Ok now thats just so off the wall i cant even take it seriously.
So that’s a no then.
Ok now thats just so off the wall i cant even take it seriously.
I didnt say that and your not putting words in my mouth. Git Gud. https://en.wikipedia.org/wiki/Reductio_ad_absurdumSo that’s a no then.
And with a non-comedic use of the phrase 'git gud', you can go on mine.I didnt say that and your not putting words in my mouth. Git Gud. https://en.wikipedia.org/wiki/Reductio_ad_absurdum
You are now the only person on my ignore list.![]()
I didnt say that and your not putting words in my mouth. Git Gud. https://en.wikipedia.org/wiki/Reductio_ad_absurdum
You are now the only person on my ignore list.![]()
And with a non-comedic use of the phrase 'git gud', you can go on mine.
i thought
Because it's not necessary. We can all imagine violence. We don't need to draw it from real-life examples.
don't expose your staff to images of real-life violence and death for the sake of an unnecessary degree of 'realism'
Is that what you’d say to a war veteran, given the history of shell shock/battle fatigue/PTSD or whatever name they’ve been giving it since WWI?
Why? A discerning customer base that does have experience of real-life violence in order to be able to tell whether your portrayal is sufficiently realistic?If you want to create a convincing depiction of violence or it's effects, you do need real-life examples to draw from.
Raising the further issue of the morality of undertaking a development project that requires real-life violence in order to be successful. It would be quite easy to argue that a developer faced with such a project should consider themselves under a moral obligation to reject it.What degree of realism is necessary in a depiction is going to be subjective, and dependent on market demand. If a developer/publisher thinks convincing violence and gore helps them sell games, they probably have some compelling data to back that up, if they are at all successful.
Such as those who join a military force knowing that that force will embark on expeditionary campaigns for the protection and advancement of ideological, corporate and/or industrial interests - and then regret some of the things they're asked to do in its service?I can sympathize with people caught in situations beyond their control though no fault of their own, people defending their homes from imminent danger, and people that have to work unappealing jobs to make ends meet. However, I have considerable difficulty sympathizing with those who volunteer to do potentially monstrous or disturbing tasks, of their own free will, then find out they can't handle that sort of environment.
Why? A discerning customer base that does have experience of real-life violence in order to be able to tell whether your portrayal is sufficiently realistic?
I thought we generally argued that games don't link to real-world violence?
Raising the further issue of the morality of undertaking a development project that requires real-life violence in order to be successful. It would be quite easy to argue that a developer faced with such a project should consider themselves under a moral obligation to reject it.
Such as those who join a military force knowing that that force will embark on expeditionary campaigns for the protection and advancement of ideological, corporate and/or industrial interests - and then regret some of the things they're asked to do in its service?
I'd say that doesn't matter. Frak, if I can't get a flightpath indicator in a space game I see no reason we should cater to the small proportion of weirdos who need hyper-realistic real-life violence to stay immersed in a fighting game.Some will. And even for those that don't a cascade of inaccurate assumptions can easily lead to an immersion defying experience at some point.
And I can't tell whether that's rational, or understandable, because I don't know what those things are. There are plenty of things that kick me out of an immersive experience. And there are plenty of things I can overlook, even if grudgingly (for e.g., most of the flight mechanics in ED, for a start). But:This is probably not an issue in Mortal Kombat, but could be in other games. I've played plenty of titles where assumptions built on other assumptions undermined the whole production, all because someone didn't do their due diligence in knowing what they were writing/designing.
"Appreciate attention to detail". Hmm. Yeah, I love it when leaves move convincingly in the breeze; when light plays properly across a street; when a character moves with a convincing sense of weight and balance.Just because games aren't going to make me any more or less violent doesn't mean I'm not going to appreciate an attention to detail.
It's a constant difficulty in science and medicine to work out when the use of unethically obtained data can be justified. When do the ends justify the means? This is of course assuming a passive provenance - that the data already exists, and the question is only whether to use it or not. In such cases the need would have to be pretty severe, and I'd argue the same question can and should be asked in this case.I don't have have any moral qualms about violence in and of itself, and I certainly don't view it as immoral to view or display real-life violence that wasn't performed for the sake of the production in question.
Missed this bit, sorry.Of course.
people caught in situations beyond their control though no fault of their own, people defending their homes from imminent danger, and people that have to work unappealing jobs to make ends meet.
those who volunteer to do potentially monstrous or disturbing tasks, of their own free will, then find out they can't handle that sort of environment
those who join a military force knowing that that force will embark on expeditionary campaigns for the protection and advancement of ideological, corporate and/or industrial interests - and then regret some of the things they're asked to do in its service?
Oh, yeah, and knowing exactly how someone's severed spine twitches as the last few electrical impulses discharge themselves really keeps me in the experience, you know?
It's a constant difficulty in science and medicine to work out when the use of unethically obtained data can be justified.
Yet appear to be saying here that you also sympathise with
Unlikely. It's okay when it's manly PTSD. Warrior PTSD. That's acceptable. Otherwise it's just Man Up Snowflake time.
I believe you do not.I see no rational reason to expect or laud detail in one and not the other.
I'm not sure what you think anonymisation has to do with it but okay. Again, I'm happy to accept that you see no ethical or moral qualms.I see no ethical or moral qualms, as long as the data is sufficiently anonymized and care is taken to make the deterrent for victimizing people to obtain said information sufficiently strong.
The situation will not occur.Next time, if you perceive a contradiction in one of my posts, ask for clarification, or use context clues.
Hahaha what was the last Mortal Kombat you played? MK2?![]()
I have considerable difficulty sympathizing with those who volunteer to do potentially monstrous or disturbing tasks, of their own free will, then find out they can't handle that sort of environment.
I didnt say that and your not putting words in my mouth.
Unlikely. It's okay when it's manly PTSD. Warrior PTSD. That's acceptable. Otherwise it's just Man Up Snowflake time.
I'm not sure what you think anonymisation has to do with it but okay.
I'd say it's possible that there are different degrees of PTSD.Is that what you’d say to a war veteran, given the history of shell shock/battle fatigue/PTSD or whatever name they’ve been giving it since WWI?