What better way is there to better understand the world
but to build a new one?
“We don’t want absolutely real situations in videogames. We can get
that at home”
Steven Poole (Author Trigger Happy; The inner life of videogames 2000)
Games don’t have to be real, they just have to be
consistent.

Health bars are a division of real and unreal, real
people don’t have health bars, if we get shot dependant on where we are hit we
either die instantly or are severely injured. In most games regardless of where
you’re hit usually the same amount of health is subtracted and this doesn't usually register in the characters movement or mannerisms but in the case of
resident evil and some others upon reaching the limits of health the character
may limp or something to that effect. Characters in games can go days without
sleep, fall off cliffs with minor injuries, survive bullets to the head or use
painkillers to treat death.
Soul calibur for instance as a fighting game is strange as
the characters use weapons and a kick can register in the same amount of health
lost as a strike from a sword.

What he’s
trying to say is that he understands that games have to have a separation of
some sort from reality otherwise you could really be desensitizing people to
actual violence.
I don’t imagine when games designers want to know what a
head sounds or looks like when it explodes they go buy some cadavers and take
them to the gun range. I don’t want to know what it actually looks or sounds or
feels like to blow someone’s head off I just want to have fun without needing
therapy after. This makes me think that games designers aren't necessarily trying to glorify violence, but moreover trying to make sense of it.
Part of that is just understanding that it is a game, if we
went into a film under the pretence that everything that happened was real that
could be really damaging; just knowing something isn’t real sets a barrier in
our minds that protects us from mental harm.
The point I'm trying to make is the real and the unreal
intersect in games but there’s always a line drawn, and we constantly draw back
to that sense of what’s real and what isn't because otherwise we’d lose grasp
of reality. Although games allow us to venture into the unreal we should always
leave a trail of bread crumbs to find our way back.
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