Culture Some developers are pushing back against violent video games - Gratuitous bloodshed and the rise of female gamers have contributed to a backlash

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Brandish your weapon—I mean, spoonimage: YoutTube/PlayStation

A Tamil mother, recently immigrated to Canada, stirs biryani. Her young son looks on, sniffing the delectable aromas. This is a scene in Venba, a recently released video game attracting attention. Through a series of cooking puzzles—in which players learn to prepare ingredients in the correct order or work out the various items missing from recipes—it offers an emotionally intense family saga, serving up topics like immigration and identity, alongside Tamil food.

Unlike the noisy, big-budget productions that dominate gaming and its public image, Venba is peaceful and gentle. It cost less than $1m to make but quickly managed to break into the top-sellers on Steam, a pc gaming hub, sitting alongside rivals that cost as much as $100m. It might not get the recognition or nearly as many users as “Call of Duty” and “Assassin’s Creed” do. But Venba is important, because it is part of a growing trend of non-violent games attracting both game developers and players.

Recently Steam held a sale, offering nearly 250 “wholesome” games that do not feature any violence. Such a notion would have been impossible until the recent past: there were just so few games that did not involve bloodlust. “The Best Non-Violent Video Games”, a new book by James Batchelor, a gaming expert, celebrates 300 peaceful games from the past 50 years, all the way back to Pong (an early game that features a ball and two paddles, like a virtual game of tennis). More than half of them came out in the past ten years.

Two factors are contributing to the rise of kinder, gentler games. One is a backlash by those who design games. Many independent developers, who can choose their own projects (versus those who work for larger firms), do not want to spend their careers designing games about killing, says Mr Batchelor. Job Stauffer, a game-industry veteran, contributed to violent productions such as the “Grand Theft Auto” series, but has started refusing to work on brutal or murderous ones. “We see media reports of mass shootings and wars day after day,” he explains. “I decided that I didn’t want to be a part of the problem, creating entertainment that involves firing rockets into buses,” he adds.

Chris Chancey, a Canadian game developer, was in the midst of making a combat and adventure game when he learned that four-fifths of the games demonstrated at a leading gaming convention involved violence. This prompted him to change course and design something that cut against the trend. In the resulting game, “Rainbow Billy: The Curse of the Leviathan”, players speak instead of kill each other. It is popular with parents. “I get a lot of messages from parents who want to play games with their kids, but who don’t want to expose them to gore and violence,” he says.

As gaming becomes a pastime for the entire family, it is becoming more diverse, and this is fuelling demand for titles that do not involve pixelated machine guns or swords. When people think about gamers, they often picture them as male and on the cusp of puberty. Some are. But in reality, the average age of people who regularly play games is around 33, and about half are female. Wren Brier, developer of the popular narrative puzzle game “Unpacking”, says the tastes and preferences of women gamers have started to influence developers; many are looking for play where caring and friendship are on display, instead of shooting and domination.

Just like real life, however, peaceful experiences can exist alongside conflict and bloodshed. The most lavish productions and biggest commercial successes in gaming still usually include slaughter. (Many of the biggest Hollywood films do too, although they are not seeing the same backlash from film-industry folk or viewers—at least not yet.) “As soon as we attach a certain dollar amount to a project, it’s like violence becomes as understood a feature as having graphics,” says Laralyn McWilliams, a game developer. She hopes this will change in the future, as more developers and gamers choose a side. But of the 20 top-selling premium games so far this year, 15 feature combat.

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Such a notion would have been impossible until the recent past: there were just so few games that did not involve bloodlust.
Bejeweled and Harvest Moon do not exist. Portal does not exist. Stray, Journey, Cities: Skylines, and the Tycoon games do not exist. Animal Crossing? The Sims? What the hell are those? What is Tetris? What is Just Dance? Those do not exist.

Nobody ever made a nonviolent video game until this brave minority taught the barbaric west how to have fun without killing. This is new. Tomorrow it will be new again.

“The Best Non-Violent Video Games”, a new book by James Batchelor, a gaming expert, celebrates 300 peaceful games from the past 50 years, all the way back to Pong (an early game that features a ball and two paddles, like a virtual game of tennis). More than half of them came out in the past ten years.
Half of all games period came out in the past ten years. We're living in the Golden Age of shovelware thanks to Unity and Steam. Any asshole who wants to make a game where you walk down a hallway for ten hours before text pops up that says "THIS GAME IS AN ALLEGORY FOR IMPOSTER SYNDROME" can do so. Most absolute fucking garbage is going to be "non-violent" because it's the default state of games that do not possess any gameplay. It's not the win you think it is.
 
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What a crock of shit. Loads of women are playing Baldur's Gate 3 and that game has your character fucking soaked in blood constantly to the point that it's distracting during dialogue.
 
Luckily, the tools keep getting better and better, so eventually a team of say, 5, sane individuals will be able to make a decent indie game. Can even get AI voice acting and art if you need it. A few of these type of hits and the industry will course correct pretty quickly.

Plus with all those non-violent games coming out and being praised and celebrated, it's great to see the mass shootings going down as well, am I right?
 
Recently Steam held a sale, offering nearly 250 “wholesome” games that do not feature any violence. Such a notion would have been impossible until the recent past
Lolwut? I've been playing games since the Odyssey 2, there have always been nonviolent games.

“The Best Non-Violent Video Games”, a new book by James Batchelor, a gaming expert, celebrates 300 peaceful games from the past 50 years, all the way back to Pong (an early game that features a ball and two paddles, like a virtual game of tennis). More than half of them came out in the past ten years.
Oh, the writer's entire research comprised logging in to Steam and flipping through a book.

There's a lot of violent video games because real violence is something that must be simulated. Most people will never fight in a war or be a hitman for the mob, don't want to do so, and wouldn't enjoy it; but it can make for a fun game. The same is even more true for fantasy violence: You can't get together with friends and fight demons on Phobos or wreck each other with blue shells in real life, you have to play a video game to do that. Nonviolent games like cards, board games, and sports, are better suited to real life. Cooking and discussing immigration and identity is another thing better suited for real life, if you have to do it at all; I wouldn't call it a game, either.
 
Nonviolent games like cards, board games, and sports, are better suited to real life.
I agree, but even so, there are more fucking mahjong games just on the 8 and 16 bit systems than one human could play in a lifetime. You want to play Hearts or solitaire? First roll a ten trillion sided die to determine which digital representation you should play. There are more browser based card games than there are actual decks of cards on earth.

It's so trivially easy to find nonviolent games that I have to assume the author is acting in bad faith so they have an excuse to push their globalist dreck. Every firmly entrenched boomer I know plays nonviolent video games on the regular. It's simply not possible to be this ignorant without living in an uncontacted tribe.
 
Bejeweled and Harvest Moon do not exist. Portal does not exist. Stray, Journey, Cities: Skylines, and the Tycoon games do not exist. Animal Crossing? The Sims? What the hell are those? What is Tetris? What is Just Dance? Those do not exist.
Because they aren't artsy games with political messages.
 
This is all window-dressing to appeal to the broadest audience possible - all ages, both sexes, all ethnicities/races. Standardising the product, so it can be marketed and sold to everyone. I personally don't care as long as there is plenty of choice and niche games keep getting made.
 
Others have already commented on all the other non-violent games that already exist and how stupid that claim is but I was curious about the sales numbers.
Unlike the noisy, big-budget productions that dominate gaming and its public image, Venba is peaceful and gentle. It cost less than $1m to make but quickly managed to break into the top-sellers on Steam, a pc gaming hub, sitting alongside rivals that cost as much as $100m.
This is extremely disingenuous in attempting to imply "Venba" sold well (also this ""article"" is just an ad for the game and that gay book). I checked steamdb and "Venba" had a grand total of 204 all time peak players. If it did "break into the top-sellers on Steam" it was probably some worthless "top 100 sellers in the past hour" or something similarly worthless.

Steamdb also estimates between 10k and 30k sales. Even at the games base price of 15$ and a higher-end guess of 25k sales that's only 300k, 200k after steam's cut. They're in Toronto (lol) "Small Indie Game Studio in Toronto, making. @venbagame" and I found this "Income tax rate For 2023, the combined federal and provincial corporate tax rate on general active business income ranges between 23% and 31%, depending on the province or territory.". We high-balled their sales so I'm going to also high-ball their taxes because they're in Toronto at 30% (they also had a 15% discount for the first week after release which I'm ignoring). So realistically 140k$ or less.

The article only says "less than $1m to make". Technically <140k$ is less than 1m$ but I'm guessing this flopped pretty hard.
 
The most concerning thing about this article is honestly the divisive rhetoric in the statement at the end of it.

As gaming becomes a pastime for the entire family, it is becoming more diverse, and this is fuelling demand for titles that do not involve pixelated machine guns or swords. When people think about gamers, they often picture them as male and on the cusp of puberty. Some are. But in reality, the average age of people who regularly play games is around 33, and about half are female. Wren Brier, developer of the popular narrative puzzle game “Unpacking”, says the tastes and preferences of women gamers have started to influence developers; many are looking for play where caring and friendship are on display, instead of shooting and domination.

Just like real life, however, peaceful experiences can exist alongside conflict and bloodshed. The most lavish productions and biggest commercial successes in gaming still usually include slaughter. (Many of the biggest Hollywood films do too, although they are not seeing the same backlash from film-industry folk or viewers—at least not yet.) “As soon as we attach a certain dollar amount to a project, it’s like violence becomes as understood a feature as having graphics,” says Laralyn McWilliams, a game developer. She hopes this will change in the future, as more developers and gamers choose a side. But of the 20 top-selling premium games so far this year, 15 feature combat.

Instead of saying something like "non-violent and violent games can co-exist in harmony," (which was mentioned earlier in the same paragraph) this person just says to pick a side. Hopefully it's just one developer that thinks like this and not a whole bunch of them.
 
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Some of the earliest and best games were non-violent.

But the person who wrote this article has probably never heard of M.U.L.E. A game that was fucking great and you could play with 3 friends.

There was always non-violent games, they just had to be really interesting or unique to get attention.

This article reeks of mangina and Karen.
 
Journos are so retarded that they think a political game about pajeets cooking foods that cause diarrhea is something the average person finds entertaining, no thanks I'll keep playing my cooking mama.
 
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