That's exactly what political correctness is about tho. It's about minimizing the social and political awkwardness, and apparently portrayal of children in games, especially as moving targets, stirs enough emotions to be an issue. [/quote]
That's just social homogenisation. Political correctness is about redressing social inequalities like active discrimination and marginal social interaction with other groups. If something stirs emotions that is not a reason in of itself to not do it; such things require discussion and careful examination of how to use that emotional reaction not a simple knee jerk avoidance.
Most games have managed to have simple social feedback for years and seeing as child killing is SO horrific a simple "OMG bad person" type response should suffice as a basic start.
Simply by being there something has effect, you choose to ignore a world full of details then that isn't the creators fault. Yes we do have games where children would be pointless Serious Sam needs no toddler to validate his existence and one could do nothing to aid him and a military shooter doesn't NEED them either (although having some huddling among civilians in a war torn town certainly wouldn't hurt the game and would be provoking).
But I'm not talking about simple shooting galleries GTA is a recreation of a city and roughly simulates the behaviours of one. Yes as a backdrop for it's shooting gallery but it's what differentiates it from generic brown shooter #143.
Hitman was a thinking game with a storyline threaded through it.
And RPG's can be either tell a story, certainly not hurt by presence of children or be about the exploration of a world, children can be an aid to this. In general these are the most thought provoking of the games available and usually have fairly complex social behaviours economies and NPC behaviours and games makers keep working to make them better in this respect. There is no reason whatsoever that children shouldn't matter in this game type.
Why did games start to add passive creatures? it sure as hell wasn't to be useful or even for realism it was to aid suspension of disbelief, things that feel natural are easier to accept. Something doesn't have to be rubbed in your face to make it important, children have been in games before, they made those games a better place no matter how marginal that benefit it's still a benefit that is missing now for absolutely no good reason.
As in film and literature the extras and background are what stops the experience being bland and uninteresting, going the extra mile and stimulating the reader or watcher is the point of the entire game. And yes the only stimulation some people need is a straight fistfight but that's no reason to pander only to such people.
That's just social homogenisation. Political correctness is about redressing social inequalities like active discrimination and marginal social interaction with other groups. If something stirs emotions that is not a reason in of itself to not do it; such things require discussion and careful examination of how to use that emotional reaction not a simple knee jerk avoidance.
Name a game that's had children in and caused a problem. If you search the internet with Fallout children and the date range of 1997 you only get articles on chemotherapy, the effects of Chernobyl on a new generation and the results of a sixties nuclear war study on the effect of radiation. Not one single article about the horrific child-killing game fallout.Keava said:How many of games however managed to deal with it properly ? For such implementation of children in the game you need a more evaluated system of action-reaction mechanics that takes notice of something called consequence.
Most games have managed to have simple social feedback for years and seeing as child killing is SO horrific a simple "OMG bad person" type response should suffice as a basic start.
Why would children be in GTA? why are the populace? why isn't the game just full of gun waving gangsters, police and military? because it makes it feel like a city, children would aid in that and simply scaling a model does the job nicely so it's not exactly hard to add. The difference to you may be nothing but to others it may something to think about; even if a designer didn't think about something thoroughly doesn't mean somebody else won't find it thought provoking; as in any literature the devil is in the detail.Keava said:Every time there is a discussion about the place of games as a medium in enriching the society or about it's effects on our daily lives. Enjoy your mindless fun, we all do need something like that sometimes, but don't ever try to pretend it's something more. What purpose in such games would placement of children have? If it doesn't affect the character or the world it's simply pointless.
Simply by being there something has effect, you choose to ignore a world full of details then that isn't the creators fault. Yes we do have games where children would be pointless Serious Sam needs no toddler to validate his existence and one could do nothing to aid him and a military shooter doesn't NEED them either (although having some huddling among civilians in a war torn town certainly wouldn't hurt the game and would be provoking).
But I'm not talking about simple shooting galleries GTA is a recreation of a city and roughly simulates the behaviours of one. Yes as a backdrop for it's shooting gallery but it's what differentiates it from generic brown shooter #143.
Hitman was a thinking game with a storyline threaded through it.
And RPG's can be either tell a story, certainly not hurt by presence of children or be about the exploration of a world, children can be an aid to this. In general these are the most thought provoking of the games available and usually have fairly complex social behaviours economies and NPC behaviours and games makers keep working to make them better in this respect. There is no reason whatsoever that children shouldn't matter in this game type.
Realism isn't going to be a valid goal for computer games for a long time to come and nor should it be.Keava said:Bottom line is, if someone makes a game where it actually matters, feel free to do so. If you want to re create a world with as much gritty realism, do so. I don't object. If it all serves to enrich the atmosphere and add a moral layer it's perfectly fine. But adding such options just for sake of it, without any impact and consequence? Waste of development time.
As it is with every other medium - song, literature or movie - games should aim to be consistent with themselves. If you add a random chapter to a book or a verse to a song that doesn't match the rest of it you create unnecessary content. It ruins the way the product as a whole is perceived. When creating something there should a purpose in every little detail of it. Pointless things are just pointless if they exist without a reason.
Why did games start to add passive creatures? it sure as hell wasn't to be useful or even for realism it was to aid suspension of disbelief, things that feel natural are easier to accept. Something doesn't have to be rubbed in your face to make it important, children have been in games before, they made those games a better place no matter how marginal that benefit it's still a benefit that is missing now for absolutely no good reason.
As in film and literature the extras and background are what stops the experience being bland and uninteresting, going the extra mile and stimulating the reader or watcher is the point of the entire game. And yes the only stimulation some people need is a straight fistfight but that's no reason to pander only to such people.