monkeydelarge: " By that logic, any kind of negotiation when one party refuses to oblige the other would be deemed as "hostile". I believe this framing is routinely used in mafia (offers you can't refuse etc.)..."
Yep. You got it.
charmer: Not sure if you did. In that analogy, the devs trying to push their game to GOG and feeling entitled to have their way would be the mafia men ;)
"The point which I suspect you deliberately chose to miss was that sometimes humans are quite easily manipulated to do things they would not normally do by forces they might see as completely benign and harmless. "
I did not deliberately choose to miss your point. I just failed to discuss it in my previous post. Probably out of laziness or something, I don't remember why. Maybe I forgot about it before I hit the post my message button. Sorry.
charmer: Fair enough.
Your point is, nobody knows what affect a game like Hatred will have on people, people are easy to manipulate and we should just assume such a game will turn people into violent psychopaths?
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charmer: Let's stop right there. That's one gigantic strawman you built. Let me reiterate. My entire point was that the effects are not black-and-white. For you, it seems to be either no effect at all or ppl turning into violent psychopaths. See, you can have quite serious negative effects in between the two.
People usually don't run away from their real-life problems to play Dear Esther or Broken Sword. Simplistic run-n-shoots carry a lot more appeal. As the gameplay is mindless, repetitive, and possibly addictive, the more you play, the more it can aggravate the underlying problem you ran away from in the first place. Ranging from being anxious, angry, and thus rude to ppl in you surroundings, deepening your depression, to hitting someone or hurting yourself in a violent outburst that could be linked with you immersing yourself in a violence-ridden fantasy world are all a possibility. If you keep coming back or can't resist not to, you may start losing your friends, start neglect yourself and/or your partner etc. Your elevated aggression might progressively impair your ability to judge things critically, you might start imagining real people as victims in games you play and round and round it goes, leading who knows where. And let me be clear - the virtual violence almost always being but one of the
contributing factors to make your life a misery, if that happens.
And how the violence in particular plays a role? See, in real life, people have problems and things don't often go according to their wishes. People are dependent, weak, ill, or too insecure to have enough agency in the society at large. But a game puts them in control, it gives them power. And there's arguably no more potent a drug than the destructive power at your fingertips. It's very appealing to young men in their teens who try to find their place in the world. I know it was to me when I was a teen (and my opinions about violent games were quite similar to yours back then).
Now, we can perhaps talk about the regulation angle. Just as the negative effects of violence are nuanced - it doesn't have to end with a killing spree for anyone to take notice - the regulation should be nuanced as well. Again, from the discussion thus far, you seem to only recognize two categories: "anything goes" and "it's banned!!1!". But that's not how reality works.
We don't advertise hardcore porn in the streets yet it's readily available to anyone able and old enough to get it. On the same account, there's certainly no
need to advertise trash like Hatred everywhere in order for you or anyone else able and old enough to get it.
I hope you at least agree that this kind of game should not be sold to kids and mentally ill. In other words that at the very least these groups should be _free from_ its influence even though someone who wants to make a buck might think otherwise.
Bottom line, partial censorship (as in Fallout) or restricted access could be annoying and might create a minor inconvenience for some, but it is not by any stretch equivalent to full-blown censorship that results in a legal ban. And from what I've read here, most opponents of this game would go with the former rather than the latter. So here's hoping that nuances in serious and complex issues won't be lost on you the next time you look at them.
Is anything possible? Sure but we shouldn't sacrifice all the positive things that Hatred will bring forth to the world ...
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charmer: Oh really? Did you have anything specific in mind?
Okay, now I understand. I think some of what you said is the truth but I also think you are creating negative effects from violent video games in your mind that will never become reality.
"Your elevated aggression might progressively impair your ability to judge things critically, you might start imagining real people as victims in games you play and round and round it goes, leading who knows where." A violet video game that makes you aggressive doesn't elevate your aggression outside of the game. After the game, your level of aggression goes back to where it was before. Living somewhere like New York City makes people more aggressive and last time i checked, the majority of people there are sane adults.
"If you keep coming back or can't resist not to, you may start losing your friends, start neglect yourself and/or your partner etc. "
This is something all video games can be guilty of and what if you don't have a partner? It's not too hard to be gamer and have friends. Friends don't take up so much of your time like a relationship does. And compared to other kinds of addictions out there, video game addiction isn't so bad. It has it's Pros and Cons.
"Now, we can perhaps talk about the regulation angle."
I can see the benefit of not having a game like Hatred advertised the way Call Of Duty is but I believe, every store should be selling this game. If not, on the shelves, then at least in the back.
"I hope you at least agree that this kind of game should not be sold to kids and mentally ill. In other words that at the very least these groups should be _free from_ its influence even though someone who wants to make a buck might think otherwis"
I agree that Hatred shouldn't be sold to kids and the mentally ill. Exposing them to a game like Hatred would be like opening Pandora's box. We all know children are stupid and...the mentally ill are ill... But when I mean mentally ill, I mean those with a history of insanity. I think a lot of people who are labeled, mentally ill are not really mentally ill but just different and society can't handle that.
" Oh really? Did you have anything specific in mind?"
Hatred brings to the world, the same benefits all other video games bring to the world.
Here is one of the many benefits, I copied and pasted from an article from a psychology website.
" For most gamers, video games are played for enjoyment and to help improve their mood. Along with distracting them from real-world problems (a special concern for young people looking for escape from bullying or other negative life situations), succeeding in video games can lead to positive feelings, reduced anxiety, and becoming more relaxed. Many gamers report intense emotions of pride and achievement by immersing themselves in games that allow a high sense of control that "takes them out of themselves." According to Mihály Csíkszentmihályi, the concept of flow refers to the mental state often reported by gamers during which they are performing an activity that leaves them fully immersed without feeling self-conscious. Flow experiences have been linked to positive outcomes such as greater self-esteem and a sense of achievement that can translate to greater mental health benefits though this has not been directly tested in video game research.
The positive emotions that can result from becoming immersed in video games on a regular basis may also increase awareness and encourage a more novel outlook on life. According to psychologist Barbara Frederickson who first proposed a broaden and build theory of positive emotions, experiencing positive emotions can help broaden the number of behaviours seen as desirable and build social relationships that provide support for achieving goals and coping with failure. Frederickson also suggests that positive emotions can counteract the effects of negative emotions which decrease motivation. While it is still not clear whether video games produce the sort of positive emotions that can lead to the sort of broadening and building to which Frederickson referred to in her research, many gamers report emotional benefits they perceive as important to them."