Power TRp A Study of the Violence in Grand Theft Auto V MacKenzie Bates Introduction $800 million in the first day. $1 billion in 3 days. 21 million units sold in one month. Numbers don’t lie. Grand Theft Auto V (GTA V) is the biggest entertainment launch in history. The sales numbers dwarf that of every other form of entertainment including movies. Millions of people around the globe are playing GTA V right now. GTA V is an open world game that allows the player an incredibly large array of choices of gameplay which include: stealing cars, driving, boating, jet-skiing, scuba- diving, ATV-ing, hunting, playing sports (golf, darts, tennis, triathlons, etc.), practicing at shooting ranges, completing flight school, flying helicopters, piloting planes, participating in races (sea, offroad races and street), managing property, investing in the in-game stock market, parachuting, doing yoga, going to strip clubs, hiring prostitutes, trafficking arms by ground and air, holding up stores, robbing banks, riding cable cars, towing cars, driving taxis, customizing cars, getting your car washed, buying clothes, getting tattoos, getting haircuts, taking photos & posting them on the in-game parody version of Instagram, browsing the in-game internet (which includes a parody version of Facebook/Twitter), watching in-game TV & movies, listening to one of 17 in-game radio stations which have over 250 songs, and more. If that doesn’t seem fun playing alone, you can do all of these things online with your friends across the world as well as making your own races, planning heists & jobs and more. How does the latest installment in the Grand Theft Auto series, a series littered with controversy over violence, sex, racism, sexism, drunk-driving, marijuana-use, torture, etc. reach such mainstream appeal and how is it affecting society? How is violence portrayed in the game? What violence is required by the game’s story mode and what violence is allowed in free-roam mode when the player chooses what to do? Is there a relationship between the time spent playing the game and player’s perception of the game’s content? In an open world game where the player can choose to do so much which doesn’t involve violence, is the player the real problem? From this stems the question of how does one accurately critique the violence in a game like GTA V where the play experience can be so drastically different depending on what kind of player you are? ! 1 The Appeal So what is it that attracts millions to the Grand Theft Auto series? To answer this question properly it is necessary to venture back to the start of the series. Back in 1992, a small team of inexperienced English game developers occupied a backroom of the BMG Interactive’s London headquarters. The team was a part of DMA Design, a British video game developer whose first major breakthrough was 1991’s Lemmings, a dynamic puzzle game about the animals of the same name. Mike Dailly, a graphics engine programmer, was playing around with different ways to create an isometric graphics engine. [Isometric graphics are often considered to be “2.5 D”, its a way of using 2D assets to represent a 3D space.] Dailly had come across an engine which had done this successfully from a side-view of the environment. Dailly looked at the stacks of blocks on screen. They reminded him of building and then the idea came to him what if he just painted a street background behind the environment and then it could also be thought of as top-down. Other DMA programmers started to code things up for the world. One coded up cars. From this arose the idea of Cops and Robbers, where the players would be cops trying to catch bad guys. Instead of the generic title Cops and Robbers, the team decided on Chase ’n’ Race. As Chase ’n’ Race’s development progressed, one problem became clear. The game was not fun. Some DMAers dismissed the game as Sims Driving Instructor. As cops, players had to obey traffic signals, stay off sidewalks and avoid pedestrians, which made both driving fast and having fun an impossibility. Stuck staring at the screen an idea came to those at DMA. What if they flipped the game on its head? The player would be the bad guy. From this idea grew Grand Theft Auto (GTA). With its new direction the game evolved into the idea of having the player answer phone calls to receive a mission then drive around to complete it and then repeat. The game would grow to feature missions inspired by popular action films such as Reservoir Dogs, The Getaway, French Connection, and the Bond Films. During play testing, the game ran into another problem. Players didn’t want to complete the missions. They just wanted to drive around. Thus the open-world sandbox of GTA was created. The player had freedom to do anything that they wanted. They could be good and drive the streets orderly. [Later GTA games featured “vigilante missions” where the player could drive around as a cop or ambulance driver and help others.] Or the player could be bad and drive around hitting pedestrians and gaining wanted stars. (The more stars the player had the more intense the police intervention would become.) At the time games like Tomb Raider utilized the graphics power of the Playstation, GTA however focused heavily on gameplay over graphics. For this and other reasons, the game was on the chopping block every week as the BMG executives tried to kill it at every chance they got. Dave Jones, a DMA programmer, resisted. “Gameplay! Gameplay! Quotes and Information on this page: (Kushner p.23-45). 2 Gameplay!” he said. “Graphically, it may not be at the cutting edge, but I believe this is going to change the world.” And that it did. GTA defied the “wizards-and-warriors” formula that dominated the game industry at the time. As Dan Houser, the writer/co-writer of every single GTA except the first and the current vice-president of Rockstar Games [the current developers of the GTA series], so correctly described, “Here was a game that was commenting on the world. It was like being in a gangster movie, rather than a game.” From the start of development of Chase ’n’ Race to the release of GTA, four years had passed. Though this all happened 15-20 years ago, the core of what makes GTA, GTA has remained relatively unchanged. While recent releases like GTA V have incredible graphics, the focus of the GTA franchise is still clearly on unparalleled gameplay opportunities. The GTA series continues to push boundaries and liberate video games from the relegated tag as a children's toy that it had back in the 1990s. While there certainly were more adult games than GTA released years before its release, none had achieve such widespread appeal as GTA did. Games like Doom, Halo, Battlefield, Call of Duty and countless others owe a great deal to what GTA made acceptable in video games. All of the GTA games take place in the United States, yet they have all been developed by Englishmen in either England or Scotland. All of the GTA games are an English satire of American society. Social commentary is a focal point of the GTA games. From the in-game radio stations, ads and billboards to the games’ main characters and their stories, the GTA series has continuous strived both to point out the absurdness of the cultural customs of American society and to revel in Hollywood’s glamorous portrayal of that society. Ironically, it is very much this which draws the GTA series such widespread appeal in America. The missions and story of the GTA games has continued to be heavily influenced by Hollywood action and gangster movies. People love to feel as if they are a part of their favorite gangster film. “The real fun shit is Top Gun! Beverly Hills Cop! Because it taps into the mainstream. And if you can create art that communicates to everybody, it’s much better than creating art that communicates to five people,” Sam Houser said to a new Rockstar hire. Sam reveled in the details of director Michael Mann’s action sequences in Heat, such as the opening shot of the armored car whizzing across the street. “I want to translate this kind of craftsmanship into a video game,” he said. This conversation took place over 10 years ago. Amusingly, in GTA V there is a story mission which nearly exactly matches this scene from Heat. The experience of playing a GTA game is similar to that of a “power trip”. The player has an incredible sense of control and freedom, as if they have been cast as the star Hollywood’s next big gangster flick and thus according they have an absurd set of resources at hand to tell whatever story they want. No other games give the player that feel as the GTA series has. Quotes and Information on this page: (Kushner p.23-45, 79). 3 The Violence Before discussing the violence of GTA V, it is necessary to take a look at violence in video games in general. Tilo Hartmann & Peter Vorderer of VU University Amsterdam performed an enlightening study on moral disengagement in violent video games in 2010. Citing numerous sources Hartmann & Vorderer found that “users perceive video game characters not as objects, but as social entities.” The three steps that they took to determine that conclusion are quite insightful about how players perceive video games and the characters in them. As such, I have included excerpts of their main points below. “First, mediated cues easily trigger our automatic social perceptions, creating the sense that another social entity is present.” “Second, if the media stimulus is well designed and displays social cues appropriately, it takes effort to recall that a character ‘‘is not real,’’ because automatic social perceptions suggest otherwise. For similar reasons, media users may respond to displayed characters affectively, even if it does not seem rational to do so (Morrison & Ziemke, 2005).” “Third, even if users of a video game occasionally discount the perception of an ‘‘apparent reality,’’ it seems unlikely that they are continuously motivated to do so. Constant consideration that ‘‘this is not real’’ would distance the media user from the narrative and could eventually lead to emotional detachment (Cupchik, 2002; Vorderer, 1993). If users continuously reminded themselves that ‘‘this is just a game,’’ the game would hardly be enjoyable (cf., Sheppes & Meiran, 2007, p. 1522).” Continuing from here Hartmann & Vorderer began to examine why violence in video games is enjoyable. They came up with two possible explanations. - Offers of pleasurable gratifications: An example of which is player’s perception that their effective harm-doing is a proof of their own superiority. “Researchers have argued that virtual violence makes users feel effective and powerful (Klimmt & Hartmann, 2006), and allows them to enact a male gender role (Jansz, 2005; Kirsh, 2003).” - Mood-regulation Hartmann & Vorderer theorized that player enjoyment of violence in video games may depend on “maximizing pleasurable gratifications and minimizing aversive costs.” The study that Hartmann & Vorderer conducted focused on “how violent games may minimize aversive costs by shaping their users’ moral processing. Such games may reduce negative affect, particularly guilt, and promote overall enjoyment of virtual violence.” While this study is one of the first to examine the idea of moral disengagement in video games, further research needs to be conducted before any definite conclusions Quoted and Paraphrased on this page: (Hartmann and Vorderer p.94-96 & 98-99) 4 can be drawn, the study did suggest “norm-violation” could be the reason why players’ enjoy the violence of GTA V. “While players’ game enjoyment seems to decrease slightly if guilt and negative affect increase, results of Study 2 suggest that enjoyment is greatest if the virtual violence is deviant enough to induce excitement, but defensible enough to be considered just. Related research supports the hypothesis that media users sometimes simply enjoy being bad (‘‘norm-violation theory,’’ Raney, 2004; Tamborini, Stiff, & Zillmann, 1987), identify with bad guys (Konijn & Hoorn, 2005), and enjoy observing wrongdoing (Raney et al., 2006). Players of violent games may enjoy the thrill of socially unacceptable behavior as long as they have some reason (e.g., remembering that this is ‘‘just a game’’ or believing one’s intents are good) to free themselves from guilt.” (Hartmann and Vorderer p.113). GTA V seems like it could be the quintessential “norm-violation” game, but does it break too many norms for the player to justify the wrongs they are enacting on screen? It is now time to examine how violence is portrayed in GTA V. GTA V opens with the player being thrown into a bank robbery in progress. The group holding up the bank consist of Michael Townley, Trevor Philips and one of their friends. The player takes the role of Michael and must force the employees into a back room and then they progress to the vault. When exiting the vault, a bank police officer grabs Michael. The player is all of a sudden asked to switch from controlling Michael to controlling Trevor. The camera pans over and now we see from Trevor’s prospective. Michael is held in the usual hostage grip such that only his head is visible. The game’s progress freezes until the player shoots the cop (most likely in the face since that is the most visible part of his body). When the player finally does it, Michael yells “Fuck! You didn’t need to do that!” The group now is on to trying to escape from the bank and the area surrounding it which consists of having to kill 35-40 police officers and having to drive the getaway car during an intense chase scene when your driver is killed. While trying to get to their helicopter, the third bank robber and Michael are both shot and thought to be killed. This opening scene starts GTA V out in an interesting place regarding violence. For one thing, we barely know the players we are controlling and we have no idea why they are holding up the bank. There is no notion of this whole act being made with “good” intentions. The player must play through this scene in its entirety to flash forward 9 years to the open-world of modern day Los Santo (Los Angeles) where they will have open world choices. The player must take part in the violence to progress in the game. Some of the game’s characters prefer if violence was avoided and thus disapprove of the players actions. Lastly, the scene with cutscenes (pre-render videos used to tell the game’s story) lasts about 10 minutes which makes the death/minute rate on screen incredibly high and rivals that of scenes from films like the end shootout of The Wild Bunch, which is often 5 considered to be one of the most deadly scenes in a film. And this is just the first 10 minutes of gameplay for a game that can occupy players for hundreds of hours. We now jump forward 9 years to modern day Los Santos, an incredibly massive and realistic take on the Los Angeles County area. GTA V introduces the ability to control three different main character each of which have unique backgrounds and interests. Below are the backgrounds of three characters taken from GTA V’s official website: Michael De Santa (a.k.a. Michael Townley) He's a veteran bank robber, and an expert with the kind of knowledge that only comes from years as a successful career criminal. Now retired and living comfortably in an unofficial sort of witness protection, Michael's not without his own problems though - he has a wife who can't stop spending money and two spoiled kids he doesn't understand at all. Michael made it out and got everything he wanted, and he's still miserable. ! Franklin Clinton A former street gangster now looking for real opportunities and serious money, Franklin works as a repo man for an Armenian luxury car dealership that runs scams on ambitious young hotshots with new money, selling them expensive cars they can’t afford. When they can’t make their payments but want to keep their cars, it’s Franklin’s job to get them back. ! Trevor Philips Not interested in living by anyone else’s rules, Trevor's a habitual drug user and extremely volatile individual that's prone to destructive outbursts and violent rampages. A former criminal colleague of Michael's from long ago - the less that's said about him the better. ! The variety of main characters that the player controls in GTA V introduces interesting possibilities for nonlinear interactive storytelling and also introduces intriguing and conflicting viewpoints of violence from the characters’ prospective. ! The plots of games in the GTA series have largely been social rhetoric on The American Dream. In GTA V, the Dream is examined in three different forms. Michael has achieve the Dream yet is still miserable. Trevor despises the premise of the Dream and is very much a psychopathic hipster. Franklin is trying to achieve the Dream, but the game frames his achievement of this dream as impossible unless he is willing to get his hands dirty and be the true red, white and blue American criminal. In the game Franklin’s boss at the Armenian luxury car dealership, Simeon yells at Franklin for wanting to achieve the Dream, “You tell me what you want and I'll explain to you very carefully why it cannot be.” ! The new addition of additional multiple playable characters allows GTA V to tell a more meaningful story. Each character has areas they excel at; Franklin’s is driving. So often during missions when Franklin could be the character committing violence he is instead behind the wheel of the car, thus the additional characters allow for Franklin to avoid violence as much as possible. Not to say that Franklin will shy away from violence, but it is Quoted on this page: (Grand Theft Auto V - Official) 6 clear that he prefers to avoid it if possible and Franklin often expresses how insane he believes Trevor is and how is occasionally disgusted by what Trevor does. Despite the advancements, it is still the case that much like in GTA IV with Niko Bellic that violence actions and criminal activity is the only way for Franklin to achieve the Dream. ! While it is useful to study GTA V’s story in this manner it does bring up the debates of ludology vs. narratology. The narratological view is that games should be understood as novel forms of narrative and can thus be studied using theories of narrative (Murray, 1997; Atkins, 2003). The ludological position is that games should be understood on their own terms (Wikipedia). ! In the story mode of GTA V we can interpret the violence in a narratological approach because the events of the story have been scripted by Rockstar and thus all players experience one of a defined set of experiences. However, one of the big things that draws players to GTA V is its open-world where players can do as they please. Thus to interpret the meaning of this violence a more ludological approach is necessary. ! First it is necessary to understand what kinds of violence are available to the player in free-roam. I have split the analysis into two categories: the violence the player can do to others in-game and the violence the player can do to themselves [while this may sound strange, there are thousands of YouTube videos showcasing things like “1000 Ways to Die in Grand Theft Auto V”]. Violence between Player and Other Person In-game: • Run car into another car fast enough and cause other driver to die or fly through windshield (if your car is smaller though, you’ll fly through the windshield) - Typically there’s a scream before death & the dead body compresses of the horn - Things that the game’s main characters are programmed to say in this situation: “What you don’t see me driving?”, “Blind piece of shit”, “For the love of all that’s holy” • Run car into motorcycle at low speeds = other character is knocked off, at high speeds = other character is launched into the air 30-40 feet • Run over person with car which leaves blood splatters/tire marks on road - Typically there’s a scream before death & the dead body compresses of the horn - Things that the game’s main characters are programmed to say in this situation: “Aww shit! Sorry! [semi-sincere]”, “Hey! Sorry”, “Forgive me! [insincere]”, “Move!”, “SORRY! Not really!!”, “Get out of the fucking way!”, “How did you not see me?”, “Oh I’m so sorry [sarcastic]” • Run over animal with car which leaves blood splatters/tire marks on road & usually a whimper or cry before death - Typically there’s a whimper or cry before death 7 - Things that the game’s main characters are programmed to say in this situation: “The apex predator in action” • Shoot person with gun which results in blood plume, scream, blood staining on clothes, bullet hole wound and pooling of blood near body. Continuous fire on body does not cause body to fall apart as it does in some games. - Cars however will change state due to damage, so this difference is either due to intentional limitation of gore or unintentional development limitations - Body does react differently to gun shots, will hold arm if arm shot, will limp if leg shot, will lay on ground in feudal position holding legs if both shot • Kill person with explosive which results in similar effects as shooting. - Body manipulation still does not occur, which “more accepted” games such as Call of Duty: World at War have had including limbs being blown off • Light person on fire & will flop around screaming - Body manipulation still does not occur, but there is burn damage noted by darkening of the character’s skin in that area • Use attack helicopter with machine gun & rocket launcher • Stab with knife (special stab noise) • Beat with night stick or baseball bat or golf club • Drop shipping create on top of person • Torture person (only available as part of a single mission in story mode) - Waterboard, pull out teeth, hit with wrench or electric shock person • NOTE: After the player gets out of hospital [possibly due to another character killing them], the player has scars from injuries Violence between Player and Themselves: • Jump off building, from plane, from bridge, from helicopter • Damage gas station causing it to explode • Drown in lake or ocean • Hit by car, bus, plane, helicopter, train (often times it is from jumping in front of one) • Annoy your pet dog until he bites you to death • Attacked by mountain lion, eaten by shark, or some other form of wildlife 8 • Fly over a military no fly zone and get shot-down • Abducted by aliens • Annoy one of the two other main characters or a biker or “gangsta" gang • Break the laws which cause the gain of wanted stars and when police arrive act aggressively so that they become violent and kill you As described, a rather imaginative range of violence is available in-game to the player. Yet the violence possible in GTA V pales in comparison to violence shown in movies. The majority of the violence possible in GTA V is also similar to violence possible in previous GTA games and similar to violence in other games like Battlefield 4 and Call of Duty: Black Ops 2. (Though it could be argued that the violence in these games is acceptable today because the violence in previous GTA games pushed the boundaries.) So what is it today that still causes reports about the violence in GTA V? There are 3 major causes: lack of satisfactory parenting & treatment of mental illness, torturing a person is required as part of a mission, and continued public inability to accept video games as just as much an adult media as a children's toy and as much a form of art as movies, painting, etc. Lack of Satisfactory Parenting & Treatment of Mental Illness: All of the GTA games have been rated by the Entertainment Software Rating Board (ESRB) as Mature (17 years and older). The games are not made for children and they are not intended for children. They are games made by reasonable sane adults for other reasonable sane adults. A 2010 report issued by the Substance Abuse and Mental Health Services Administration (SAMHSA) stated that of all adults in America who had suffered from a mental illness over a 12 month period only 37% got any professional medical help. The report also revealed that in 2009 there were 4.4 million Americans with a "serious mental health illness" who were walking around untreated (SAMHSA 1). Any form of entertainment can be misinterpreted by those without a mental illness, so yes, those with them are certainly capable of doing the same. In rare cases, this does lead to tragic outcomes, but the lack of care of Americans to get those who need help treatment is just as much as to blame as whatever it was that knocked over the unstable domino of logic. If something is going to happen, it is going to happen eventually whether or not they have played a video game or watched a movie. For the large majority of Americans, entertainment like movies, TV shows, music, books and videos are just that entertainment. Though no current research supports, I am fairly confident that if none of those things existed there would be a lot more murders and suicides due to boredom and lack of mental stimulus. It is the duty of parents to censor and control what their children are consuming. Do not buy your child an M rated game without at least playing it first; Most stores, like Best Buy and Gamestop, have demo machines and they are more than wiling to let people use them to playtest a game before purchasing it. And to America, as a whole watch out for your friends and family and get them treatment if it is needed. 9 Video games as an adult media and art form: It will take time for Americans to get use to this. Just as it took time for film to be accepted as a non-demonic medium that is a field of art. Video games may very well have a tougher uphill battle to acceptance than film due to the additional layer of widespread distrust and lack of technology expertise that comes with the medium. The Torture [Warning spoilers in this section]: It wouldn’t be a GTA game if it didn’t cause controversy in some way and the torture required in a mission in GTA V has certainly gotten people talking. In GTA V, the FIB [satire of FBI] and the IAA [satire of the CIA] are fighting over funding from Congress. Their funding is being cut due to a lack of terrorist activity. The IAA has a suspect who may have information that will help the FIB get more funding, but if he talks to the IAA as they are “stepping up their questioning" the FIB will be in trouble. So in a mission you as Michael, Trevor and Franklin have to go extract “Mr. K”. Following you getting Mr. K to the “safely” of FIB, Trevor gets a call from an FIB agent to come to a warehouse. Once you arrive there you find Mr. K bound to a chair and the FIB agent informs you that he has information regarding someone he claims to have ties to terrorism and that you are to do whatever is necessary to get the information out of him. Mr. K is more than willing to talk prior to his torture, but the FIB agent orders that you do it anyway. Trevor being a psychotic lover of violence happily obliges. Now the player must torture this man who would happily tell you anything without having to be tortured. You must torture him for no reason. The player is give four ways to torture Mr.K: • Water-boarding • Beating him with a wrench. - Where Trevor is when the player presses the button depends where Mr. K is hit. They have the same effect and damage. Mr. K's left = knee hit. Middle = “ball-breaker”. Right = ribs. • Electrical shocks from a car battery • Extracting a tooth using pliers. - First tooth changes speech. Unknown if more pulls either further deteriorate his speech or nothing at all. 10 The player must put Mr. K through four rounds of torture. Unlike in real life, Mr. K can't be pushed too far. If Mr. K’s heart stops due to the torturing (which will almost certainly happen during a novice play through), the player must give him an adrenaline shot via injection with needle. “We gotta break him down to build him back up,” the FIB agents says. To Mr. K’s pleas to stop Trevor responds in a sarcastic tone, “Nothing to complain about here pal. This is totally legit.” As Trevor goes to water-board Mr. K he says, “ALWAYS BY THE BOOK.” To which the FIB agent replies, “That’s my guy.” Midway through torture the FIB agent asks Mr. K if he is ready to talk and he responds, “I have been waiting to talk ever since the day I got kidnapped six weeks ago.” Needless to say Mr.K does “spill” information during the torturing, but it is quite obvious that he would have given you the information and probably more if you hadn’t tortured him. Once the FIB agent has collected enough information, you as Michael assassinate the suspected terrorist. Following which the FIB agent tells you (Trevor) to kill Mr. K. Instead of following his orders, you take Mr. K to the airport to let him escape. Trevor tells him to spread his “message” as a “torture advocate.” On the way to the airport Trevor teaches Mr. K the true meaning of torture. “The media and the government would have us believe that torture is some necessary thing. We need it to get information, to assert ourselves,” Trevor says. “Did we get any information out of you?” “I would have told you everything!” Mr. K replies. “Exactly!” says Trevor. “Torture’s for the torturer. Or the guy giving the order to the torturer. You torture for the good times! We should all admit that. It’s useless as a means of getting information.” The violence is certainly graphic, but isn’t on the level of Hostel or other films that the media has labeled as “torture porn”. The violence is on-par with scenes from Zero Black Thirty, a film that has been reported as being a very accurate depiction of the US search for Osama Bin Laden and includes scenes of torture which feature water-boarding. Like scenes of Hostel, this black humor mission entitled “By the Book” is social commentary on the US government’s use of torture. The ability to torture via water-boarding certainly makes this point clear. 11 GTA V is a third-person shooter meaning that the player sees the game world from above their character and can typically see the entire character’s body. This means that while the player certainly feel engaged they do not have the first person experience as in other games. This choice of camera angle provides a semi-detached feeling to all acts inside the game and especially in this scene where the player is doing the FIB’s dirty work. Understandably the mission probably isn’t very fun for most players. “By the Book” is similar to missions in other video games: In one cutscene of the first-person shooter Call of Duty: World at War, the player is a US soldier held captive by the Japanese and must watch a fellow soldier’s eye be burned out by a cigarette and his throat slit with a knife (though the the angle of the shot is from behind, so we are looking at his back). In a mission of Call of Duty: Modern Warfare 2 during the mission “No Russian”, the player (a US solider), in an act to try to gain the trust of the head of an Ultranationalist terrorist cell, goes undercover and joins the terrorist leader in carrying out a massacre in a Russian airport. This mission is intended to sell the reason why Russia would retaliate and attack the U.S.. Unlike “By the Book”, “No Russian” was skippable (the player could choose not to play it). “No Russian” while having an intriguing goal, fails at achieving its point like “By the Book” did. For one thing, the terrorist leader is repeatedly right in front of you during the mission, you have a machine gun and there is police intervention. Why can’t the soldier kill the terrorist leader and his pal? It would likely look like the police killed him and if the U.S. military can get you all buddy buddy with what the game makes out to be a modern-day Hitler so quickly, why can’t they erase a few security tapes and hush up police reports after you killed him? Also the ability to skip the mission makes it meaningless. If the game designer wanted to make a point he should have stood strong and made it mandatory. Instead understanding the mission’s message became not a requirement, which essentially gave the player the impression that it wasn’t that important. “By the Book” doesn’t suffer from similar plot holes. For one thing, Trevor loves violence. He is fascinated by it, so him getting the chance to be asked by the government to commit some is a dream come true for him. He’s usually running from them because of it. Once “the fun” for Trevor is over and his job is complete, he lets the guy go. He has no personal vendetta against and thus has no true reason to want to kill him as the FIB agent wants. Trevor’s tone during the torture is often very clearly mocking of the FIB agent in a sarcastic “Yes sir. Very well sir. Whatever you want sir.” way. Trevor after the torture makes clear his true feelings on torture, which largely reflect the reality of what torture is about. The mission also involves Michael killing someone the FIB just suspects of being related to terrorism, which rumors have accused the FBI and CIA of doing. No video game mission is going to perfectly depict a situation like this, but GTA V gets close and its violence is used as social rhetoric with the hope of informing its millions of players about what the United States’ use of torture is really about. 12 The Rockstar Prospective Many other studies of the violence in the GTA series have ignored the viewpoints of the games’ creators. This seems like a large oversight when considering an artistic creation. Below are three illuminating responses from Rockstar co-founders Sam and Dan Houser, and Terry Donovan regarding violence in the GTA series. - Even following Columbine, the GTA series continued to push boundaries. “Our [Rockstar Games’] responsibility is to 99.9 percent of the population who aren’t planning to murder anyone in the next two weeks,” said Donovan. - Sam Houser has even insisted that cops are GTA fanboys. “I met the NYPD,” he went on, “and they said, ‘We think your game’s all right.’ And I said, ‘What about the fact that you kill cops?’ and they said, ‘Well, you know what? There’s a lot of people out there trying to kill cops and we’d rather they did it in your game than on the street.’” - Following the release of GTA III, Rolling Stone came to the Rockstar offices to have an interview with Sam and Dan Houser and Donovan. The cofounders dismissed any notion of responsibility about and fire back at their critics. “If you realize Playstation owners aren’t all ten,” Donovan said, “there isn’t some kind of social responsibility to have a redeeming social value.” “Why are we having this conversation?” Dan asked rhetorically. “It’s insane. We get dragged into these stupid conversations about, ‘Are you brainwashing children?’ or whatever rubbish it is that month. It’s like, ‘How can we as adults be having this conversation when we both know that you’re talking crap?’ Its just not even complicated. “If this was a movie or TV show and was the best in its field, you’d give it loads of awards and put those awards shows on television,” Dan went on. “I genuinely don’t aspire to that, but I do aspire to not being called an asshole for doing the same thing in a video game. So what you’re really saying is, ‘It’s not the content, it’s the medium.’ You’ve proven that by your actions in other areas. So what is it about the medium you don’t like? Because maybe we should challenge those ideas. It’s not what you think it is to a lot people. To us, it’s [a] way of experimenting with nonlinear interactive story lines.” To ask games to be socially redeeming was missing the point. “What’s socially redeeming about a fantasy world in which someone pats you on the back when you’ve done something well?” Dan asked. “That’s just patronizing.” Sam shift in his seat, as if trying to contain his outrage. They were not shallow shock jocks, they were hard-working artist and producers, they felt and what was wrong with that? “I tend to try avoid talking too much about the violence because that’s what it all gets boiled down to at the end of the day,” Sam said. “But when you do something wrong in the game, the police come and get you. … You don’t just run around on a rampage and just carry on, carry on, carry on. You do commit crimes, and the police are on you. You commit more, and they’re on you more, and commit more, the FBI will turn up, the SWAT will turn up, and then the army turns up. If that doesn’t reinforce a moral code in a game, I don’t know what does.” ! Quoted and Paraphrased on this page: (Kushner p.69, 76, 108-109). 13 The “At-Risk” Youth Perspective Ben DeVane & Kurt D. Squire performed an unique study on the meaning of race and violence in Grand Theft Auto: San Andreas. Despite is 2004 release, GTA: San Andreas and GTA V share a great deal in common including the fictional location Los Santos and a very similar portrayal of race (though race is less of a central focus in GTA V). DeVane and Squire studied “at-risk” teenagers from the northern Midwest playing GTA: San Andreas and drew conclusion regarding their experiences with violence and race in the game. Below is an overview of three different types of players that emerged. The Gamers: A culture of expertise. The Gamers were an all-white group of sixteen- to eighteen-year olds who attended a suburban alternative school known for its high rates of absenteeism. From working or lower middle-class backgrounds, all of them had either been moved out of traditional public high schools for disciplinary or academic reasons or opted out for social reasons. They were very dedicated game players, with three out of four having completed the main storyline in the game (an estimated 150 to 200 hours of game play) and all of them having played at least three releases in the GTA series. The Athletes: Game violence vs. “real” violence. The Athletes were a group of thirteen to fifteen year-old African-American youths from working class families who became friends because of their shared interest in basketball. All of the Athletes were disaffiliated with school, expressing negative opinions about it and frustration with what they perceived as unjust and too frequent disciplinary actions there. Their affinity for hip- hop music and culture was immense, and that led in part to their interest in GTA. The Athletes played the game differently than the Gamers: Three out of the four had played 75 hours or more of the main storyline, but much of their time spent playing the game was in social settings with friends, making it difficult to advance through the plot. When with friends, their play became more like that of the Casuals (described below) as they enacted and performed a provocative masculinity. The Casuals: Violence as performance play. Most of them did not own the game so they engaged with it only on a limited basis in social settings – at the homes of friends, family or neighbors. They had little interest in the intended storyline and game activities but rather in performing in the game space for their friends. According to their reports, most of their play in these situations consisted of engaging in outrageous and socially disobedient acts – driving a tank down the interstate the wrong way, for example, or “jumping” vehicles off in game services like hills or parking garages and trying to evade police who came after them as a result of their reckless driving. The study examined the play experiences of these different players in focus groups and paid close attention to the the depiction of violence and race in GTA: San Andreas. Below is a highlight of the results obtained from the study. The Gamers brought experiences to the game that could not be easily meshed with the possibilities available in the space, so their framework for interpreting the game was mediated mainly by mass media. While the Gamers’ cultural model may have been shaped by mass media discourses, their way of interpreting the semiotic space was also heavily accented by their gaming disposition. Their sizable amount of experience doing side-missions, “easter egg” hunts and explorations had convinced them that the game was, in large part, a satire of media representations. As a narrative, they read GTA: San Andreas in terms of a tradition of a gangster Quoted and Paraphrased on this page: (The Meaning of Race 1-33) 14 genre in American media. As a game, they read their experiences in systemic terms, seeing ethnic character and uniform dress of the various criminal factions in the game as a mechanic to advance game play. Although nascent at best, there was some evidence that a gaming disposition, when activated around a game with such deep social satire, opened space for these marginalized kids to critique contemporary social structure. Locally-situated play practices [those dependent upon the social identity that the player is inhabiting], in particular, players’ relative expertise with GTA: San Andreas shape the available field of meaning so that differing levels of expertise literally made a “different” GTA: San Andreas available to different players. The Casuals had limited experience in the game world and thus held simple theories about the game’s meaning. Again, their play consisted mostly of using cheat codes and basic driving mechanics in the game’s starting area. In contrast, most of the Athletes had engaged in over a hundred hours of game play and were thus able to relate the game’s representation of racism to their own cultural models to produce a pretty accurate description of the negative effects of racism in urban Los Angeles. The Gamers had each played hundreds of hours of the game and utilized this extensive expertise in the game space to produce fairly complex interpretations. As a result they were able to take obscure parts of the game storyline and intertextually reframe these narratives in relation to the urban satire sub-genre of popular film. One quote from the study truly emphasized the Gamers understanding of the GTA games: Interviewer: What do you think about how race is portrayed in the game? Gamer 1: I was gonna bring that up too. Your main character just got out of jail, a black dude in LA joining back up with a gang. All the gang members – the skinny guy and the fat guy – are smoking bowls and passing shit. It’s so stereotypical. Obviously. Gamer 2: Dude all the other GTAs are stereotypical of Italian Americans and stuff. I heard that Vice City that one line that was really controversial: “Kill all the Haitians.” He was being like its genocide. It wasn’t bullshit that they just threw in there. It was controversial between those two groups. Whenever I played Vice City it was like being in the movie Scarface – the same movie, same city. They are all the same ones in Scarface. You pretty much live in the same house - it’s all down to the detail. When I played San Andreas, the first movie I thought of was “Menace II Society”. All their names are all brought from those characters. DeVane & Squire’s study brings one of the most important points regarding the interpretation of the content of video games, in this case violence and race of GTA: San Andreas. That the play experience is greatly influence by the players’ level of expertise and familiarity with previous games in the series. As highlighted by this study, players who dedicate the required amount of time to complete the game, develop an understanding of the game’s satire and cultural references. As was discussed earlier the GTA games have always been a flamboyant satire of American society with a love to pay tribute to Hollywood’s biggest gangster flicks. Understanding and appreciating this point is central to correctly interpreting the violence of the GTA series. The majority of news reporting regarding violence in GTA V and the series in general have missed this point. Reviewers and journalists are not use to the time and dedication required to properly understand a Quoted and Paraphrased on this page: (The Meaning of Race 1-33) 15 video game. As Erik Kain so correctly points out in his article “The Real Problem With Video Game Reviews” on Forbes: “Each game may as well be a season or two of a television series, and television bloggers tend to blog on a per episode basis. Approaching a game in this fashion makes more sense for me, personally. For me, it’s like an extended conversation or a book club. All the while, my understanding of each game ferments and becomes more potent. Or so I like to think. Games are not like films or music, and not simply because they’re more time consuming. The antiquated review model for those other mediums may still serve them well, but for games it feels hopelessly limiting. Every game requires, in a way, its own investigative report. You can’t be a two-hour tourist with a video game. You need to go inhabit its space, meet the locals, find the best secret haunts and learn the local customs.” (Forbes). The reports that focus on GTA V being a game about hiring a prostitute and then killing them or about driving around and running over people are written by “two-hour video game tourists”. They are written by the Casuals. If teenagers, who the media considers “at-risk”, can properly interpret and understand violence and race in the GTA games, why can’t mainstream journalists and reporters do the same? As the Gamers exemplify, the violence in the GTA games, if properly interpreted, is not a risk to society or morallycorrupting, but instead is part escapist enjoyment and part social commentary on the current status-quo of American society. ! 16 My Prospective The violence made available to the player in GTA V while graphic is still within a reasonable range for adults. Playing GTA V does not make you a bad person. It does not make you morally corrupt. With 30+ hours of play and having completed the game’s main story, the in-game stats report that I have 1800+ kills (and no I did not try to get that many kills, it just happened) and I certainly do not feel like I am among history’s top mass murders. I have no thoughts, plans or wants to go out and hurt anyone. If one dedicates the required amount of time to the game to appreciate it, they will see its true meaning and understand what it is trying to say about American society. A rational mentally-stable person will be able to see GTA V’s realistic setting and graphics and know that the game is just that, a game. All that has been shown up to this point largely matches this prospective. Virtual Life ≠ Actual Life Despite what news coverage may want society to think, a virtual life is in no way equal to an actual life. Taking a virtual life is not anything like taking an actually life. A virtual life is bits of code. A virtual life is a renewable resource. If in free roam I as Michael die in GTA V, a minute later I see Michael walk out of a hospital with some minor scratches and I can play him again. If in a story mission and I am killed, I restart from the last checkpoint (game save point) and all the people I had killed after the checkpoint are back alive again too. There is little sense of consequence death in GTA V. That is one thing news reports have always seemed to get correct. What they often miss is that this greatly affects how players go about playing the game. You aren’t afraid to run straight into gun fire. You aren’t afraid of taking on SWAT teams. The player rarely acts as if their life matters. All that matters is getting to the next checkpoint, so when I die I don’t have to redo what I just did. That is what a life becomes in a video game, just a chunk of data. A save point or a stat such as your K/D (kill/death ratio). And a press of tiny brightly colored buttons and a pull of small plastic triggers on a game control as you sit in front of you TV on your couch sipping some soda and enjoying some snacks. How that interaction is similar to causing atrocities in real life is a wild stretch. Yes the world of GTA V is incredibly realistic, but when I boot up my Xbox 360 and when I shut it off I am making an acknowledged entrance/exit into/from a non-real virtual world. There is a distinct contextual switch between real and virtual that cannot be overlooked. The closest that video games ever get to death is games like Faster Than Light (FTL), which is a real-time strategy (RTS) game set in outer space and features permadeath. Permadeath is a gameplay mechanic typically found in RTS games where if a player dies once they have to restart the game from the very beginning. While this certainly makes a virtual life closer to that of an actual life, there is still the fact that if players have sufficient technical knowledge they can backup their save files so if they do die they reload one of the backed up files and have none of the penalties of death. 17 Who’s responsible for the game and its actions? If one were to attempt to find a partially-realistic parallel to virtual violence in real life (though this is still a huge stretch) it would be that of violence caused by unmanned drones. Unmanned drones just as video games bring up the question of who is responsible for whatever real life violence they may cause/influence. With unmanned drones who is responsible: the factory workers who made the drone, those who made its bombs/weaponry, those who programmed it, those in charge of its construction, those who gave the drone instructions to carry out the attack or those who ordered the attack? Similar in video game who is responsible: the artist who made the player textures, the artist who made the gun textures, the animator who animated the firing of the gun, the animator who animated the player reaction to gun shots, the programmer who coded the open world, the programmer who coded the player ability to fire a weapon, the producer who managed the game’s progress, the game designer who came up with the idea for the game or the executive who okayed the funding of the project? The player textures could been used in a non-violent game where violence has ceased to occur and the guns could be hung on shelves in a museum about the past. The code for the open world and player movement and actions could be reused with different art assets. Roughly similar code is used to create the open worlds of the teen-rated Lego video games which feature “cartoon violence” and have never been accused of causing massacres. So if the parts of a video game like GTA V which features realistic violence could be reused in non-violent or child appropriate video games then it must be combination of all these elements at once which causes problems so everyone on the team must be at least equally responsible. Though once past the first mission, the player could stop progressing through the story mode and could use cheat codes easily found online to gain enough money in the game to do completely non-violent things. They could obey traffic laws, manage businesses, play golf, help strangers on the street, explore the open world with its wilderness and underwater coves, etc. What if the player is the real problem? While not a highly accurate life simulator like The Sims, GTA V still offers the player an expansive option of nonviolent activities. Beyond the first scene, the player is as violent as they want to be. The player chooses the experience they want. The player subjects themselves to the violence. So shouldn’t the player be held just as responsible for what they see as the game developers? In real life we are faced with a similar question and most people choose to be good and law-abiding, so one can’t argue that players don’t know how to make this decision or that availability of these unlawful resources inhibit players’ ability to make an uninfluenced decision. 18 Turn on the TV and check the new movies coming out and you will see violence. You will see people doing the exact same thing that you could be doing in real-life or that you could choose to do in GTA V. Which path would you rather they choose? ! 19 My Resources - DMA Design. Grand Theft Auto. 1997. Video Game. - Forbes. N.p., 8 July 2012. Web. 13 Dec. 2013. <http://www.forbes.com/sites/erikkain/ 2012/07/28/the-real-problem-with-video-game-reviews/2/>. - Grand Theft Auto V - Official Website. Rockstar Games, n.d. Web. 13 Dec. 2013. <http:// www.rockstargames.com/V/>. - Hartmann, Tilo, and Peter Vorderer. “It’s Okay to Shoot a Character: Moral Disengagement in Violent Video Games.” Journal of Communication 60.1 (2010): 94-119. Print. - Kushner, David. Jacked: The Outlaw Story of Grand Theft Auto. N.p.: Wiley, 2012. Print. - The Meaning of Race and Violence in Grand Theft Auto: San Andreas. Web. 13 Dec. 2013. <http://gac.sagepub.com/content/3/3-4/264.abstract>. - Rockstar Games. Grand Theft Auto III. 2001. Video Game. - - - -. Grand Theft Auto IV. 2008. Video Game. - - - -. Grand Theft Auto: San Andreas. 2004. Video Game. - - - -. Grand Theft Auto V. 2013. Video Game. - Substance Abuse and Mental Health Services Administration. “Results from the 2009 National Survey on Drug Use and Health: Mental Health Findings.” National Survey on Drug Use and Health: 1. Print. - Wikipedia. Wikipedia, n.d. Web. 13 Dec. 2013. <http://en.wikipedia.org/wiki/ Game_studies>. 20