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The Unfulfilled Potential of Video Games

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    (Computer): "Program complete. You may enter when ready."
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    This video series primarily focuses on film
    and television.
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    But every once in a while,
    I like to check in on the world of video games.
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    And there's no better place to get a sense
    of what's happening in gaming
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    than the Electronic Entertainment Expo,
    or E3 for short.
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    Every summer, the entire video game industry
    descends on the convention center in downtown
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    Los Angeles for an extravagant week of video
    game announcements and demonstrations.
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    The highlight of the expo are the press
    conferences, which are put on by each
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    of the major video game publishers, during which
    they showcase all their latest and greatest titles.
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    Dozens of fantastically rendered, breathtaking
    worlds are on display.
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    And yet somehow, I always walk away from
    E3 with a profound sense of disappointment.
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    And that's because for all the talented developers,
    all the hardware innovation, all the technological
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    advancements, and all the new games,
    E3 can still feel remarkably uncreative.
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    Year after year, the gaming industry seems
    to fall back on one underlying theme:
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    kill or be killed.
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    After a few dozen trailers that all seem to
    feature essentially the same style of game play,
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    the whole event can turn into a blur of flying
    bullets, swinging swords, and fiery explosions.
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    And that makes it hard not to feel a little
    like Captain Picard on the holodeck.
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    (Picard): "What are you here to do. Ask for a refund?"
    (Slade): "Nah, I'm here to kill you!"
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    (Picard): "Computer, freeze program.
    Computer, this isn't what I wanted at all."
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    (Picard): "It's much too violent. I'm here to
    relax, not to dodge bullets. Reconfigure."
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    Gaming is now a 100 billion dollar a year
    industry. And that's billion with a B.
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    And in many ways, E3 represents the face
    that industry shows to the public.
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    As such, the event provides an ideal setting to
    analyze overarching patterns in the gaming world.
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    So this year, I did a quick statistical
    breakdown of all the games featured at
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    the major E3 press conferences.
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    "Let's see what we've got."
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    A total of 133 games were shown during
    these events.
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    Only 20 of those games didn't include
    combat mechanics.
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    And 10 of those were sports or racing games.
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    A detailed breakdown looks like this:
    82% combat, 3% minimal or incidental combat,
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    5% sports, 3% racing, 1% for dancing, with
    just 7% left over for all other non-combat games.
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    The fact that 82% of the games featured
    at E3 are combat-focused illustrates a
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    pretty serious lack of imagination.
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    To see if that ratio holds up over time, I went back
    and compared these stats to the numbers from
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    previous E3 events, and I found similar results.
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    Initially, I had intended to include separate
    stats for narrative games, adventure games,
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    puzzle games, city building games, and
    exploration games.
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    But there just weren't enough titles in any of
    these genres to justify their own category.
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    A couple quick notes about these numbers.
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    For these calculations, I focused on combat
    rather than on the presence of violence.
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    So games in the non-combat category aren't
    necessarily non-violent.
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    In fact, three of the ten games in that category
    are rather violent survival horror experiences.
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    I make the distinction between combat and
    violence because with combat,
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    the player is the one doing the violence.
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    Violence is unfortunately part of our
    shared human history.
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    And so it makes sense that some games
    would include it.
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    However, when combat is the game's central
    focus, it tends to celebrate that violence
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    rather than frame it as a tragic last resort.
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    (Narrator): "One such perk will award the
    player with a tactical nuke following a 25
    player kill streak."
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    (Narrator): "This match will get red-hot.
    It's on!"
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    Of course, not all forms of combat are equal.
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    So just out of curiosity, I further broke the stats down by type.
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    Of the 108 games focusing on combat in 2017,
    20 of them could be classified as cartoon violence.
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    For these titles, it's less 'kill or be killed' and more
    'squish or be squashed.'
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    The violence may be cute, sometimes downright
    adorable, but the focus on combat mechanics
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    still sets up a hostile game environment
    in which players are forced into an antagonistic
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    relationship with the game world.
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    The interactions may be a lot less bloody,
    but the gameplay is still largely restricted
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    to some form of 'get them before they get you.'
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    In many ways, the gaming industry has backed
    itself into this corner.
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    For decades, game studios have focused on
    combat to such a degree that for many gamers,
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    developers, and even publishers, combat has
    now become synonymous with game play itself.
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    The president of Nintendo of America echoed
    this sentiment at E3 this year.
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    (Reggie Fils-Aime): "The game is fun.
    The game is a battle."
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    (Reggie Fils-Aime): "If it's not fun, why
    bother. If it's not a battle, where's the fun?"
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    That's an extremely narrow definition
    of what constitutes a game and frankly,
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    an even narrower definition of fun.
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    I'd argue that this obsession with violent
    combat mechanics is holding the gaming
    industry back.
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    Let me quickly explain why I say that.
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    Game play mechanics are the underlying rules
    and methods for engagement within a game.
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    Think of mechanics as a set of tools that
    players are given with which to interact
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    with the game world, its characters, and
    other players.
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    In many of the games we've been talking about,
    combat is the only way to solve problems,
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    to resolve conflict, or to overcome obstacles.
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    That old saying that 'If all you have is a hammer,
    everything looks like a nail' is apropos.
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    Except video games are made so that nearly
    everything in your path is specifically
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    designed to actually BE a nail.
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    And if you're given a machine gun as your
    primary tool for engagement, that's going
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    to determine how you approach the world
    and practically everything in it.
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    (Cayde-6) This one dude is all "Rah!" so I shot
    him PEW and then I shot this other one PEW.
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    (Cayde-6) Shot a couple extra guys just to
    be safe. PEW DUSH DUSH.
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    (Cayde-6) I did a lot of shooting if I'm
    being totally honest.
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    When games focus so heavily on combat
    mechanics, it severely restricts the
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    options for both emotional interaction
    and creative conflict resolution.
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    Don't get me wrong, conflict is, of course, an
    important part of story telling.
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    But there are many forms of conflict,
    from the interpersonal to the intergalactic.
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    Likewise, there are many forms of
    conflict resolution.
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    And most of them don't leave behind a
    pile of bodies.
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    I should mention that there do exist a small
    handful of games that include diplomatic tactics.
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    Players can talk their way out of every
    situation in the retro-indie game Undertale.
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    But that's a rare exception to the rule.
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    Some genres like role playing games
    have players doing more than just fighting.
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    But most of the other forms of interaction
    exist to support the combat.
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    You might talk to other characters who
    will give you quests: quests which
    inevitably involve killing stuff.
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    You might buy, sell, or craft new items:
    items that will help you in killing stuff.
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    (Narrator): "A few days out in the wasteland,
    and it's time to kick back at home. My home."
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    You might even be able to build a house:
    a house which you'll have to defend
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    by killing even more stuff.
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    (Todd Howard): "Cuz you do want to build
    defenses, uh, because your settlements can
    and will get attacked, uh, by raiders."
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    All the other options available to players still
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    ultimately revolve around that core combat mechanic.
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    This topic is of special concern to me because
    my work primarily focuses on the representations
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    of men and masculinity in entertainment.
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    Everywhere we look in pop culture, we see
    models of manhood that are linked to
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    confrontation, aggression, and violence.
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    And that's especially true in video games
    where male characters are rarely depicted
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    solving problems based on deescalation
    or compassion.
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    (Kratos): "To be effective in combat, a
    warrior must not feel for his enemy."
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    Things like diplomacy, deescalation,
    negotiation, and compromise all take
    a back seat to blunt force trauma.
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    And that in turn dramatically limits
    the kinds of stories that can be told.
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    Now whenever I make these kinds of
    observations on social media, someone
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    will inevitably respond with a snarky quip
    about defeating monsters with hugs
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    or dancing or by serving tea and cupcakes.
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    They no doubt think these are devastating
    burns, but actually those are pretty good
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    ideas for innovative mechanics.
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    I'd play those games. And I'm willing to bet that
    a whole hell of a lot of other people would too.
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    Interactive media has an incredible, almost
    unlimited, potential to deliver a wide range
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    of emotional, deeply human experiences
    that deal with love and connection and empathy.
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    Imagine an open world game where you take
    on the role of an EMT, or a firefighter,
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    or a field medic, or a climate activist,
    or an intergalactic veterinarian.
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    Or how about a farmer who grows food on an
    intergenerational space ship.
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    Or imagine a game in a post-apocalyptic future...
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    (because every other game I saw at E3
    was set in a post-apocalyptic future)
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    ...but instead of fighting over the scraps,
    players cooperate to rebuild a better society.
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    Imagine all the stories we're missing out on
    because game developers insist on building
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    virtual worlds that we experience from behind
    the barrel of a gun or the blade of a sword.
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    Remember that 7% of non-combat
    focused games?
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    Well, every year E3 does play host to a few
    small games that break the mold and
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    give us a glimpse into the medium's potential.
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    TACOMA is one such example. You play as an
    investigator using augmented reality to solve
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    a mystery of a missing crew aboard a space station.
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    It's these small innovative titles that are blazing
    a path forward for interactive storytelling.
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    We just need a whole lot more of them.
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    If you'd like to see more of these long-form
    video essays about the intersections of manhood,
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    politics, and entertainment, then please go over to
    Patreon and help fund this project.
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    Every little bit helps me keep making more videos.
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    Next month's video will be about geeky sexism
    and The Big Bang Theory.
Title:
The Unfulfilled Potential of Video Games
Description:

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Video Language:
English
Duration:
12:48
  • Great work, Tiffany!

  • Thanks YOU, feelope! I appreciate you filling in the missing lines I didn't realize I should have included.

  • Thanks so much, Tiffany!

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