Hunting and Killing Animals in Open World Video Games Erik Van Ooijen Eludamos

Hunting and Killing Animals in Open World Video Games Erik Van Ooijen Eludamos

View metadata, citation and similar papers at core.ac.uk brought to you by CORE provided by Eludamos. Journal for Computer Game Culture Vol. 9, No. 1 (2018) http://www.eludamos.org On the Brink of Virtual Extinction: Hunting and Killing Animals in Open World Video Games Erik van Ooijen Eludamos. Journal for Computer Game Culture. 2018; 9 (1), pp. 33-45 On the Brink of Virtual Extinction: Hunting and Killing Animals in Open World Video Games ERIK VAN OOIJEN The present article focuses on the ways in which games represent certain aspects of the systemic nature of violence. It seeks to shift focus from the “outrageous” representations of violence directed at human individuals that often tend to dominate debates on game violence, to rather study the, much less visible, “everyday” violence directed at animals as it is manifested by the hunting mechanics of open world games. Taking a rhetorical approach to the underlying mechanics of violence, it focuses less on shocking depictions as such than on the implicit ideological functions of procedural gameplay. The article circles around four main areas of investigation: how games represent the relationship between hunting animals and crafting animal goods; construct distinctions between human and non-human animals; separate species into juridical and ethical categories; and deal with the digital nature of representations of wildlife in games, where animals may always respawn anew, in order to present rhetorical arguments on the connection between hunting and extinction. Game Studies and Animal Violence Studies on violence against animals in games are surprisingly scarce (Sawers & Demetrious, 2010). In gaming discourse in general, accounts may be found of individual players’ reactions to shocking depictions of animal violence. E.g., critical essays by vegetarian players may focus on the haunting experience of being forced as a player to carry out involuntary acts of slaughter. Cameron Kunzelman (2013) observes how the introduction of a “hunger” mechanics in Mojang’s open world sandbox game Minecraft (2009; 2011) prompted new incentives for killing in-game animals. Striving to play as a vegetarian character, Kunzelman details how he had to stop playing the game altogether at the very moment it finally forced him to kill a pig in order to survive. In a similar vein, Alec Meer (2011) notes how his attempt at playing an animal-friendly character in Bethesda’s open world RPG The Elder Scrolls V: Skyrim (2011) was immediately interrupted as his punishment of a poacher resulted in him being attacked by, and having to kill, the poacher’s dog. While certainly sympathetic, such anecdotal accounts tend to limit themselves to singular and individual player experiences, rather than focusing on the procedural setup of the hunting mechanics as such. The growing body of empirical research on the psychological and emotional effects of playing violent video games, in turn, tends to focus on games where aggression is directed at human, or at least highly anthropomorphic, individuals (Chittaro & Sioni, 2012). Studying aggression in relation to a game where you kill insects, Luca Chittaro and Riccardo Sioni (2012) stress that representations of violence against animals Eludamos Vol. 9, No. 1 (2018) pp. 33-45 Copyright © by Erik van Ooijen 34 Eludamos. Journal for Computer Game Culture • Vol. 9, No. 1 (2018) rather than humans cause less concern, as it is not only socially accepted but even encouraged in relation to certain species (like cockroaches). Thus, they argue, games of the “Whac-a-Mole” variant allow players to engage in violent acts which are “unlikely to (consciously or unconsciously) evoke taboo or moral stigma” (p. 235). Consequently, they suggest that game violence will come to function in very different ways depending on whether it is directed at human beings, animal species close to us (such as pets), or those we simply regard as pests. Hereby, we note how game violence is closely connected to ethical and ideological concerns. By focusing on how games encourage or discourage violence against certain species, we may be able to move from the visual representation of violent acts to the underlying systems of classification and gameplay interaction making violence possible or impossible, as well as acceptable or unacceptable, in the first place. To put it briefly, games make visible implicit distinctions in how we evaluate various species ethically and emotionally. As Naarah Catherine Sawers and Kristin Demetrious suggest, games may consequently be seen as ideological constructs that “position the player to assume certain values around the human/non-human relationship” (2010, p. 245). In order to sift out such distinctions and values, we must direct our focus towards the ways in which games regulate what acts are considered possible or impossible, as well as offensive or inoffensive. An Approach to Game Violence and Non-Human Animals The present argument starts from three theoretical notions: that violence is an ideological concept; that we live in a “carnist” society encouraging violence against certain species of animals; and that games constitute procedural representations of such often implicit ideological systems. In Slavoj Žižek’s (2008) fundamental distinction between subjective and objective violence, the former term designates violence that shocks us – sudden, unexpected, evident, singular – whereas the latter rather signifies the often invisible force inherent to the incessant reproduction of an ostensible state of normality. Whereas subjective violence is visible, abnormal, and foregrounded, objective violence is invisible, normal, and backgrounded. In other words, whereas acts of subjective violence come across as dreadful events disrupting a supposedly non-violent state of normality, the very conceptualization of objective violence hints at how this state too—the status quo—presupposes violent force. Thus, Žižek contends, the acts we usually understand as violent may only appear against a backdrop of even more excessive, yet less visible, violence. By focusing solely on shocking and gruesome acts (or representations thereof), we may, in fact, lose sight of the much more extensive forces of violence constituting our everyday life. An example of this mechanism is found in the outrage caused by recurrent “scandals” in industrial meat production. When butchering goes wrong, we suddenly become aware of the violence inherent to the food industry; and still, such instances are presented as singular accidents rather than as manifestations of the intrinsic violence of killing and eating animals. Melanie Joy designates carnism the ideological system of beliefs that makes meat eating seem “normal, natural, and necessary” (2010, pp.96–97). Influenced by cognitive constructivism, Joy highlights the ways we van Ooijen • On the Brink of Virtual Extinction 35 sort and interpret data according to established schemas or mental classificatory systems which, unconsciously, let us organize animals in various hierarchical classes associated with different attitudes and interactions (e.g., the dividing of species into “prey, predator, pest, pet, or food”; 2010, p.14). Such cognitivist models, which themselves often are influenced by computer science, are of particular interest for game studies since games inevitably will come to model and reproduce similar patterns of thought in its design of the game world and game play mechanics. To put it briefly, the ways in which games are constructed may be studied as models of certain cognitive (and hence ideological) schemas. Along similar lines, Ian Bogost (2007) maintains that games make meaning, not by creating a full reproduction of the world, but by selectively modelling certain procedures associated with specific phenomena. According to his “procedural rhetorics”, where games are understood as restricted procedural representations of particular material processes, games constitute arguments on “how things work”, or, more elaborately, “the methods, techniques, and logics that drive the operation of systems, from mechanical systems like engines to organizational systems like high schools to conceptual systems like religious faith.” (p.3) In this view, games become interesting not because they remodel the world in its entirety but because they direct our attention to how we tend to understand some particular subject. In constructing the game, the designers transform certain intangible schemas into the physics, mechanics, world, gameplay and interface of the game. To put it briefly, games can be said to constitute tangible models of specific areas of ideology. In what ways does the mere construction of the game world form ideological models? Speaking on games as models of ecology, P. Saxton Brown adds that video games “often say little that is explicit about climate change and environmental crisis, but because they often create environments (processes, spaces, worlds), they constitute an important site where models of environmental consciousness can be created, allegorized, and played” (2014, p.403). More particularly, games will have to categorize certain sets of objects and associate them with specific affordances and patterns of interaction. Thus, in McKenzie Wark’s words, the “primary violence” of the game-space “has nothing to do with brightly colored explosions or mounting death counts but with the decision by digital fiat on where everything belongs and how it is ranked” (2007, p.20). For example, games make distinctions between who and what can and

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