How Video Games Changed the World Page #11
- Year:
- 2013
- 120 min
- 106 Views
But unlike cinema,
most of the stories told
within the world of GTA
are ones the player
effectively writes themselves
using the freedom
of their own actions.
Don't be no wise-ass punk.
Now give me that!
I'm shooting someone in the head
and my wife was shouting
shoot him again, shoot him again.
Now, we are two very peaceable
cat-loving ladies from Glasgow.
I think I can rationalise it because
I know it's not real, it's not real.
Yes, and if rib-tickling
viral videos are anything to go by,
GTA's world of fantasy indulgence
even seems to appeal
to older players,
especially those with an axe to
grind against energy companies.
You take that.
Hello, what do you do for a living?
Work for British Gas, do you?
You wanker.
I'll give you put my bills up.
Bastard bank! You take that.
You won't put them up no more.
Bang! One for you and one for you!
For some reason,
this level of anarchic freedom
seems to upset people.
Parents, listen up because here's
what you need to know tonight.
In Grand Theft Auto, your son
or your husband or your boyfriend
or whoever can hire a prostitute,
have sex with her
and then beat her to death
with a baseball bat.
GTA is the gift that
keeps on giving for tabloids.
I mean, Parliament debates it,
there are motions tabled
in the House of Commons on it,
there are endless commentators
who judge it to be something
linked to the devil.
If you're a parent and you allow
your son or daughter to watch this,
even if they are beyond 18 years old,
you're a lousy parent, in my opinion.
It is the definitive
moral panic game.
Please don't make me ruin all the great work
your plastic surgeons have been doing.
Grand Theft Auto is pretty much the
Frankie Boyle of the gaming world, really.
It's controversial,
Scottish, nihilistic,
hard to defend in the Guardian
and to what end?
Well, because it just wants to
make you laugh, of course.
Yeah, shut it, pal.
You'll leave here with an a**hole
like a yawning hippo's mouth.
It is interesting being a Brit
living in the United States.
People outside of America
tend to look at the American world
from the outside
a little more cynically.
We look at American culture
and American values with a little
bit more cynicism than
people inside America society do.
You have to be on the outside
to hold up a mirror
and that may be the reason GTA has
been fairly successful as a piece of satire.
Again, I think the satire,
the commentary in GTA,
is often very crass.
I think they miss the target
as often as they hit it but again,
the fact that they are trying
goes beyond a lot of what
a lot of triple-A big budget video
games ever try to do.
It's a giant cartoon, Grand Theft
Auto, and it's not exactly a subtle
representation of anything
but then it is not meant to be.
If you want a subtle representation
of something else,
read a lovely book by Jane Austen.
Grand Theft Auto is all about
causing mayhem and not giving
a fig about the consequences
but increasingly some games
are prompting players to consider
the repercussions of their actions.
And they do it
with surprising grace.
Shadow Of The Colossus was a really
fascinating game in a lot of ways.
It was a really meditative game.
You played a character who lived
in a fantasy world, whose mission was
a very basic video game set-up.
Your job in the game is to bring
down these huge creatures.
It's like seven huge boss battles
where the bosses
are not only monsters
but so big that they are
almost a landscape in themselves
and gradually as the game goes on,
your feelings as you bring down
these monsters
become more and more complicated.
Because every time you killed one
of these creatures, you realise you
just killed something magnificent,
something larger-than-life.
This beautiful majestic animal
and you just slaughtered it
for some unknown reason.
And every time you did one of those
things your character design
slowly morphed
and became darker and darker
and you realise
you are the villain of this world.
Shadow Of The Colossus
was significant
because it helped forge
a new way of looking at games,
one in which the player could no
longer be certain they were the hero.
It also influenced recent indie
titles like Papers, Please
which, despite its basic appearance,
is a complex game that causes
the player increasing discomfort.
Papers, Please is a game
where you are a customs officer
working on a fictional border
of a made-up country
and you have to check
everyone's paperwork
to see whether or not
they can come into the country.
The mechanics is, like, someone
approaches kind of the checkpoint
and hands you their papers and they
might ask you to let them in,
they have family starving inside or
they're trying to bring something to them
but your job is just to check
whether their paper is forged,
do they have all their papers
to get in or reject them.
You quickly realise
you've got to be a bit evil.
If you do not make the quota every day
for stamping enough people through,
you don't get enough money
to feed your wife and kids.
And it's the sort of game
where you play it
and you realise why people
do bad things.
It puts you into a position where you
slide and you go, "All right, well,
"just one person," and before you
know it, you are completely corrupt.
And yet you never really
noticed it happening.
Through those mechanics you feel a
feeling that is so unique to gaming.
You feel guilt.
And a movie
can't make you feel guilty,
a book can't make you feel guilty
but here's, like,
I'm making an action
and somebody can curse me
because of it and I feel guilty and
it's kind of brilliant in that way.
Games excel at making you
stand in other people's shoes.
Not just the shoes of corrupt
Eastern European officials
but creatures so phantasmagorical,
so beyond our imaginations
they don't even need shoes.
Imagine that. You can't!
Something happened in the mid-2000s
with the rise of what's called
the massively multiplayer game
and this was the point
in which the line between games and
reality started to get quite blurred.
My wife got super into it
and so did my son and what was nice
in actual fact
was it became quite a nice mother
and son thing to do together.
It was very interesting, you know,
they would go on raids together.
You know, where else can a woman,
a grown woman who's mothered
several children
and written several hit movies,
go out with her son,
skin some animals, kill a troll, OK,
win some gold
and still see a lovely bit of scenery in
a lovely new mythical city? Nowhere.
The problem with a game this
seductive is it can also be quite addictive.
Regularly,
I would play for 14 hours straight.
When I would be raiding.
I would do a couple of raids a day
and then I'd have to do upkeep
in between the raids.
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