[ 3 / biz / cgl / ck / diy / fa / ic / jp / lit / sci / vr / vt ] [ index / top / reports ] [ become a patron ] [ status ]
2023-11: Warosu is now out of extended maintenance.

/vr/ - Retro Games

Search:


View post   

>> No.4916390 [View]
File: 590 KB, 1505x2085, Computer_Gaming_World_Issue_176_0092.jpg [View same] [iqdb] [saucenao] [google]
4916390

>>4916368
>>4916370
>>4916371
>>4916375
Derail, but I was just really interested: the article mentions another ad, which I found:

>In March, another advertisement, for an online games retailer, appeared in the computer gaming press (for instance, Computer Gaming World, March 99, page 89). Its dominant image is that of the naked torso of a woman, lying on an operating table, the rest of her body outside the frame. In the foreground are surgically-gloved hands, holding a scalpel. In the woman's bare flesh are incised the lines of a tic-tac-toe game.

>I buy a lot of computer games. I generally buy them online. But the image of someone cutting a woman's flesh in order to play the most patently brain-dead game imaginable did not make me want to patronize this company's services. God only knows why they thought it would motivate anyone else.

>Certainly, it is an arresting image. Arresting enough to make the gorge rise. Only the computer gaming culture could possibly view any of this as effective, appropriate or funny.

>So perhaps the critics are correct, at least to this degree: The coolness of violence, as portrayed in computer games, has persuaded computer game developers, if no one else, that nauseating depictions of violence, whether or not effective, are cool.

For what it's worth, the article was written by Greg Costikyan, who /tg/ers may know as the creator of Paranoia and a bigger proponent of games than these quotes make him out to be. The article is meant to be nuanced, starting out with criticisms of game violence before moving on to defend it. [https://www.salon.com/1999/06/21/game_violence_3/]

Navigation
View posts[+24][+48][+96]