āIāve always been a non-violent person,ā Tim Jones told me last week as we chatted in a subterranean nightclub in Manhattan. Heās a āpeace and loveā kind of guy and designer of a new video game featuring spine-dangling decapitations.
Jones is the head of art and design at Rebellion, the U.K. studio behind Aliens Vs Predator, one of the goriest games currently announced for 2010. Of average build, soft voice and a close-cropped beard, Jones is altogether typical of the quiet, pleasant video game designers who so seldom make it into the public eye but are indeed the men ā mostly men, as far as Iāve encountered ā responsible for the games that unnerve polite society. I met him last week at a showcase of Sega games in New York City. One of the highlighted games was Aliens Vs. Predator, the PS3, PC and Xbox 360 first-person shooter coming out later this month.
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There tend to be two camps in the discussion about violent video games. There are those on the inside who make and play violent games and bat an eye at the gore as infrequently as they ever talk about why they make and enjoy this kind of thing. And then there are those on the outside, often critical of violent games, sometimes in positions of policy-making, sometimes calling for bans or legal protections.
Jones is in the inside camp, of course. Heās a child of horror movies. His folks have seen clips of the games he makes. āItās not their cup of tea,ā he chuckled. They werenāt into the horror movies either. āThey love me and they know Iām a good guy.ā
He can explain exactly how decapitations got into this new Aliens Vs. Predator. He recalls early meetings at Rebellion as he and his team batting around ideas for their first-person shooter. āWeād sit around and talk about what we could do in the game. One or the other designers would say quietly and sheepishly, āI want to rip peopleās heads out, and their spines. Can we do that?ā
āWe said, āLetās prototype it.'ā They did. And they played it.
āWhat we found is that it never got old,ā Jones recalled. āYou didnāt get desensitized to it. And when weād play it youād see all kinds of reactions, like malevolent glee or shock.ā
Decapitations fit the R-rated lore of the Aliens Vs. Predator series. The movies upon which Rebellionās new and previous Aliens Vs. Predator games are based are violent. They are fantasy, of course, a science fiction view of the universe that puts Predator above Homo Sapien in the food chain and adds Alien to the list of man-killers that also includes Great White Sharks. Because of that, the game couldnāt be tame, Jones said. Rebellion wanted to make a game that felt āauthenticā to the films. Its characters, controlled by the player or not, had to be vicious: āIf we chose to pretend they didnāt do really nasty things to people, these creatures youād be frightened of in real life⦠it would have felt dishonest.ā
In Australia, where video games arenāt rated unless they are deemed acceptable for at least a 15-year-old to play, Rebellion and Jonesā desire to indulge the sheepish desires and spray the same amount of fantasy blood as their source material, almost got their game banned. The authorities there differ than those of the game publishing world. While Australia flinched, Sega pressed on. The publisher had asked Rebellion to help assemble a trailer of the gameās most vicious kills, Jones recalled. The brutality would be a selling point.
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Video games, Jones told me, are good vehicles for delivering a āprimalā emotion. They provide a release and a catharsis. He believes society yearns for this. āWhy do people go shooting clay pigeons?ā he pondered. Or a more ghoulish example: āDuring the execution of Saddam Hussein, somebody took out their cell phone and was filming it. And millions of people went to look at it on line.ā These are the actions, Jones believes, of people living in a thankfully gentler world. āThe world we live in, the western world, is a far safer world than we ever had before ,ā he said. āYet people seek some sort of primal experience.ā Aliens Vs. Predator and other violent games might be part of that.
Jones, like the other makers of violent video games who Iāve met, was as amiable as he was thoughtful. Get a person who knows their violent games talking, and fascinating discussions can ensure about how the killings and the guilt of Kratos in God of War registered with a player versus those in a Modern Warfare 2. How decapitating a space marine in Aliens Vs. Predator will feel the first, 10th or 100th time, however, is something we canāt talk about freely yet, not until the game is out and more of us have had the chance to do it. The violence isnāt for everyone, of course, though some can live with it. Jonesā parents, for example. āThey love me and they know Iām a good guy,ā he told me.
Tim Jones is a peaceful man. He will continue to play ā and if thereās good cause to ā make games that are violent. Thereās no contradiction there, not to him. The virtual, fantasy violence has its purposes. āItās just that,ā he begins, āI donāt think itās unhealthy.ā