Thursday, February 7, 2013

real and virtual

So I've been having one of my little periods where I am choked by emotions I can't begin to express, so it's best I don't write a lot publicly right now. I do want to link to this piece on violence in video games by Kirk Mckeand, who interviewed me for it. He was a great interviewer, and the piece is thorough and fair. Hopefully I'll get my shit together psychologically over the weekend and be able to write something of greater substance about it then. In the meantime please do give it a read.

(video unrelated to text obviously)


Anonymous said...

I'm just an anonymous person on the Internet, but I wanted to thank you for your writing and independence and hope that you have a great weekend. Best,

The Internet

Greg Sanders said...

Huh, I think I'm actually slightly more uptight about video game violence of late than you are. Given that I'm not a pacifist, that probably might mean I need to reevaluate something or perhaps strengthen my separation between the real and the virtual.

Anyhow, don't know if you've played the Metal Gear series or the Thief games, but I thought this old post might interest you.

The Metal Gear and Thief series both feature central villains whose original intentions to change the world for the better become hopelessly corrupted, which necessitates their destruction by a reluctant, stealthy (anti)hero. "Leaving the world as it is" (to uses Big Boss's phrasing) has an interesting resonance in both cases, especially when one realizes this concept is fundamental to the gameplay DNA of the stealth genre. In stealth games players must ask themselves at any given moment "do I interfere?". Sometimes intervention is best. Someones it is not. But it's not coincidental, I feel, that both these series are stealth-based, which means that "to let the world be or to not let the world be?" is a political question the player answers in microcosm every time they make a decision during play.

Anonymous said...

Take care and feel better.

That Fuzzy Bastard said...

XCOM is wonderful, isn't it? I usually become indignant when strategy games have a dice-rolling element, but here the fact that your shots just might miss is explicitly treated as something you should plan for.

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Freddie said...

dunno why the spam has been so bad lately