Chirez said:
On the point about a game being good despite its impact on the player, I'm unconvinced. If we take the stand that games in all their forms are art, albeit for the most part really bad art, then surely the effect of the experience on the player is fundamental.
A 'good' game must affect the player in some sense, whether it makes you think deep and meaningful thoughts, or just engages you deeply in its environment. From this perspective, the quality of a game is dependant on the person playing it, a game can be good for one person and bad for another. I think this must be true for all forms of media, though subjective, relative judgements are highly inconvenient for a discussion like this.
There are of course objective measures of quality, from simple graphical fidelity to solid physics, coherent narrative etc. but it seems to me that those measures are distinct from the totality of the experience. (Is there any way to talk about this stuff without sounding horribly pretentious?)
Is the ability of a game to engender discomfort and disgust a strength, I wonder? What about the same ability in a book, film, painting, sculpture?
Yep. There's a difference between "craft" and "enjoyment". Craft is the objective measure of quality by all those things you mentioned. This is used in Art all of the time. If games ARE art than this is certainly a component.
They already gave a great example of a film that's well crafted, so much so that it changed the industry, but incredibly racist (even for its time). There are entire movements of film and visual art based on the concept of making the viewer uncomfortable, and it's usually applauded. But then, it has to be a) well crafted, b) state an intent, and c) successfully communicate that intent. Shock art such as a Madonna made out of elephant feces is still art, and it's meant to shock the viewer into a reaction rather than have them enjoy the aesthetics of it all. This sort of thing still manages to end up in a museum.
School Shooter does not do this. It starts in bad taste, and ends in bad taste. It DOES provoke discussion, but it does nothing to justify its existence. While Super Columbine Massacre contains several essays and specific references (and therefore not "fun", but still thought provoking), it has a solid design for its very point. The media made unfair comparisons to other media - from video games to Marilyn Manson, so the artist decided to actually make a video game based on these ideas. Characters level up by "grinding" through the school until they go to an impossible final boss in hell. There is even a morality choice. You could choose not to kill anyone, but you wouldn't have the level necessary to beat said final boss. You have to do an extreme amount of mass murder to do this, in fact. Along the way, you find references to false accusations the media made about the kind of media the killers consumed. This is sound and cohesive design in that it makes a premise, and follows through with it. It is also extremely uncomfortable since it's based on a real world event, and I would even argue it is still in poor taste. This is all in service of the larger point about two different violences in media - the actual violence vs. the sensationalism and misinformation of "action" news.
School shooter presents a shooting gallery of innocents, and doesn't even do it well.
James and Bob have made some interesting suggestions on how to explore the violence of a school shooter better.
I get what the School Shooter mod was trying to do, but it doesn't succeed.
The reason Doom, GTA, Halo, Just Cause 2, etc. get away with some mindless violence involves a loosely held narrative that put you in the right position to do what you do. They also present clear antagonists on top of that. The violence sandbox that the SS author refers to are all right there (and I even get the point that the only difference is narrative). There's a reason for that Narrative, obviously, it justifies the actions and allows us to see past it to do violence against pixels.
SS doesn't make that point well.