If you’ve been involved with any sort of political conversation surrounding video games for the last twenty years, you’ve probably heard a lot of people harping on about violence: specifically, that violent video games lead to violent behavior in real life. While that claim has largely been debunked by research, there’s no denying that violence is an integral part of most high-profile titles. A tight and fluid combat system is a major selling point for a major release from an AAA studio, and a game with poor combat is lambasted with bad reviews. For better or worse, combat can be how players define a game: it determines how we view its quality (sometimes privileged over other concerns like graphics and narrative), and how fun the process of violence is in a game is the point by which we decide whether or not to play. (more…)
Emma is a PhD candidate in Rhetoric and Composition who studies how play impacts learning. Her words have also appeared in Critical Distance and Unwinnable. When not writing, she enjoys passing the controller between friends for runs of Silent Hill. She can be found @kostopolus on Twitter.