Croal vs. Totilo - The Manhunt 2 Letters 42
N'Gai Croal (of Newsweek) and Stephen Totilo (of MTV) once again match wits in a textual format, this time over the Manhunt 2 controversy. In Round One, the two reporters discuss the process of playing the game for the first time, and wonder what the experience must have been like for the ESRB raters. Round Two sees them take things up a notch, discussing what exactly it is about the game that's so violent. Round Three ... has them questioning the nature of gaming itself. As always, these are two smart guys with some interesting insights into the medium. Well worth your time. From N'Gai's final letter: "It's difficult to 'read' or derive much meaning from a game. That's why in our three Vs. Modes, we ultimately don't spend very much time talking about or analyzing the experience of playing a game, because it's hard to do so without turning our emails into "I went here. I did this. I picked that up." Which is, after all, what games are. So if the essence of a game is located in what we do, is a walkthrough--go here, do this, pick up that--the most truthful way to write about the experience of playing a game? I hope not. But it's something we should consider. Once again, if the essence of any game is located in its action, reaction, interaction, and the rules which circumscribe those three elements, what does the narrative do?"
Obvious... (Score:4, Insightful)
Here's an example of a writer trying to sound smart by taking something obvious and "deconstructing" it to make it look not obvious. ("Deconstructing" is in quotes because that's not actually what deconstruction is, but it's how some writers define it if they don't know any better.)
The answer is the narrative guides your action, reaction and interaction, and it describes the rules which circumscribe those three elements.
There - happy? It really is that simple. The narrative exists for the purposes of guiding you to various places to do various things, and to tell you what you are and aren't allowed to do in those places and with those things with which you can interact.
Which is just a fancy way of saying what we've all known narratives do since time began. Questioning it now doesn't make it any less true.
(You can question anything - is the sun hot? Is ice cold? Does gravity = 9.8? But those questions don't in themselves form indictments or arguments against tradition or fact, which means they really have no point.)
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As for the 'political' motivation... What political motivation is needed to rate a game? They didn't sit down and say 'Well, we hate them, and AO will basically ban their game, so let's do that.' They watched the video, it was beyond M rating, and they rated it appropriately.
Without
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And as counter argument I give you God of War 1 and 2, both of which have naked breasts at multiple points. And both have "sex games" to earn experience.
Let's face it video game ratings are just done using a bag of popcorn a 10 sided die factoring in the phase of the moon, just Film ratings.
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As for the 'political' motivation... What political motivation is needed to rate a game? They didn't sit down and say 'Well, we hate them, and AO will basically ban their game, so let's do that.' They watched the video, it was beyond M rating, and they rated it appropriately.
You're correct, without having played it myself I can't say for sure. However, my point was that the controversy that had already erupted over the game prior to even being finished or rated very well may have resulted in clouded judgments. Raters go into work with "this game is sick and disgusting" already repeating in the back of their mind because of the reputation that it may have already developed from not only being what it is (a sequel to a controversial game) but also coming from a company that seem
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"...As for the AO rating itself: What point is there in having that rating exist if they aren't allowed to use it when warranted? I seriously doubt they are flippant with their ratings. They don't just watch video while eating popc
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You know, I'd do a better job than the ESRB just by looking at the cover art and back of the box. Sure there'd be a few titles rated AO just so they wouldn't get released (like if they
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Here's an example of a writer trying to sound smart by taking something obvious and "deconstructing" it to make it look not obvious.
Sorry, couldn't resist!
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It's "obvious" but at the same time it's obfuscated. How often when playing games, or at any time for that matter, do gamers stop and consider the "obvious" in full detail? Despite the fact that the repetitiveness of many games is clear to the player and any viewers nearby, how often does anyone bring this up?
Despite being "obvious", or perhaps because it is, no one stops to actually talk or discuss these things. Decomposing the essence of video games in
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Here is an example of a slashdot poster trying to sound smart by taking a snippet of someone's work and "pwning" it to make him look superior. ("Pwning" in quotes because that's not actually a word used in association with Slas
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I defend because I can sympathize.
Wit? MTV? (Score:1)
Re:Wit? MTV? (Score:4, Insightful)
Sure. After all, it's not music...
Ouch... (Score:3, Insightful)
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Please tell me that the rest of his words don't come off as an uninformed diatribe to those of us who are able to appreciate gaming..
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That said, here's my limited understanding.
Croal's position is not that video games, hiking mountains, etc. can't be profound or deep. It's that they are not analogous or similar to movies, books, theatre etc. in that regard. In movies and books, we are merely viewers who are plunging the depths of someone else's co
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No. Croal is pretty much straight on the mark with his assessment of the current artistic value of video games for two reasons:
1. Video games have only been around in any meaningful form for about 30 years. Television has been around for over 60 (disregarding the fact that it's a fairly natural extension of cinema anyway), cinema for over 100, theatre since centuries before the birth of Christ, and prose (whether spoken or written) since the dawn of civilization. In
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Yes. A lot of people would argue that those are closer to movies than games. Certainly the literary aspects of both generally require little to no interactivity (offering a "choose your own adventure" style of plot branching at most), while (for example) the plot elements of FPSes tend to progress during gameplay with few cutscenes breaking up the action.
In other words, the fact that most of the games that have strong liter
I know what the raters were thinking! (Score:1, Flamebait)
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If the people rating games decide to give a game a rating of AO there needs to be some sort of appeal process that forces the raters to actually play the game and work through the levels, ra
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interesting read, makes me want to play it (Score:2, Interesting)
speculation (Score:1)
"Unless they have good reason to believe that this game is an imminent threat to the public order, or that it will in and of itself incite adults to violence, their decision seems to me to be based on taste, and I will never believe in substituting anyone else's tastes for my own."
As far as I know, there is no true scientific evidence that videogames are indeed the cause
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Perhaps the most entertaining and also most insightful comment in round 3. Enough said.
I was disappointed to hear that N'Gai found Manhunt 1 a more engaging experience
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