Howdy y'all. I don't usually make threads but hopefully I found the appropriate part of the forums for it.
As part of academic work I'm doing for university, I'm doing some research into what makes mature themes in video games tick.
I figured I would ask the good folk (only the good folk, please) of MMOChamp for their feedback in a survey I'm doing for it to collect results, and similarly pose the question as a discussion. I know there's a good collective of all sorts of people here, parents, teens, students, probably some kids too - all of whom are bound to have some very different opinions which is great.
In relevance to this discussion, mature themes consist of concerning content descriptors outlined by the ESRB and PEGI, in order to immediately raise awareness on the content of a game that some players may find distasteful.
For example, why is it we take great pleasure or fun in ripping out someone's spine in Mortal Kombat? Why do some players take the evil options to blow up a city in Fallout III, or kill villagers in Skyrim? Why is it we enjoy driving on the pavement in GTA V and feeling the controller rumble slightly as I hit a lovely, juicy cluster of pedestrians (or is that just me?) This is all related just to violence of course - mature themes as a whole consist of a lot more. Racism, language and all that stuff.
It's a little less relevant for World of Warcraft as a 12+ game, but I'm sure you all play other games. If we wish to keep the discussion to World of Warcraft though, perhaps it's worth thinking about ideologies like relevance. Would Azeroth really be any better or worse if it was as .. well, graphic and crude as Westeros can be? Where is the blurred line between tasteful, artistic implementation of these themes as devices, and outright senseless garbage which doesn't contribute anything?
I leave the stand to you, and implore you to share your opinion on this survey to help me with my work :>
http://freeonlinesurveys.com/app/ren...esurveys%2Ecom
To start off with though, here's my take on it so far. Gaming is a relatively new form of media, and just like books, comics, films, TV, now it is video games that are thrust into the spotlight and criticised for their content. There is arguably more violence in these other forms of entertainment but they aren't focused on as much because they are far more passive. What has critics worried over the effect of these themes is that the consumer, the gamer, interacts directly with the game. They become the medium, the avatar, through which the game world is explored. It's one thing to watch a film where the good guy shoots a bunch of bad guys. But what about a game where you're the good guy, shooting a load of bad guys? What about the games where you're a bad guy shooting at good guys? Where does the right to be concerned start or stop?
A gamer can directly act out terrible things without fear of consequence, which might become a problem if they fail to separate the virtual world from reality. But there I think is the real problem - making sure that the boundary between these two worlds is distinct and clear enough so that anyone playing the games can clearly understand the difference between the two. Our tastes in entertainment evolve as we grow more mature, and devices like death and violence make good storytelling elements, which is why we can find it enjoyable. That is where I find the necessity is - making sure that these themes are tastefully balanced as part of the setting in the story.