How many of us also play games that aren't based around killing and beating stuff up?

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Scarim Coral

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Let see-
Any Puzzle games (including Professor Layton)
Hotel Dusk and Last Window
Life sim (Animal Crossing and Tomodachi Life)
Streetpass Garden

I thing I will mention, when my brother went to uni to take a gaming related degee, one of the assignment was to make a game that has no violence/ killing what so ever! I can't remember if he said if it was an easy or hard thing to come up a game idea on that restriction. In saying so his game presentation result was far better than the crap the Uni game course did at my university(it was generic 3rd person shooter).
 

Godhead

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Kerbal Space Program is not based around killing, however that is a side effect of playing Kerbal Space Program.
 

happyninja42

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lacktheknack said:
Myst Online and pacifist runs of Mirror's Edge are my favorite games ever, and I actually play more non-violent games than violent ones.
Yeah I really loved Mirror's Edge for the pacifist angle. Her greatest weapon was speed and avoidance. I still play violent games, but if the games got a non-violent option, I almost always take that one. I've stated before in another thread, that my personal reasoning behind it stems mostly from the fact that most conflicts in the world get resolved without violence. So having games actually provide you with resolutions that don't all resolve into "they're dead, I'm not, thus I win" is enjoyable.
 

DrOswald

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I play plenty of games that don't involve violence. But I think you are missing the point. Most games don't have violence. They have combat, with violence as a side effect.

Combat is used often in games because it fills so many of the needs of a traditional game:
1. Highly visual metaphor for game condition.
2. An intuitive method of visual feedback.
3. Clear and intuitive victory/loss condition.
4. An instantly understandable conflict that can be abstracted into game mechanics.
5. An understandable situation that allows a visceral connection to the game world.

And more. Basically, abstracting combat is the perfect template on which to build a game. And violence to one degree or another comes as a side effect of combat.
 

Elfgore

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Quite a few actually.

-Euro Truck Simulator 2 (buy this now)
-The Sims
-The Stanley Parable
-Mountain
-Multiple Visual Novels (Hoshizora no Memoria, A Drug That Makes You Dream, Katawa Shoujo, etc.)
 

Barbas

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I like to take the non-lethal approach in Skyrim when I can. For convenience's sake, that involves not only a lot of sneaking but the use of illusion spells to calm hostile creatures. I was inspired by this feller right here:


I like to take a game that's not necessarily designed with a certain goal in mind and see how far I can bend its rules; a good game should bend but not break.
 

Mau95

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...I play Minesweeper on my PC sometimes? I know Goat simulator was pretty popular for a while, and then there's sport games like FIFA and racing games, though I don't play them. And the Wii has those party games and Wii Fit.
 

Signa

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Does Viscera Cleanup Detail count as non-violent? I mean, violence happened, but it wasn't by the player.
 

spartan231490

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Blood Brain Barrier said:
I do, and I'm sure most others do too. But mostly my games are about running around killing and smashing a bunch of stuff. And I'm starting to think it's a bit.. well, asinine. But at the same time, it's incredibly fun.

I'm not saying there's anything wrong with it, that it's morally wrong or intellectually inferior. But why are most games like this? I mean good ones, with decent graphics, quality story, good gameplay. I know there are puzzle games and stuff but they're usually budget and aimed at casual audience. I know there are sport games out there but they usually bore me after an hour or so. I know there are platformers like Mario but I doubt anyone would spend so much time with them.

But I don't want a list of recommendations of alternatives, because I have them and know they're out there. I just want to know if we're actually conscious of what we're doing most of the time - inflicting violence on imaginary creatures. Because it seems rather childish and repetitive, not the fact that it exists, but that so many games do it. Sure, Doom was exciting and new. But 20 years of the same? Game after game? And every new generation is the same, but 'improved' in some way. Will gaming be like this forever? A series of variations on ways to inflict death and pain?

Will we ever be able to come up with anything as solid and consistently satisfying as the RPG mechanic of acquiring levels of experience based on how much stuff you kill, or the action model of roaming around surviving while people trying to kill you? Because as fun as it is I don't think there's anything that gaming needs more than viable alternatives.
No offense, but you're missing the point. Games that have combat aren't necessarily repetitive because combat is just the form of conflict resolution. It's the conflict that makes the game interesting, and you can have any number of conflicts resolved by combat. That's because combat is the most basic form of conflict resolution. Any two being with opposing goals that cause conflict can resolve that conflict through combat. No matter what the conflict is, if it is between two beings, it can be resolved through combat. See, combat isn't they point of the game, it isn't what makes the games interesting or unique, it's just the mechanic. That's why they don't get repetitive. It's like asking why novels don't get repetitive. Sure, they're all written stories of a similar length, but that doesn't mean they are all the same, or even similar.

Also, combat is incredibly vague of a system to fall under. The combat in assassin's creed feels completely different from the combat in Call of duty, which feels completely different from Mortal combat, which feels completely different from FEAR, which feels completely different from Halo Wars. And those are basically genre differences. Even within the same genre, say fps, the feel of halo is very different from the feel of call of duty. Because while those are all combat, a violent form of conflict resolution, they are all different types and styles of combat.

As to why most games do that, I think it's for two reasons. Firstly, as I said, it is the most basic form of conflict resolution. Since conflict is what makes a story, almost any story you can think of can be resolved through combat. This versatility is one of the main reasons it's so common. The other is escapism. We can solve puzzles or drive a vehicle in our daily lives. In fact, most alternate forms of conflict resolution, besides combat, are used by an average person routinely. This is because combat is kinda illegal, and conflict is inevitable when you put people with different goals together. You resolve conflict on a daily basis through many mechanics, but not combat. By using combat as the basic mechanic, you provide a visceral and immediate difference from the everyday, because you don't have combat in your daily life, it is a stronger feeling of escapism.
 

MailOrderClone

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A rather large number of my favorite games involve no killing whatsoever. Plenty of puzzle, simulation, and management games. Sports and racing games too. I'm quite fond of games with a large exploration element to them, where I can just wander around and find things, and perhaps also build up my own little hunk of the world. Co-op multiplayer too is fantastic.

But it's the games that make killing their focal point that I tend to skip over. FPS games for the most part, as well as a lot of third person cover-based shooters. It's just not the sort of thing that I like to do for fun.
 

Lilikins

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hmm, if we are going for zero tolerance for violence...totally pacifist. lemme see my steam library..

Cyto
Viscera Clean up
Bit Trip
Defy Gravity
Sparkle 2 Evo (violence i.e eating other smaller creatures is purely a choice.)
Five Nights at Freddy's
Slender
Anno Series (peaceful run)

Those would be the ones on my list that contain no violence whatsoever from that stand point, sure you can die..but your not 'causing violence' to anything whilst doing so.

Violence in itself though is really 'tough' to bypass to be fully honest. As others have said..even something like Mario could be considered violent. One search on google can bring up some pretty appaling pics Im quite sure. I mean with all honesty, if you swat a fly you can already be considered 'violent' in the aspect of 'killing' something.
 

Shadow flame master

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Thomas was Alone and VVVVV are the only games that I can think of that don't involve killing or beating things. They're both platform games, the latter more sadistic than the former.

I don't really play a lot of games like this as shooting things in the face or beating back cute eldritch abominations is generally more fun to me.
 

Breakdown

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I was going to say Papers, Please but then I remembered I shot a guard as soon as I got access to a gun.
 

MerlinCross

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DrOswald said:
I play plenty of games that don't involve violence. But I think you are missing the point. Most games don't have violence. They have combat, with violence as a side effect.

Combat is used often in games because it fills so many of the needs of a traditional game:
1. Highly visual metaphor for game condition.
2. An intuitive method of visual feedback.
3. Clear and intuitive victory/loss condition.
4. An instantly understandable conflict that can be abstracted into game mechanics.
5. An understandable situation that allows a visceral connection to the game world.

And more. Basically, abstracting combat is the perfect template on which to build a game. And violence to one degree or another comes as a side effect of combat.
Because this is so good it has to be quoted. Pretty much this.

Now for my own input, one game that's a little low on the Combat side is Recettear, a game where you run the item shop. Yes the game has dungeon crawling elements but outside of maybe the introduction to it, you quite possibly can win the game without going into a dungeon. Goal is to get enough money per week, not save the world or kill X. It's a pretty cute game, check it out.

Capitalism, ho!
 

FrozenLaughs

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Dirty Hipsters said:
FrozenLaughs said:
Simcity your only adversary is expansion. Really any Sim games are pretty violence/conflict free.
I don't know man. Pretty much everyone I've ever met intentionally drowns or sets fire to their Sims at some point.
But that's in good humor, you aren't killing Sims as the objective to the game. You'll never have "Kill Dan from work to earn your next promotion" as a Life Goal.

That's what Tropico is for ;)
 

FPLOON

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Johnny Novgorod said:
Well, we'll always have golf and Tetris.

EDIT: And Bejeweled. I love Bejeweled!
Golf: Beating the shit out of a harmless little ball and forcing it down a specific hole...
Tetris: Forcing innocent blocks of various shapes and colors into [fixed] conformity, which kills them off evaporator-style...
Bejeweled: Gemicide via forcing similar gems together...

<color=white>Oh wait... D'OH!

OT: Well, either you're playing a game that revolves around violence... or you're playing something that involves some type of force, which could translate into something that violent metaphorically speaking... With that said, I don't think I do because the "force" in those kind of games probably won't be as engaging [to me] as the "force" in other games that could be seen as "violent" in some way, shape, or form... Then again, games where you can go either-or seem to cater to [both sides of] the gaming spectrum, I guess...

Now, I'm in the mood to lead some Lemmings to safety...
 

Johnny Novgorod

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Mau95 said:
...I play Minesweeper on my PC sometimes? I know Goat simulator was pretty popular for a while, and then there's sport games like FIFA and racing games, though I don't play them. And the Wii has those party games and Wii Fit.
Minesweeper? That game is super violent, man.

 

Vigormortis

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Dirty Hipsters said:
Games that have a plot need some kind of conflict. Violence is the easiest form of conflict to show visually.

Hell even games that aren't violent have violence in them.

Mario is a platformer, but a big part of it is jumping on enemies and swashing them, thereby killing them.

Catherine is a puzzle game about relationships, but the main character is killed in violent ways if he doesn't make it up the puzzle tower in time, and he knocks others out of the way, killing them, in order to get to the top of the tower.

At the end of Portal you blow up GLaDOS with missiles.

Story is conflict, and it's incredibly difficult to express anything other than physical conflict in terms of gameplay.
And more over, conflict in a narrative is often portrayed, in a basic sense, as a threat to one's life. It's the concept of facing one's mortality. As universal an idea as there is.

And as such, violence is one of, if not the, most straightforward forms of conflict that represents a threat to life. Non-violent methods of story telling don't often mesh well with gameplay.

Another issue is, when trying to tell a story of conflict without violence, you have to remove more and more player control as your other primary method of storytelling is through emotional reactions and responses. This often means you're left with fewer options of player choice, seeing as you have to portray very specific emotional reactions to a given situation. Otherwise, player reactions can vary wildly, throwing off your narrative.

Not to mention technological limitations that inhibit the breadth and scope with which a player can interact with the game and it's world.

At some point our technology may reach a point wherein we can truly immerse ourselves in our game worlds. Feeling real sensations while the game is able to adapt it's world and narrative to suit our interactions. Until then, if we wish to use a video game to tell a story, notably through gameplay, one of the only options is to do so through simulated violence.