Shadows On The Screen: The Safety of Maintaining Taboo and the Importance of Social Deviance

shadowsonthescreenKonami dropped Six Days in Fallujah was because of a vocal minority. Bully‘s name was changed overseas despite being the gaming equivalent of a teen summer comedy. Why do even courageous creators back away from taboo?

The other night I was speaking to my friend Arthur Tebbel, who co-writes a hilarious column at Michael Davis World that you should all read. Art’s column takes the form of a comedic response to a fictional letter from a person who has made or is concerned with a snafu of some sort that week and is looking for advice. Their column this week, Art told me, would be about the recent incident of “alleged” police brutality in El Monte, California. I agreed that it would make a great topic for satire, and said facetiously “Now give me a topic for my column.” And he replied “Why aren’t there more video games about police brutality? Or video games about any remotely controversial topic, really?” I know, San Andreas was filled with corrupt cops, but rethink the question: why isn’t there a game that encourages me to perform police brutality? Why are there so many taboos left in gaming?

Let’s be clear, I know that there are games that ignore taboo. Anyone on an ego-driven correction-kick is probably already typing up an e-mail with the subject line “POSTAL, MANHUNT, RAPELAY, Do your research Austin.” These titles exist, but most of the more aggressive ones are on PC, a wild west platform with little law and lots of leeway. The ones that do reach consoles are shunned or toned down. Worse, they’re often just bad games, relying on their mean-spiritedness or boundary breaking to sell copies instead of gameplay innovation or polish.

manhunt-1My point is easily stated, but harder to defend: I don’t think there should be taboo in art. This doesn’t mean that what artists should be doing is creating interactive art installations that allow the audience to commit genocide-via-rape. It just means that art should be as free as speech and should a person design that piece, no one should stop them from making it. Censorship of any kind is a slippery slope, and as the freedom of the artist is lost so follows the freedom of the people. These are pretty basic concepts, and I think my readership is pretty smart. Yes, slander and libel are issues here, but that’s why laws exist to help cordon off proper usage. (If you don’t agree in free speech, or see why artists should be allowed to practice it, then leave a note in the comments and we can have that conversation.)

I spoke to the issue in my first editorial here. In an argument I made for the right and virtue of argument in and around this medium, I made the following  claim:

Eventually, something will happen that can’t help but be noticed. We’ve never had a “Birth of a Nation” or a “Triumph of the Will.” These are films that are technically proficient but represent something so disgusting that many can’t bring themselves to approach them at all, let alone without bias. They are worth deconstructing though, because of what they reveal about the artist, or about propaganda, or about film, or about any number of other things. Those films deserve attention and also deserve our disdain. We need not condone the content to try and understand it.

postal2I stand by this but feel like it deserves a bit more space than this single paragraph, so stick with me here. In that article I was writing in reference to Resident Evil 5, a game that may have inadvertently played with familiar imagery of “otherness” to create a sense of dread. Let’s move away from “controversial by mistake” and towards “intentionally ignoring taboos.”

Earlier this Spring, One Last Continue contributor Christian Lowery posed a question to me: “What chance does a pure murder simulator have in the US Market. The game would be to murder what Jane’s Flight Simulator is to airplanes. There is no context, only the ability to commit the act and attempt to get away with it. I suppose it would be like Leopold and Loeb, the game. My immediate reaction was “It would be smashed to bits.” It would probably be able to find a release on the PC if it was self-published and offered via download, but would never see the light of day if the developer aimed for a console, and no store would ever carry the boxed product. Then I got to thinking about what that game would be like. It’s not awarding the player with bright lights and loud noises when they successfully commit murder. It’s simply a toolset, it’s Metal Gear Solid style VR missions, with more focus on murder than on stealth puzzle solving. Would this title provide any sort of benefit? Is this art? If not, why isn’t it? If not, then do you have to say that Jane’s Flight Simulator, or Madden, or BoomBlox aren’t either, since those games emulate real life instances as best they can too. Is taboo really so strong that it can turn art to smut?

Maybe “Murder Sim” hits too many buttons. Hell, even the initial stipulation of the title uses “murder” and not “kill,” with murder being a term that carries ethical connotations. So, consider a case grounded in reality. Six Days in Fallujah garnered attention from mainstream and enthusiast press. A number of arguments were made against the title’s right to exist. A key point was that it would fail to honor those who fought in that conflict. Another was that no game could properly capture the tone of war, and that war was no game. Konami finally pulled the plug after people began to complain that developer went too far by interviewing not just residents of Fallujah but also admitted insurgents.

In any debate there are initial propositions that are assumed in order for further points to be made. Even when these points aren’t mentioned explicitly, it is easy to figure out what they are. In this case the person who takes offense to Six Days is making a statement like “Art isn’t allowed to not show honor to our soldiers, depict war, or draw from an opposing perspective.” Alternatively they could hold that games aren’t art, and therefore don’t have those rights even though art does. Perhaps when confronted with the question “why” someone who holds that position could produce a different proposition at the core of the argument, or maybe when faced with these reasons they’ll back down from their staunch defense of what can and can’t be touched by art and gaming.

So what are my assumptions? I’ve argued that taboos should be allowed to be challenged by art, and that games are art. I still haven’t really answered the core question: Why is it important that taboos be challenged, and not just that it is ethical that such an act be allowed if it occurs. For that I look towards two of my favorite sociologists, Emile Durkheim and Kai T. Erikson. Instead of simply dismissing criminals as psychologically different, these two criminologists helped to define the idea of functional social deviance in an attempt to figure out what purpose law-breaking served for society. They determined that when laws are broken (especially in attention grabbing major events) society as a whole has to re-evaluate where they stand on moral and cultural issues. This labels crime not only as normal (regardless of society, rules will be broken) but also beneficial for the future success of that civilization. What is “good” and what is “bad,” what is taboo and what is convention, all of these things are redefined by social deviance.

When people turned the other way to allow rum runners and bootleggers by their grasp, it illustrated what the populous really thought about prohibition. Years of illegal dangerous back alley procedures worked towards the eventual decision in Roe v. Wade. Recent public discussions on topic like illegal immigration and torture have helped us realign where we stand on those issues, sometimes changing our previous beliefs and other times strengthening the ones we already had.strangedays

To deny deviance in art or media is to limit progress.  For instance, I watched Strange Days for the first time a few weeks ago. It wasn’t the best film ever, but a single concept stands out. (Spoilers here, it’s an old movie, watch it or move on.) In this cyberpunk film, the lead character peddles discs that provide the viewer with a complete playback of another person’s memories. It is emphasized that along with the sights, sounds, feelings, tastes, and smells that come across on these discs, emotions are also forced on the audience. In the film’s strongest scene the antagonist records himself (in that virtual reality format) as he kidnaps, rapes, and kills one of the city’s women. The scene isn’t gratuitous in content, but it is strong. What makes it worthwhile is that in the moments before her death he plugs her into a live feed of his own perspectiveve. To imagine being violated while being forced to feel good about it is a singular emotional beacon in an otherwise dead film. I was uneasy, felt a little bit sick, and felt guilty.  (End Spoilers) Snuff films are an awful crime, and I can’t help but wish they didn’t exist, but that awful crime allows us this brief insight into a part of our own humanity that might otherwise remain hidden. Art allows us to glimpse into unattainable situations with a clarity that no one in those situations has, and to limit art when crime already exists seems (to put it coldly) inefficient.

We need games like Manhunt, Postal, and even Rapelay so that we can step back and say “how do I feel about this.” These games aren’t always going to be good, or promote something that we agree with. But they’ll let us re-bracket what we think of as acceptable, allowing future works to chime in with more substance and prowess. Rape occurs in real life. A lot. It’s an awful tragedy that can ruin a person’s life forever. Odd Japanese sex games aren’t the avenue I want it to be explored in, but their existence and recent publicity might push brave developers like BioWare to take on the issue one day in a meaningful way. And if they do, I’d anticipate that they catch flack for breaking the taboo. In that instance, the developer would be asking the country and the world to reevaluate what we mean when we say “video game.” By ignoring popular convention of “do”s and “don’t”s they’ll force us to decide publicly “Is art allowed to talk about rape? Are games art?”

Maybe once we have a congressional ruling, guys like Ebert will come around.

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Comments

3 Responses to “Shadows On The Screen: The Safety of Maintaining Taboo and the Importance of Social Deviance”
  1. Lemons says:

    You seem to miss the point that for vast majority of companies games are business, not art. There is a large difference between taboo and morally and ethically reprehensible. Rape is not a taboo subject, putting it simply, its wrong on so many levels and to allow somebody to simulate this via a game without showing the consequences and displaying with great emotion and feeling conveyed to the gamer, why this is a bad thing.

    The reason why video games crash hard on these topics is the interaction, its not the portrayal of the subject, its the fact the person is interacting with the subject. Their not just viewing and assessing it as they do with images. Personally I don’t buy this idea that games allow people to reflect on the actions their doing, not to the extent movies do anyway- I can’t remember the last time, if ever, I killed somebody in a serious based realistic game and thought about the reprecussions that could have on their families- for a huge majority of gamers its entertainment, not the high and glorious art form that many online gamers peg it as. I play for fun, to switch off my head after a long day and enjoy myself, not so I can sit and think about the awful shit that happens in the world on a daily basis. Developers making games know this is true of most gamers.

    If you play a murder sim as the murderer, you’re focus will always be on the character- who you are playing and where your next kill is coming from, evading the police, leaving no evidence- what it won’t show is the destructive elements of the families of those you have just slain in cold blood. If you want games to be taken seriously and viewed as reflective art that makes people, as a whole, re-access personal standpoints on subjects such as rape and murder a developer needs to not only convey the instincts of a murderer but also to instill a sense of remorse, a sense of dread of being caught for the actions, it needs to put you in the shoes of those people who have friends and family killed- until a game makes you play a woman who has just been violently raped, makes you feel like you have just lost your dignity, makes you feel ashamed for actions forced upon you and had her son murdered, and who is dealing with the emotions through a standard daily life then games will never get these kind of topics right. To make somebody think about murder, really honestly think and feel raw emotion about it, it’s probably best not to put you on an interactive platform playing as the murderer. Murder is the act of killing, but its the repercussions from such an act that often spur people into that mood of self reflection. I recently knew a father of four who killed himself, it wasn’t just the act itself that made me sick to my stomach, it was seeing the chaos it plunged his family into, the emotions that they had to deal with.

    Very good article though, a pure joy to read :)

  2. zanzibarlegend says:

    Lemons pretty much nailed most of my points. well put sir.

    Rockstar makes money on exploitation of hot button issues, but they hold back for the extreme, merely because they want to get away with what they are already doing, without a massive backlash… (which they hardly avoid as it is). like Lemons said, unless the gaming industry is ready to tackle the full scope of morality, choices, and consequences…. games will be as they are now.

    im not saying all games need this, but i think if the industry would take a chance once every csh cow franchise to create a game with said scope, it would not only revolutionize gaming,… but also change the way the non-gamer looks at videogames. games are already art. these subtleties would elevate gaming to new heights.

    excuse my poorly written rant :P

  3. Huey says:

    I know this is old but….

    A lot of games have already broken taboo:

    http://www.gamesradar.com/wii/f/10-taboos-and-the-games-that-broke-them/a-20100528125813753035/g-20060308165433320026

    Sex, violence, vulgarity, etc…

    But, games aren’t art. They are big business. That is why you see almost nothing but shooters, sports/racing and music games.

    In reality few developers want to deal with controversy.

    This article actually forgets to mention Resident Evil and Mortal Kombat. Two of the most controversial titles at the time. Violent and graphic murder of your opponent in MK with the fatalities. Decaptiation and cannibalism in RE. Nowadays, no one seems to make a fuss anymore. In fact, more people were talking about RE5 being set in Africa rather than complaining about the level of violence.

    And, even though it mentions MGS….it fails to mention it for a better reason. Torture! MGS series is the first series to make a torture scene and make it like a survival mini-game challenge. MGS Peace Walker also has a female who does the torture. Although, this isn’t the first time….there was that sadist Veronica. The dominatrix from Shadow Hearts: Covenant. She enjoyed torturing your characters in a nasty looking chamber.

    These are all very popular games. Well, maybe not SH:C. But, breaking taboo can be both art and good business at the same time. But, very few developers are willing to do this.

    I agree with Zanzibarlegend! I wish developers would take more risks. The only revolutionary things in gaming nowadays come on the hardware side. The software developers, for the most part, have become lazy….very lazy. Or they are timid.

    Kojima is one of the only developers that manages to push the boundaries, make games like art and still succeed with sales.

    I wish developers would also a lot of diversions and diversionary gameplay into their games. That is what Kojima does. Games need more creative and taboo secrets and easter eggs.

    I mean some games even have full graphic sex and nudity. Just look at Heavy Rain! You can choose for the main character Ethan to have sex with Madison. Or you can choose for him to reject her advances.
    Extremely rare in video games.

    Sorry for rambling.

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