:58,133 puzzle games, city building games, and exploration games. 39 00:03:59,333 --> 00:04:04,763 But there just weren't enough titles in any of these genres to justify their own category. 40 00:04:05,640 --> 00:04:08,024 A couple quick notes about these numbers. 41 00:04:08,024 --> 00:04:12,915 For these calculations, I focused on combat rather than on the presence of violence. 42 00:04:12,915 --> 00:04:17,703 So games in the non-combat category aren't necessarily non-violent. 43 00:04:18,684 --> 00:04:24,384 In fact, three of the ten games in that category are rather violent survival horror experiences. 44 00:04:27,971 --> 00:04:31,991 I make the distinction between combat and violence because with combat, 45 00:04:32,001 --> 00:04:35,772 the player is the one doing the violence. 46 00:04:37,734 --> 00:04:41,963 Violence is unfortunately part of our shared human history. 47 00:04:41,963 --> 00:04:44,593 And so it makes sense that some games would include it. 48 00:04:45,253 --> 00:04:52,066 However, when combat is the game's central focus, it tends to celebrate that violence 49 00:04:52,066 --> 00:04:55,845 rather than frame it as a tragic last resort. 50 00:04:56,358 --> 00:05:03,408 (Narrator): "One such perk will award the player with a tactical nuke following a 25 player kill streak." 51 00:05:05,328 --> 00:05:08,028 (Narrator): "This match will get red-hot. It's on!" 52 00:05:10,455 --> 00:05:13,170 Of course, not all forms of combat are equal. 53 00:05:13,197 --> 00:05:17,777 So just out of curiosity, I further broke the stats down by type. 54 00:05:17,861 --> 00:05:26,490 Of the 108 games focusing on combat in 2017, 20 of them could be classified as cartoon violence. 55 00:05:27,470 --> 00:05:33,179 For these titles, it's less 'kill or be killed' and more 'squish or be squashed.' 56 00:05:34,081 --> 00:05:39,572 The violence may be cute, sometimes downright adorable, but the focus on combat mechanics 57 00:05:39,622 --> 00:05:45,340 still sets up a hostile game environment in which players are forced into an antagonistic 58 00:05:45,340 --> 00:05:47,492 relationship with the game world. 59 00:05:47,734 --> 00:05:53,096 The interactions may be a lot less bloody, but the gameplay is still largely restricted 60 00:05:53,096 --> 00:05:57,202 to some form of 'get them before they get you.' 61 00:05:58,262 --> 00:06:01,921 In many ways, the gaming industry has backed itself into this corner. 62 00:06:02,114 --> 00:06:07,145 For decades, game studios have focused on combat to such a degree that for many gamers, 63 00:06:07,145 --> 00:06:13,179 developers, and even publishers, combat has now become synonymous with game play itself. 64 00:06:13,819 --> 00:06:18,449 The president of Nintendo of America echoed this sentiment at E3 this year. 65 00:06:20,083 --> 00:06:25,351 (Reggie Fils-Aime): "The game is fun. The game is a battle." 66 00:06:25,351 --> 00:06:30,581 (Reggie Fils-Aime): "If it's not fun, why bother. If it's not a battle, where's the fun?" 67 00:06:31,501 --> 00:06:35,953 That's an extremely narrow definition of what constitutes a game and frankly, 68 00:06:35,953 --> 00:06:38,913 an even narrower definition of fun. 69 00:06:40,037 --> 00:06:45,348 I'd argue that this obsession with violent combat mechanics is holding the gaming industry back. 70 00:06:46,014 --> 00:06:48,431 Let me quickly explain why I say that. 71 00:06:49,352 --> 00:06:55,098 Game play mechanics are the underlying rules and methods for engagement within a game. 72 00:06:55,578 --> 00:07:00,232 Think of mechanics as a set of tools that players are given with which to interact 73 00:07:00,232 --> 00:07:03,930 with the game world, its characters, and other players. 74 00:07:06,310 --> 00:07:11,122 In many of the games we've been talking about, combat is the only way to solve problems, 75 00:07:11,122 --> 00:07:14,880 to resolve conflict, or to overcome obstacles. 76 00:07:15,938 --> 00:07:21,458 That old saying that 'If all you have is a hammer, everything looks like a nail' is apropos. 77 00:07:23,003 --> 00:07:27,724 Except video games are made so that nearly everything in your path is specifically 78 00:07:27,724 --> 00:07:30,588 designed to actually BE a nail. 79 00:07:31,694 --> 00:07:36,645 And if you're given a machine gun as your primary tool for engagement, that's going 80 00:07:36,645 --> 00:07:39,771 to determine how you approach the world and practically everything in it. 81 00:07:42,354 --> 00:07:46,569 (Cayde-6) This one dude is all "Rah!" so I shot him PEW and then I shot this other one PEW. 82 00:07:46,739 --> 00:07:49,998 (Cayde-6) Shot a couple extra guys just to be safe. PEW DUSH DUSH. 83 00:07:50,038 --> 00:07:54,150 (Cayde-6) I did a lot of shooting if I'm being totally honest. 84 00:07:55,418 --> 00:07:59,574 When games focus so heavily on combat mechanics, it severely restricts the 85 00:07:59,574 --> 00:08:04,140 options for both emotional interaction and creative conflict resolution. 86 00:08:07,029 --> 00:08:11,392 Don't get me wrong, conflict is, of course, an important part of story telling. 87 00:08:12,192 --> 00:08:16,922 But there are many forms of conflict, from the interpersonal to the intergalactic. 88 00:08:17,667 --> 00:08:20,967 Likewise, there are many forms of conflict resolution. 89 00:08:21,047 --> 00:08:24,643 And most of them don't leave behind a pile of bodies. 90 00:08:27,188 --> 00:08:32,887 I should mention that there do exist a small handful of games that include diplomatic tactics. 91 00:08:33,469 --> 00:08:38,179 Players can talk their way out of every situation in the retro-indie game Undertale. 92 00:08:38,217 --> 00:08:41,017 But that's a rare exception to the rule. 93 00:08:43,507 --> 00:08:48,141 Some genres like role playing games have players doing more than just fighting. 94 00:08:48,645 --> 00:08:54,081 But most of the other forms of interaction exist to support the combat. 95 00:08:54,976 --> 00:09:01,386 You might talk to other characters who will give you quests: quests which inevitably involve killing stuff. 96 00:09:02,454 --> 00:09:08,459 You might buy, sell, or craft new items: items that will help you in killing stuff. 97 00:09:08,916 --> 00:09:13,196 (Narrator): "A few days out in the wasteland, and it's time to kick back at home. My home." 98 00:09:14,224 --> 00:09:18,379 You might even be able to build a house: a house which you'll have to defend 99 00:09:18,379 --> 00:09:21,219 by killing even more stuff. 100 00:09:21,496 --> 00:09:27,586 (Todd Howard): "Cuz you do want to build defenses, uh, because your settlements can and will get attacked, uh, by raiders." 101 00:09:28,314 --> 00:09:31,214 All the other options available to players still 102 00:09:31,214 --> 00:09:35,214 ultimately revolve around that core combat mechanic. 103 00:09:36,834 --> 00:09:41,846 This topic is of special concern to me because my work primarily focuses on the representations 104 00:09:41,846 --> 00:09:44,566 of men and masculinity in entertainment. 105 00:09:45,079 --> 00:09:49,278 Everywhere we look in pop culture, we see models of manhood that are linked to 106 00:09:49,278 --> 00:09:52,238 confrontation, aggression, and violence. 107 00:09:52,747 --> 00:09:58,393 And that's especially true in video games where male characters are rarely depicted 108 00:09:58,394 --> 00:10:01,547 solving problems based on deescalation or compassion. 109 00:10:03,950 --> 00:10:08,230 (Kratos): "To be effective in combat, a warrior must not feel for his enemy." 110 00:10:08,262 --> 00:10:15,653 Things like diplomacy, deescalation, negotiation, and compromise all take a back seat to blunt force trauma. 111 00:10:17,323 --> 00:10:23,460 And that in turn dramatically limits the kinds of stories that can be told. 112 00:10:24,323 --> 00:10:27,598 Now whenever I make these kinds of observations on social media, someone 113 00:10:27,598 --> 00:10:32,186 will inevitably respond with a snarky quip about defeating monsters with hugs 114 00:10:32,186 --> 00:10:35,311 or dancing or by serving tea and cupcakes. 115 00:10:35,689 --> 00:10:40,799 They no doubt think these are devastating burns, but actually those are pretty good 116 00:10:40,799 --> 00:10:42,877 ideas for innovative mechanics. 117 00:10:43,385 --> 00:10:48,044 I'd play those games. And I'm willing to bet that a whole hell of a lot of other people would too. 118 00:10:49,903 --> 00:10:56,314 Interactive media has an incredible, almost unlimited, potential to deliver a wide range 119 00:10:56,314 --> 00:11:02,684 of emotional, deeply human experiences that deal with love and connection and empathy. 120 00:11:04,169 --> 00:11:09,539 Imagine an open world game where you take on the role of an EMT, or a firefighter, 121 00:11:09,539 --> 00:11:14,801 or a field medic, or a climate activist, or an intergalactic veterinarian. 122 00:11:15,073 --> 00:11:19,386 Or how about a farmer who grows food on an intergenerational space ship. 123 00:11:19,729 --> 00:11:22,514 Or imagine a game in a post-apocalyptic future... 124 00:11:22,514 --> 00:11:27,375 (because every other game I saw at E3 was set in a post-apocalyptic future) 125 00:11:27,375 --> 00:11:33,775 ...but instead of fighting over the scraps, players cooperate to rebuild a better society. 126 00:11:37,222 --> 00:11:42,297 Imagine all the stories we're missing out on because game developers insist on building 127 00:11:42,297 --> 00:11:48,574 virtual worlds that we experience from behind the barrel of a gun or the blade of a sword. 128 00:11:49,915 --> 00:11:53,136 Remember that 7% of non-combat focused games? 129 00:11:53,625 --> 00:11:58,945 Well, every year E3 does play host to a few small games that break the mold and 130 00:11:58,945 --> 00:12:01,738 give us a glimpse into the medium's potential. 131 00:12:02,907 --> 00:12:08,866 TACOMA is one such example. You play as an investigator using augmented reality to solve 132 00:12:08,866 --> 00:12:11,974 a mystery of a missing crew aboard a space station. 133 00:12:13,723 --> 00:12:19,386 It's these small innovative titles that are blazing a path forward for interactive storytelling. 134 00:12:20,417 --> 00:12:23,877 We just need a whole lot more of them. 135 00:12:25,587 --> 00:12:30,679 If you'd like to see more of these long-form video essays about the intersections of manhood, 136 00:12:30,679 --> 00:12:36,179 politics, and entertainment, then please go over to Patreon and help fund this project. 137 00:12:36,193 --> 00:12:39,052 Every little bit helps me keep making more videos. 138 00:12:39,373 --> 00:12:44,031 Next month's video will be about geeky sexism and The Big Bang Theory.