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Why do people want to spend their time "killing" each other as a pastime?

A reader writes:

Dear Major Fun: Why do people enjoy meeting in cyberspace to engage in simulated warfare, with games like Halo and War Craft? Why do people want to spend their time "killing" each other as a pastime? I just don't get it. Are these games really an outlet for aggression, or do they perpetuate even more aggression in our society? What do you think? Please share. No one has been able to answer these questions for me, maybe you can.


Major Fun responds:


- we play war because we need to play with it - there's no other way to integrate such an awful reality into our understanding of the world. it is too ugly, too irrational, too stupid for us to grasp in any other way.

- we know we're not really hurting anyone or anything, we know that we can't really die, and without that knowledge, we couldn't have fun

- we can trust each other if we all know that we're trying to kill each other, that the very worst in us is not hidden or subsumed by any other attempts at being human, so when we meet, we can meet above all that

- it is remarkably clear, war imagery. we don't have to worry about double-meanings, about the "real" agenda. nothing else is as vivid. no interpretation required

- play fighting is fun, as long as it is play. it's a very basic form of play, in all playing animals. it's safer and clearer than sex play, but in many ways, even more intimate


Major Fun, the reader continues, do you think it's hardwired into our genes?

Major Fun continues: I do. The capacity for violence, as well as the capacity for love. I think they are maybe necessary to each other. We also have the capacity to choose. And therein lies the fun of it all.

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Blogger Damion said...

I'd add two things.

+ Most games are competitive by nature, and war is the ultimate competition. It's the easiest competition to model that gamers can instantly grok, although god bless games like Modern Art that offer different sorts of competition.

+ War is highly repeatable and easy to model. Compare an action movie (which our computer games can easily model) vs a soap opera, which is about squishy emotions, long looks, and the 'big twist' 10 minutes from the end of the show. It's almost impossible to derive a game from this with current technology that isn't pure satire.

 
Blogger Bernie said...

Thanks, Damion. These are very useful insights, and very much in line with Huizinga's observations in his Homo Ludens.

On the other hand, we need to be careful not to overlook popular games that are less overtly competitive, like jump rope and handclapping games, drinking games, of course, and many of the individual sports like backpacking and spelunking. These are popular structures, and we should be able to draw from them in our explorations of new games.

See also my collection of Pointless Games for more alternatives.

 

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