Gaming in a Bubble

It doesn’t look so bad, at first. Gamers start with structures and routines and improve our mental reflexes, test our psychological boundaries and have varying regard for the morality of life. Yes, the absolute morality of family and integrity upon which world culture was founded. Now that we understand that, there is a very real problem arising in gaming that is far more severe than an economic bubble.

Let’s not get lost in who is right, because where raising children is concerned, shaking off responsibility for them is never correct. The point here is to focus on the impact of confirmation culture in a more pervasive yet subtle medium. In no other media can you be confronted with a moral choice and then be enabled to perform an action that can form your response.

Even the capacity to affect a moral choice is determined by the game developer: Some games present choices as having no consequence. Even rooting through a stranger’s home for goodies has established itself as a trope in adventure role playing. Since, developers have taken the issue more seriously and introduced mechanics of voluntary assistance from Non-Player Characters in such games.

Invariably it is up to the developer to decide how they will portray the impact of the player’s actions in their reality. However, there is something deeper bubbling under the surface of all the achievements and accomplishments that gaming has to offer: Futility. What is the ultimate value of saving the world, even if you can express how much fun you had with the others who played the same title?

As with all media, the accepted fact that there is little ROI (Return On Investment) to be had in most games, as we want more than we can have, and appreciate what we acquire even less. Games are so easily had now that there is almost no satisfaction, so we must look to other things. Can we share the experience? Will YouTube, Twitch or Patreon make it possible for us to attain some buy klonopin measure of celebrity to passify our discomfort?

Therein lies the quandry. Having obtained an accomplishment, we want to put it to use. In that way, gaming is limited. Unless the skill we acquire translates to practical application, then we are bereft of purpose. What’s more is some of these activities only reinforce behavior that in some cases is actually criminal.

Understand that all game genres have their extremes, but do we play fast and loose with the acceptability of these things? To justify them, we often do. Violence in games is the most obvious example, but “cultural differences” that extend to the treatment of both sexes can quickly become questionable. The sexualization of children and victimization of others is never right. What is the extent of our awareness and involvement?

Some of the most powerful examples are “hidden” behind levels of difficulty and time requirements so that the general public is unaware of them. Mortal Kombat is a sensational of gore satisfaction, and does not carry with it the emotional investment of games like Bioshock, The Walking Dead and others. Visual novels, in particular, invest the player emotionally as a core mechanic by simulating dates and – in some cases, debasing – sexual encounters.

Harmless fun, to wit? Mass Effect’s romance options were seen at first as mind blowing, but are now looked back on as awkward and cringe worthy. Why carry on with someone who will never do more than follow a script? Is that not fit cause for jealously? If not, why not? Don’t you deserve every bit of the devotion you entered the relationship to share?

We’re playing in a dangerous bubble, friends, and is there not enough of an example of where that train will end up in the so called leader, who shall not be named? I know I’ve asked more questions than provided answers in this post, but I intend to follow this path to it’s logical conclusion. Let’s start with being honest about the things we participate in.

To Be Continued.

  • August 16, 2017