
Why do
you play video games?
The British Board of Film Classification may have the answer. The BBFC, which assigns game ratings in the U.K., has released the results of its recent
survey of gamers. The research used data obtained from gamers and non-gamers alike, ages seven to early forties.
Based on the results, the BBFC reports a broad range of conclusions, including:
Gamers are starting to play at a younger age, even as the average age of gamers is increasing.
Males and females differ greatly in taste in games, how long they play, and how involved they are in the gameplay.
Negative press about a game significantly increases it's sales and many young gamers choose games based on word of mouth.
Games provide a sense of acheivement, unlike passive mediums like television.
Active participation decreases the tendency to "forget" your experiencing a fantasy vs. non-interactive visual mediums.
Gamers find violence in television and movies more upsetting than violence in games.
While parents agree that games should be regulated, some still consider the whole genre as "kid's toys", even games that may include adult content.
David Cooke, Director of the BBFC, addressed some of the main concerns parents have about games:
People who do not play games raise concerns about their engrossing nature, assuming that players are also emotionally engrossed. This research suggests the opposite; a range of factors seems to make them less emotionally involving than film or television.
The adversaries which players have to eliminate have no personality and so are not real and their destruction is therefore not real, regardless of how violent that destruction might be. This firm grasp on reality seems to extend to younger players, but this is no reason to allow them access to adult rated games, as they themselves often admit that they find the violence in games like Manhunt very upsetting.
Cooke added that as video games become more and more realistic, the BBFC will have to update its policies in order to keep adult content out of the hands of children. The BBFC study was part of an overall process designed to review current ratings policies.
- Reporting from the colonies, GP Correspondent Colin "Jabrwock" McInnes
Comments
@ G-Dog
I never played WoW but a lot of my pals do and they do have a social life.
I have numerous hobbies apart from gaming, including parkour, my bass guitar, movies and swimming. donna know why non-gamers say that 'GAMERS ARE ANTI-SOCIAL' thats so stupid :@
Clubbers are lifeless too becoz they spend their nights at clubs getting drugged.
Sorry, I don't think that is correct and is a very narrow-minded view of the industry. Sure, some games aren't designed with a story in mind. Look at the success of the short little arcade titles on XBOX Live.
However, the vast majority of games are designed specifically with a story to tell, and there have been some fantastic stories told through games. Stories that actually allow the consumer to become a part of, and interact with, even if they are not referenced directly within the game.
Until you realise the difficulties of trying to take a story that could be created for film or television, make it INTERACTIVE, with the many thousands of different outcomes and actions that a player might take, that must be designed,developed and tested then I don't think you should be criticizing the industry.
If you think games and story are diametrically opposed, let me list a few games that have succeeded mainly because of their finesse in entangling story with game. Starcraft, Planescape: Torment, Half Life 2, Diablo, the Warcraft series (Blizzard are the masters at this very subject), Psychonauts, GTA series... in fact, I could recite numerous games that have impressive stories accompanying their fine gameplay.
The games industry does not suffer an inferioty complex, we are already larger and more successful than the film industry with plenty of room for growth and a huge amount of untapped potential. We are trying to meet that potential, and like movies, some titles fall drastically short. Perhaps we should have "B-grade" games too, but I would wager that any non-AAA game would fall into that category.
As for the survey, there's nothing really surprising here and it's good to see a survey that I actually agree with on most points. Most parents still don't understand that games aren't toys, they are ways to become involved and interact with a world and its encompassing story. Oh, I disagree with the emotional attachment part also. There have been some great gaming characters, I still get a chill down my spine when I watch Tassadar sacrifice himself at the end of Starcraft...
Gamers and the videogame industry have a massive inferiority complex, which has led to this absurd need to see the games industry as some kind of parallel to the Film industry. The language of film has been co-opted for games critique and games are now 'Directed' and 'Produced'. Worse, even, 'story' has crept into games and more often than not ruined them.
This idea that a good game should have a good story has pervaded gamers consciousness to the point where otherwise sensible people refuse to play a game, not because the weapons are off, or the AI is poor or the level design is weak but because the story isn't up to par.
The games industry needs to find its own feet and do what it does well. Make games. Of the big players only Nintendo really understands this. It perhaps explains their extraordinary success of late.
A good game can give you a sense of power, and at the same time make you feel like your character is incredibly small.
For me one of the best examples of this has been freespace 2. You spend 4 missions trying to weaken the main weapons of this massive ship called the Sathanas. This ship is massive. You essentially are dog fighting inside the mouth formed by its 4 main cannons. Just destroying them gives you a sense of accomplishment, however you don't even scratch its health.
During this whole thing you have been covering a fighting retreat. When your forces finally face this this ship down, the human flagship, the colossus faces down this ship which is still larger than it. You basically sit and watch as 2 titans fight, you can't go anywhere near it for fear of the fact that you will get hit in the crossfire.
Later in the game you come across another subspace portal, something jumps through. Before your forces even Identify it you see 4 red points of light and hear the familiar charging sound. Suddenly your base of operations the Psamtik is obliterated.
At another point while fighting human rebels you have the choice of shooting down a civilian transport or blowing your cover. The rebels have no respect for the rules of war in that universe. In the end destroying the transport gives you 30 to 45 seconds of time to breathe. They already know your a traitor, but now you only have to survive for 2 minutes while waiting for your friends to bail you out.
Later on you see the Colossus destroyed fighting another sathanas, however it holds it off for long enough that you can get a fairly large civilian convoy out of the system. I remember incredible frustration at the fact that I was so damned helpless. All i could really do was keep bombers off the transports and watch as the Colossus got torn to shreds.
In starcraft -gasp- I clearly remember when Acturas leaves Kerrigan for dead on the planet. I think I sat there for awhile staring at my screen with my mouth open.
To this day I can say that Deus Ex changed my political outlook.
Games can evoke emotions just as effectively as a movie or a book. It can make you think, it can change your views on something. It can present a story just as effectively.
And here is the catch 22 that makes Jack Thompson lose sleep at night.
Gamers find violence in television and movies more upsetting than violence in games.
Oh and as for that . . . movies are a little more engrossing, when I was watching Se7en for instance i was always eager to see what Jon Doe was going to do next, I couldn't wait . . . then I saw the Lust and Vanity scenes and (shudder) my jaw dropped to the floor out of pure shock. Video games are different. When I play god of war the same feeling can never be achieved (partly because Kratos is sort of a 1-dimensional character), in part because i control what happens so I can control what happens next. In summary for movies, it's what will the main villian/hero do next and for games it's what do I feel like doing next. Also games have a long way to go before reaching even VHS quality movies.
Hm, it's increasing in both directions? Cool.
Though, I kinda fear games being "mainstream" a little.
Games also don't really try as hard to jerk the player around, probably because the interactivity brings you in so it doesn't need to make you feel as emotionally involved since by definition you are involved.
Nice analysis, but the study wasn't making any value judgments about what it is that gamers or parents do. It just said, "This is how particular demographic groups in the survey generally responded." And while some of it may seem obvious, it's good to have empirical support for an obvious claim to make it cross the line from dubious "conventional wisdom" to well-tested "common knowledge." :)
For a lot of us older players, "games" would make us think of the more advanced "T" and "M" games. But there are number of "E" games that actually do come out. And they are becoming easier for the youngest generation to play. One reason is that the youngest generation has Parents who can related to computer and console games and can share their knowledge of how to play games in general.
"Males and females differ greatly in taste in games, how long they play, and how involved they are in the gameplay."
I'd just like to say that "Men Are From Mars, Women Are From Venus" is bullpucky. Everyone is an individual and if you happen to stray from the stereotypical view, you are not "bad". Be yourself and ignore the ignorance.
"Negative press about a game significantly increases it’s sales and many young gamers choose games based on word of mouth."
Wooooow! Really? Never woulda guessed. :/
"Games provide a sense of acheivement, unlike passive mediums like television."
Well, that's pretty obvious. Reaching the end of a story arc in a TV show isn't as fullfilling as reaching the end of a mission/quest/story of a game 'cuz you're actively participating. They also provide a sense of failure to a degree depending on the game.
"Active participation decreases the tendency to “forget” your experiencing a fantasy vs. non-interactive visual mediums."
Rather broad statment. There are a lot of other factors that play into whether one becomes "one with the story". It depends on the specific product. Detail, interest in the product, quality of the product, condition of the individual, and other factors come into play. Even with games, you still aren't a "part" of the story/game. The fictional Holodeck, however, will make losing one's self the easiest because that is true "first person".
"Gamers find violence in television and movies more upsetting than violence in games."
"upsetting". In part, some might feel "upset" (angry, sad, helpless) because in watching a TV show/movie, they can't react directly. Whether it's a favorite character being ambushed, or cops/lawyers in a TV show acting dishoroably and unethical, or a victim character in danger, or a conflict dealing with an important issue that you feel strongly about. You can do nothing but fume if it's a TV show/movie. In a game, you can react directly, within the confines of the game design of course.
"While parents agree that games should be regulated, some still consider the whole genre as “kid’s toys”, even games that may include adult content."
Another broad stroke. Not all Parents feel the same about either. Nor oes it make them "good" or "bad" Parents if they choose one game that another Parent wouldn't choose.
"People who do not play games raise concerns about their engrossing nature, assuming that players are also emotionally engrossed. This research suggests the opposite; a range of factors seems to make them less emotionally involving than film or television."
In part because Stories and games tend to be seperate, even when the game has a detailed story. The melding isn't complete yet. A lot of older text games did a decent job at attempting to blend literature with games. But when translating a screenplay story to game usage, the craft seems to be lost. Stories work in cutscenes, but when it comes to gameplay, there seems to be little there. You're not taking part in the story, you're the filler between cutscenes. And excessive Free Roam, such as in the GTA series, while fun in a game sense, blows the story out the window. So you can't build up an emotional involvement in games.
"The adversaries which players have to eliminate have no personality and so are not real and their destruction is therefore not real, regardless of how violent that destruction might be. This firm grasp on reality seems to extend to younger players, but this is no reason to allow them access to adult rated games, as they themselves often admit that they find the violence in games like Manhunt very upsetting."
This is true just as above. The game adversary, as opposed to the adversary in the cutscene, isn't very detailed. Either it's a generic "cockroach" NPC ("police officer", "gang member", "townsfolk", "beggar") or it's the rare "Boss" character. Elder Scrolls IV: Oblivion has a great many specifc named characters from town to town. But there are, what, 4 or 5 voice actors doing them all? And then there are the "cockroach" NPCs. It's too easy to say they are "not real". And the AI systems in games are also limited.
As to younger players being upset about violence in games, it depends on the game. In fact, it tends to be trial and error. My own son has played a variety of GTA games. Can't play some of the later ones because of the higher frustration factor. But he watched me play the Prey demo, and he didn't like it. So I learned that he doesn't like games, or movies for that matter, that have a lot of realistic gore. The grosser, the less he likes it. Ok, good, I've learned something about my child. That doesn't mean that someone else who lets their child play a game with lots of gore must be a "bad" Parent. They know their own child better and may be aware of differences in their child that I wouldn't know. So I never say that a game is inappropriate for anyone else's child. I merely say be informed both about specific games your child may be interested in and informed about your own child.
Nightwng2000
NW2K Software
On a related note, I can't wait to see JT's take on this. "Gamers find violence in television and movies more upsetting than violence in games because they are so used to killing they don't mind it and in movies they are just mad they didn't get to kill them thesmelves(sic). Pixelante knuckleheads. I am at the gates to hell and I like it here. HOOAHHH!!!! GTA is a murder simulator endorsed by Hitler himself. Yuo(sic) all suck. Jack Thompson." He follows with incoheret ramblings for several minutes.
Thanks a lot.
When you are watching a movie or tv show however, you just sit there and passively take in what you are seeing, meaning your full concentration is on the content.
In short, when your hands are moving to play a video game, it's something that helps you to remember "This is just a game. It has to be, as I have to push the buttons to make things happen".
So one gets more engrossed in a movie than a game?
that dosent make sense to me when the gameplay and story meet in a game its indescribable where as a good movie can just be good.
Altho now that I think a movie has a constant flow of story compared to a game thats interaction 70% of the time or more, prehaps because of the "grinding" one cares less about it but then again look at any action flick with people dieing left and right....so.....meh
Mmmmmm could it be also games are longer and the story parts are in between lots of action much more than movies so one dose not have the constant build up of emotions?
BTW
thank you for clearfing ^^
I found that pretty interesting. I wonder why that is.
i found Lufia 2 to have one of the absolute saddest endings to a game ever (FFX was kind of sad too).
i was more upset when they killed Charlie (on Heroes) than i've ever been playing video games.
And there in lies the heart of most game legislation woes. If video games aren't considered on the level as film or television, it's more likely to be tinkered with by politicians. Not to mention they buy any game their kid asks for, then raise hell when they find out what it contains. If you can't trust your tv to babysit your kid, don't expect your playstation to either.
Super Mario Bros. has a story. It's not deep or engaging, but "Mario must venture through the mushroom land to save the Princess" is, in fact, a story. True Lies has a story. It's not deep or engaging, but "Arnold must save the day against the evil terrorists" is, in fact, a story. By the same token, Metal Gear Solid 3 has a very intriguing story, on par with many films. I personally find Vice City to be a much more interesting game than Scarface was a movie.
It all depends on what you're looking to get out of a given thing. Some people have very little time for MGS3, because they aren't interested in games with a story, or games where the action can be largely a mental exercise. Some people have little time for sports games, because to them sports are something to kick back and watch, or get out and do yourself.
Ultimately though, the idea that games need to stop trying to be movies and just be games is ludicrous. Yes, Nintendo is having success now with the Wii, where games are just games. But games, like all media, go in trends. For the last decade, the decade that saw the two best selling consoles ever (the PSone and PS2), games were dominated by games that had story as a significant component.
To an extent I agree with you, but I think you're being unnecessarily harsh on games. Maybe you're just trying to make a point with it.
I feel cheated when a game is described as having a "great story" and fails to live up to it, but even games with a poor story have entertained me very well - see Gears of War.
There's a confusion between good writing and good story in games. I want realistic, or rather believable, dialogue and character interaction over a complex or unique plot. For instance, the COG banter in Gears is great, although the B-movie plot is very weak by established literary or cinematic standards.
I don't think it's as simple to tell an engaging story in an interactive medium as it is in a passive one. As fun as "choose your own adventure" books were, they never had a plot that would live up to a regular novel.
This is a post I made that grew out of an "are games art" debate, and relates pretty well to this complaint about gaming not being able to live up to movie stories. Realistically, making a game emotionally involving (if that's the end goal), would require an entirely different approach to telling the story and defining characterization than films, due to the strengths and weaknesses inherent in the medium.
Sorry for the tl;dr, wall-of-text post.
Just look at the respective screen time enjoyed by your average goon in each medium. Movies: probably a considerable number of minutes even for quite minor characters. Games: a couple of seconds, if the goon is lucky!
And that's not even considering what actions the characters are taking when their on screen. Why should the average goon in a computer game be emotionally involving when all they do is walk around, if they do anything at all?
Nowadays this post is a bit of an exageration ... but not by much.
I imagine the results of these surveys will change dramatically as games grow up.