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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If you look back through the history of nearly every human civilization ever you'll find two things draw crowds and their money without fail; sex appeal and violence.

Good luck changing that.
 
Non-violent video games should also not be based on political or other hidden agendas.

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.
I agree that there should be lots of choices on what games your children should be playing, since hey don’t have to be violent at all.

But there’s one thing that today’s game developers should not forget:

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Last thing we need is another manufactured Culture War being used to involve children that don’t understand or want to be in. They just want to play video games.
 
Undertale is a ridiculously popular cult title BECAUSE it lampshades the violent gamer stereotype. And it's not just furries and women who play that game, I enjoyed the hell out of it too.
 
The most concerning thing about this article is honestly the divisive rhetoric in the statement at the end of it.

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.
This: most of the article has nothing to do with backlash of any kind, just that some nonviolent games exist and aren't complete commercial failures.

But you can't get people to click on "Non-violent videogames exist; Experts say some are okay and make some money" apparently, and being as this is obviously an ad, we can't have that, so in goes the statement by someone broken.
 
I have a serious question about this article; and it boils down to this, "how hard are they conflating conflict with violence?" Sure Mario jumping on Goombas and shit could be seen as aggressive, but I wouldn't call it violent; and I have to ask because of this part.

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.
Four-Fifths, 4/5, 80% of all games are "violent," or is it four-fifths, 4/5, 80% of all games feature conflict? Because to me, it's a very fine line, and I don't expect these propagandists to be able to discern the difference.

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.
I can disprove this entire fucking paragraph by merely saying "Nintendo Wii." Their whole focus with that thing was family gaming, and even retirement homes were getting them for the old folks... and that was like 15 years ago. As for women; The Sims, Kingdom Hearts, The Legend of Zelda, World of Warcraft, Animal Crossing, etc. Shit that is old enough to drink alcohol in the USA have a huge female player base.
 
"This article appeared in the Culture section of the print edition under the headline 'Hands up, don’t shoot,"
- written by your typical globohomo scumbag with an obvious agenda.

I'm wondering if the guy who wrote the article at the top of this thread just hijacked this particular game to push his agenda. Originally, I was all set to hate the game and its developer, I decided to research it a little (very little as I only like games with violence and killing).

And I found this article:

How a Toronto developer made the viral Indian cooking game Venba

But he also intends to illustrate such conflicts through the gameplay as well. In an effort to deviate from what Abhi says are the more “mechanical” cooking mechanics of games like Cooking Mama and Overcooked!, Venba aims to have you reflect on the recipes themselves. This stems from Venba’s mother’s cooking book, which became damaged during the trip to Canada. Consequently, parts of the recipes are missing, giving the game a puzzle element as players figure out how to successfully cook dishes.
This article on the game refers to other games in the same genre (including the venerable Cooking Mama from the aged Nintendo DS) and talks about how the creator tried to deviate from them. As far as I can tell this is a harmless game designed to appeal to a couple of niche audiences, Indians and people who like cooking games. It'll probably make enough money from those niches to make this really cheap game make money for it's creators, good for them. Nothing in this article about the creator wanting to fight the evil gamers or the evil games industry though. It's obviously got no chance of taking the place of Doom, Elden Ring, Grand Theft Auto, Call of Duty, Fallout, Far Cry, Hogwart's Legacy or Armored Core, so the guy claiming it will is a lunatic. This goes back to the age of "Depression Quest," where the videogame Websites were insisting games like "Depression Quest" and low effort mobile games were going to replace the existing gaming industry. Turns out they were wrong.

As to the whole non-violent games thing, yeah there is probably going to be another push against videogame violence from the UN or something soon. This isn't too surprising, they are unwilling to solve any of the real problems in the world, so they hope censoring games will be a good distraction. I'm not that worried about it though, as I think they'll just fail again.
 
Here we are.. We fucking warned you! It was only a matter of time. I mean how quickly people forgot/ignored feminist frequency's (and other gaming/normal media and talking heads) reactions to the DOOM reboot reveal back during GG. It was clear that they weren't just not coming for fanservice, sexy and well written stories.. it was also only a matter of time before they were also not coming for violence in games as well.

I see this kind of article as the beginnings of a push to attempt to force the game industry down the road of movies. All this talk of family enjoyment directly aimed at the $big player$.. A "wink-wink" everything could sell more if it's rated for everyone. We know how the gaming media and all the shills will reply.. They already push a version of "safe for everyone" logic.. This is just the next step.
 
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Thank you for shilling for a boring cooking sim game. Tell me you've never really played video games without telling me you've never really played video games. I grew up playing video games on old DOS machines and the NES and Atari consoles, so I've seen the way games have evolved, and I can tell you while many are based on conflict, a vast majority are nonviolent. This whole article is just a rehash of the puritan 90's right wing distractive opposition to games that pushed boundaries back then, except from a left wing, globohomo pushing, soy addled puritan direction. They are all games in the end, you dumb faggot, no one has to "pick a side". Fuck your stupid culture war, I can both enjoy something like this, while also enjoying this. Why should your morality guide how I enjoy/waste my downtime?
 
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.
These people want soy. Plain and simple.

They want every single experience to be as soy-laden as possible, bereft of any hard edges or anything remotely challenging to their soy-addled POV.
 
As someone who has played Venba (and who likes fun cooking-style sim games in general) it is grossly overblown in terms of 'good' game. It was alright, but very, very short for the amount they are asking for it (I got it on a sale luckily), I finished it in an hour. And while it does tell the story of an immigrant family, it doesn't really have all that much depth and choices mean absolutely nothing. As for the cooking minigames and 'puzzle' of the missing parts of the cookbook, they were super easy to work out, and getting something wrong just resulted in the game resetting it for you to try again, the exact opposite of cooking mama which would have her get steaming mad and move on to the next step with no way to try again to save your final dish besides resetting the whole game again. I do not recommend getting it unless its either a deep, deep discount or you sail the seas for it.
 
I am always reminded of how Postal 2 can be finished completely pacifist, but why would you?
I tried it. Got bored a lot, but kept it up until the gimp suit mission.
I can disprove this entire fucking paragraph by merely saying "Nintendo Wii." Their whole focus with that thing was family gaming, and even retirement homes were getting them for the old folks... and that was like 15 years ago. As for women; The Sims, Kingdom Hearts, The Legend of Zelda, World of Warcraft, Animal Crossing, etc. Shit that is old enough to drink alcohol in the USA have a huge female player base.
Also Silent Hill, Metal Gear Solid, Devil May Cry, Bayonetta(seriously), Oblivion, Final Fantasy, Persona, Spyro, Rune Factory, Harvest Moon/Story of Seasons, Zoo Tycoon, Yakuza(which also has a huge fujo fanbase in Japan), Tomb Raider, and probably a ton of other crazy stuff. Notice how almost all these games have attractive characters of both sexes?

Hell, Duke Nukem probably had plenty of fangirls back in the day. Garrett from Thief definitely had tons. Noticed a lot of middle aged or older women on the TTLG forums back in the mid-10's. The entire JRPG genre was popular with women in the 2000's.
 
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