Social realism lets gamers feel reality's bite


WHO'S up for a bit of victimless ultraviolence? The answer would seem to be: a very large number of people indeed. The latest in the gleefully amoral Grand Theft Auto series of games became the fastest selling product in entertainment history on its recent launch.


But players are also seeking out games in which their actions have social consequences. DayZ, like Grand Theft Auto V, puts a gun into the player's hand. But because shooting another player means that person has to start again from scratch, players think twice before pulling the trigger – and say that makes the experience more engaging (see "ButtonMasher: The rise of consequences in video games").


Discussions of video game realism usually celebrate better graphics and more choices for players – both areas in which Grand Theft Auto V excels. But the success of games like DayZ suggests that social realism can also be a draw.


We are still awaiting a "Citizen Kane moment" – when a landmark work wins acceptance that games can fully reflect the human condition. But with new, socially nuanced dimensions of gameplay fast emerging, that moment must be close.


This article appeared in print under the headline "Gamers feel reality's bite"


Issue 2938 of New Scientist magazine


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