Does this serve any purpose?
Maybe it makes joining the military not too unappealing for teenagers.
Does this serve any purpose?
Maybe it makes joining the military not too unappealing for teenagers.
Besides shooters there are many puzzle games as well.
By what metric, install base? That doesn't seem valid. And are you seriously equating minesweeper with a first or third person shooter? Minesweeper is almost humanitarian in comparison.
1. Run
2. Think
3. Shoot
4. Live
Shooting (and combat more generally) has proven to be pretty easy to make satisfy most of these criteria. There are other core styles of actions that do as well (say, 2d Platforming, or clean puzzle mechanics like in games like Tetris).
These mechnical factors matter, because it's often the case that people who don't like violence in games would prefer games to focus on other kinds of challenges that they find more socially good in terms of morality or ideology. But then they stomp all over the mechanical styles of issues I was just listing above, and the results is predictably game designs broad masses of players don't want to play.
I've worked on both AAA hyperviolent games, as well as with educators on learning games with what they saw as pro-social game play, so this is a divide I've had front row seats to.
And to make what I hope is a productive contrast, one of the really great things about Undertale is that the designer didn't make being peaceful in the game lame. It is (or was for me) actively fun to try to figure out how to not kill enemies, because you still have to engage in bullet hell dodging while you try to psychoanalyze your opponents, and that dodging (for players who like those kinds of mechanics) still maintained a lot of the properties I just listed above.
To make a more real-world comparison, my father-in-law was an extremely successful junior college tennis coach, and he has noted in passing that he couldn't personally see how anyone could invest in Olympic sports like figure skating, just on the level of taking the competition that seriously. And his argument (he wasn't being universalizing, particularly, just tying it to his experience as an award winning coach) was that the extreme subjectivity of judge ratings was really offputting to him, as a competitor. Obviously tennis can have bad line calls and other controversial judge issues, too - all human sports can. But I think his argument ties in with my original one here; a lot of game players really like clean, legible rules with clear good and bad states so they can invest in getting good at games and take pleasure in their good play. And, as I say, shooting and combat at this point often fulfills that well.
With that logic you could also dumb down chess to killing, because that's the core mechanic.
It's as if it was weird that most dancing has a lot of putting one foot in front of the other.
Humans have historically been better competition than AI. Writing AI that is evenly matched with a human so as presenting a challenge that is tough but not unwinnable is much harder than just playing against another person.
> Maybe it makes joining the military not too unappealing for teenagers.
Someone should have told the US Army: https://en.wikipedia.org/wiki/America%27s_Army
(Surprisingly for a government project it was pretty playable)
Also humans are uniquely... human.
I play one of those extraction shooters and even a much higher ranked player, who would normally have no issue downing my team of three in an open fight, will eventually get worn down if we hide around and harass them. Also they might just lose patience earlier and start making mistakes due to that.
Hard to model something like this because people are different and react in complex ways.
But aside from that, Campster argued in his video about violence in games (<https://youtu.be/wSBn77_h_6Q>) that violence is easier to program in an accessible way than nonviolence.
And then it's a feedback loop: video games get the reputation of being violent (perhaps undeservedly so, like Myst was outselling the original Doom, IIRC, but violent games made for bigger headline in mainstream media) => only people interested in that buy them => violent games are the best-selling => games...
Back when games were mostly 2D, a lot of action games got consolidated into platformers. Shooters just seem to be the equivalent genre in 3D.
My personal theory is that violent video games (and films and other media) are encouraged in highly militarised societies to desensitise their populations to violence - if you normalise it so it all seems like a game or other form of entertainment, you get a lot less internal opposition when you go about killing real people in other countries.
But I do mind shooting human being. I wish we would be more creative on that front.
Edit: but I know you mean shooting aliens or something similar.
Nowadays, you see that in the masterful omission of facts when news are reported (e.g. why aren't illegal trade embargoes mentioned when talking about poverty and instability in certain countries? Why are there no reactions when the thing they were confidently showing turned out to be false or GenAI?), or the way things are portrayed in videogames (why are enemies in military shooters almost always middle eastern? why don't you have to fight off racists, fascists, and corporate militia?), or the movies (why do we get shown mostly content where a single individual carries the sole responsibility of taking on the single villain?).
Sorry for the rant; games are indeed beautiful... There's some things I've been starting to pay attention to where you have to swallow or brush aside some propaganda so that you're allowed to play with your friends... And that makes me a bit upset.