A reflection on designing games with opportunities for good and the difficulties of navigating life in a broken system.
Should games dealing with oppression require oppression to complete them?
Jordan shares lessons learned from a week of murdering people in videogames.
“… the last thing any of us want is a generation of kids who have learned everything they know about guns from videogames going out and purchasing semi-automatic assault rifles just for fun.”
“The world of NieR is broken–damned to violence and death. My actions have only contributed to this brokenness.”
“Whatever you manage to do in FC2, its clear that the carnage you cause isn’t making the world a better place.”
“If you take away any doubt of an enemy’s humanity, how can we begin to address the moral complexities of what we actually spend most of our time doing on screen, namely killing?”