Athinira said:
Whether or not it's human is more or less irrelevant. What matters is that the killer-zombie children in Dead Space was portrayed as having BEEN actual children (and babies) once.
In Dead Space 2, you walk through kindergardens, nursing homes etc. which are quite clearly portrayed as places where children used to grow up from when they where less than a year old, and the setting and story clearly conveys that these poor things have been turned into monsters. You don't actually see it happen, but it's there, and you get to see their new incarnations attack you, explode and you get to kill them yourself.
And as I said, as long as you can establish that they are
no longer human then the unease of killing them is lessened, if not removed. If anything, those very scenes, culminating in having to kill these transformed children, would only help to cement the resolve in some people that the menace that caused this devastation needs to be destroyed. Now, if they were just regular, non-infected children who decided to climb all over you and take a bite out of your esophagus, and Isaac then threw them onto the ground and crushed their little heads in with his boot, it would send a much different message.
Athinira said:
The same argument could be made for violent games in general. You could argue that GTA rewire people into killing civilians and cops.
Listen. Either we take a stand, and accept that all the "Games are turning people into killers" talk is bullsh*t or we don't. You don't just go half-way and say "It's okay if people get the impression that killing civilians, cops etc. is okay, as long as they don't kill children". I'm sure you can see how silly that is.
By not taking a stand, we as gamers (and game designers/publishers) are admitting to the very thing those anti-violent-games lobbyists are trying to make people believe, even if it isn't true. One game that stood out for me was Modern Warfare 2 and it's Airport Terrorist attack. Even if Infinity Ward made it possible to skip that level and warned you about it, i applaud them for taking a stand and basically saying "Screw this, we're going for something that makes sense, even if it portrays something terribly cruel that touches some peoples most primal fear of terrorism in this day and age".
We both can't and shouldn't let those non-gaming idiots affect our passion for the medium, because that just empowers them.
The problem is, there will always, ALWAYS be that rare case, that one teen in a million who didn't get enough love when he was little or had some serious psychological shit happen to him, who will play a game like GTA or MW2 and get it in his head to do something like what they saw in the game. Lobbyists won't care if this kid had the shitty life lottery and probably would've done something bad long before playing the games, and if anything those games helped prolong his sanity until it finally snapped, they'll see Violent Video Game + Troubled Youth + Horrible Event and it will ALWAYS equal the Video Games were at fault.
Again, I'm not saying we can't have child killing in games - although even just admitting to that makes me feel a smidgen more evil than I cared to be - but that killing has to serve a purpose, it has to have some sort of meaning behind it. The primary reason why so many people are so unwilling to see excessive violence in video games is because, up until now, very little of it was done with much taste. GTA is the most notorious for this, as most people will spend more time mowing down civilians in a mass killing spree than they do performing the "necessary" missions in the game. Yes it's cathartic, yes it helps vent steam, but I, for one, can vent steam just as easily by killing monsters in an RPG, I don't see why we need more games that feature killing humans and less that feature killing human analogues.
Athinira said:
Again, same argument could be made for basically any game that involves any form of violence. You might as well have asked "Do we really need blood in shooters"?
My answer to this is, that if we are going to an immersive experience, then yes we need it. Fable 2, for example, pulled the ridiculous move that they did have children, but you couldn't hurt them. You could kill your wife, but your children were immortal. And guess what happened: People notice stuff like that. And they started asking how the hell that made any kind of sense. Why do you think this thread exists in the first place? Short answer: Because things that breaks immersion will always be nagging people. Hell, even Yahtzee noticed it and mentioned it in his review of Fable 2 [http://www.escapistmagazine.com/videos/view/zero-punctuation/346-Fable-2].
Every time you have something in a game that breaks immersion, then the reason that the immersion is broken is always going to plunge down in the gamers mind. If it's a bad game design decision that broke the immersion, then the gamer will think "Oh [Insert development team here], why did you c*ck this up". And guess what: When it's the attempt to comply with political correctness that breaks the immersion, then gamers will think "Oh, when are those damned violent-video-game-activist-hippies going to leave my games alone so i can have some damned fun!!" Being reminded that those annoying people exist out there is the last thing you need WHILE playing the game.
So yes, if having killable children in the game world means that the Immersion is going to stay alive, then that's what i want. Obviously it's been nagging people beyond me, so the short answer to your question is "Yes". If the Airport level in MW2 hadn't allowed you to fire your gun (even if it is entirely optional already), then people would also have asked the same question, because it doesn't make sense to not be able to participate given that you are an undercover agent.
If your immersion is broken because you can't kill a child, I just have to ask how immersive do you really need your games to be? Again, this brings me back to my original statement, how shallow of a human are you that you have to kill everything that the game gives you? Who was the original person who found out that you couldn't kill your kids in Fable 2? Why did he
want to kill his kids in the first place? I know we adopt a separate persona when in video games, but please keep in mind what Yahtzee has mentioned before in that regard is because gaming logic is different than real world logic; again quoting the master himself, when one enters a female restroom IRL, you could assume they're doing it for some sort of sexual thrill, but in a video game you're doing it because you might find health or ammo packs. If your in-game persona is some murderous criminal who can't walk five steps without having an insatiable urge to gut the nearest thing with a brain, then a part of me has to wonder where the hell you're hiding that part of you.
Look, I've read all the studies, I know that games are more of a release than they are a tutor for violence, but it's also the only medium in this world where people are
seriously debating that the killing of children could somehow improve it.
If we want to be taken seriously, yes, first we need to stop scurrying away from the lobbyists whenever they find fault with a particular game or two. HOWEVER, second and more importantly, we NEED to make games that don't take death so lightly. I'm fairly certain if you were to gather up all the radio shows, movies, and books in the world, the number of deaths portrayed in them wouldn't even come close to the number of "inconsequential" deaths that would come from the entire library of video games just in the last two generations. Regardless of their true effect on people, it's very hard to take video games seriously as a medium when it doesn't take much seriously.