I had kinda noticed that the focus on killing was becoming an increased side-effect of the homogenization of AAA games into generic cover shooters. It bothers me that you get an experience bonus for headshots in the new Thief, given it was an IP in which the character previously prided himself on going through levels without killing anyone. On Expert not killing was a mission requirement.
Interestingly, in the more tactical simmy games, I tended to go with a no-kill policy. In SWAT 4 it was a matter of practicality since my reflexes are too slow to hit that threshold when a suspect is pointing a weapon but hasn't yet put a hole in my face: better to pepper-paintball him in the eye, or let one of my bot-buddies take him out.
This turned out to be a bit of a downer in Splinter Cell: Chaos Theory, in which, again, as a super-spy you have the option to knock out or kill. Killing was much more fun, but I felt the sense of duty to leave people alive as much as possible, even if they were drug lord thugs or terrorist factionists. I mean they're human beings too, right? And I AM in a Tom Clancy game. But yeah, not killing in that game is tedious compared to zotting them between the eyes at distance with a suppressed rifle.
A choice, fatty slice of the blame rests on the plate of the ESRB, who has taken to censoring the games for disturbing content. Chris Breault recounts [http://kotaku.com/5557172/you-gonna-read-this-fisher-the-art-of-enemy-taunts] how Castle in The Punisher will torture thugs to death, and that wasn't censored, but the dialogue that might indicate they object (to being tortured and killed), that they are human beings that might actually want to fucking live[footnote]...and someday fuck again, I'm sure they hoped...[/footnote] was too disturbing for a video game. Yes, according to the ESRB, human beings not wanting to die when you shoot them is up there in indecency with full frontal rutting.
This is a situation that has some crossover with the topic of gamers allegedly being desensitized to violence. Granted, there are plenty of games that do feature cartoony violence, or over-the-top cinematic violence as an intended matter of style, but we cannot market a shooter, even, say a tactical sim such as SWAT or ARMA or Pillars of Creation Forbid, Six Days in Fallujah so that simulated casualties actually respond to bullets similarly to the way that real people do. And this prevents games from illustrating why we have (and should have) aversions to killing in real life.
I recently talked about Robert Rath's article [http://www.escapistmagazine.com/forums/read/6.820161-Modern-Warfare-is-a-Comforting-Lie?page=2#19791431] that features some crossover to Yahtzee's. But for the ratings boards being overly sensitive to this stuff (and the unmarketability of AO products unless it's all about the vulvovajays) we might actually have games that would be a good lesson about why war is really a thing to be avoided at all costs.[footnote]Contrast the mass cheering at Obama's 2013 State-of-the-Union when he implied that were going to move on Iran.[/footnote]
Anyway, yeah, making games that allow ordinary shlubs to discharge their strength (or pretend to) are going to be especially popular while AAA creativity languishes in the weed choked development pits of the megapublishers. Maybe they can turn Animal Crossing into a cover shooter as well (Animal Crossing: Nook's Revengeance Into Chaos Dark)
238U
Interestingly, in the more tactical simmy games, I tended to go with a no-kill policy. In SWAT 4 it was a matter of practicality since my reflexes are too slow to hit that threshold when a suspect is pointing a weapon but hasn't yet put a hole in my face: better to pepper-paintball him in the eye, or let one of my bot-buddies take him out.
This turned out to be a bit of a downer in Splinter Cell: Chaos Theory, in which, again, as a super-spy you have the option to knock out or kill. Killing was much more fun, but I felt the sense of duty to leave people alive as much as possible, even if they were drug lord thugs or terrorist factionists. I mean they're human beings too, right? And I AM in a Tom Clancy game. But yeah, not killing in that game is tedious compared to zotting them between the eyes at distance with a suppressed rifle.
A choice, fatty slice of the blame rests on the plate of the ESRB, who has taken to censoring the games for disturbing content. Chris Breault recounts [http://kotaku.com/5557172/you-gonna-read-this-fisher-the-art-of-enemy-taunts] how Castle in The Punisher will torture thugs to death, and that wasn't censored, but the dialogue that might indicate they object (to being tortured and killed), that they are human beings that might actually want to fucking live[footnote]...and someday fuck again, I'm sure they hoped...[/footnote] was too disturbing for a video game. Yes, according to the ESRB, human beings not wanting to die when you shoot them is up there in indecency with full frontal rutting.
This is a situation that has some crossover with the topic of gamers allegedly being desensitized to violence. Granted, there are plenty of games that do feature cartoony violence, or over-the-top cinematic violence as an intended matter of style, but we cannot market a shooter, even, say a tactical sim such as SWAT or ARMA or Pillars of Creation Forbid, Six Days in Fallujah so that simulated casualties actually respond to bullets similarly to the way that real people do. And this prevents games from illustrating why we have (and should have) aversions to killing in real life.
I recently talked about Robert Rath's article [http://www.escapistmagazine.com/forums/read/6.820161-Modern-Warfare-is-a-Comforting-Lie?page=2#19791431] that features some crossover to Yahtzee's. But for the ratings boards being overly sensitive to this stuff (and the unmarketability of AO products unless it's all about the vulvovajays) we might actually have games that would be a good lesson about why war is really a thing to be avoided at all costs.[footnote]Contrast the mass cheering at Obama's 2013 State-of-the-Union when he implied that were going to move on Iran.[/footnote]
Anyway, yeah, making games that allow ordinary shlubs to discharge their strength (or pretend to) are going to be especially popular while AAA creativity languishes in the weed choked development pits of the megapublishers. Maybe they can turn Animal Crossing into a cover shooter as well (Animal Crossing: Nook's Revengeance Into Chaos Dark)
238U