N'Gai Croal on CNN's "American Morning" discussing Manhunt 2
Last week, we made an appearance on CNN's "American Morning" to discuss Rockstar Games' forthcoming Manhunt 2. Our friend Mike Snider had quoted us in his USA Today story about Manhunt 2 and Nintendo's Wii,
which prompted a couple of national TV news programs to get in touch
with Newsweek's PR department to speak with us about the game. One news
org decided to keep its powder dry until the game's release at the end
of October, but CNN decided to tackle it immediately. Which is how we
ended up in NYC's Time Warner Center on the set of "American Morning,"
seated across from co-anchor Kiran Chetry, explaining Manhunt 2 to
thousands of Alpha moms across the nation.
The experience was pleasant, simple and short. Chetry didn't have an
agenda or an ax to grind; she merely asked us a series of eminently
reasonable questions about the kinds of things that curious viewers
would want to know about the game. But inherent in some of her
statements and questions was the assumption that Manhunt 2 was somehow
intended for children. As we waited in the green room, we heard her
tease our appearance by saying, "Well, there's something new from the
Nintendo Wii, but some are saying it really allows players to act out a
murder and just how dangerous it is that for the young kids that are
playing these games? We're going to talk to one of the few people who
had a chance to preview, to play this game. How violent is it? We're
going to take a look ahead on 'American Morning.'" Later, when we were
on the set, speaking directly with Chetry, we had the following exchange:
Kiran Chetry: It does seem shocking, actually if you're
not in the world of gaming, to see this. I mean, it's so realistic.
There's blood on the people and you're actually--the kids are moving
their hands in motions that simulate killing. How--when do you cross
the line? This fantasy world becomes so realistic that it can't help
but be damaging.
N'Gai Croal: The first thing I have to say is the game is
like when you say kids, the game is "M" rated which means you have to
be 17 years or older to purchase it. Obviously, that doesn't prevent
some children from getting their hands on it but really I would say
that's the responsibility of parents to make sure that they don't. As
far as adults, I mean, you know, you or I can make decisions about what
kind of entertainment we do or do not want. It might be to my taste, it
might not be to yours but I feel like we should be able to make that
decision.
Finally, as our appearance was drawing to a close, the connection between children and Manhunt 2 came up one more time:
Chetry: Would you let your kids play it?
Croal: I don't have children.
Chetry: If you did?
Croal: If I did, no, I wouldn't let them play it if they
were under age. But if they were, I would want to sit down with them
and sort of talk them through what it was they were experiencing just
to check in with them and make sure they understood the distinction
between fact and fiction.
Chetry: Well, that's very important, of course. N'Gai
Croal here at CNN with "Newsweek," the technology general editor.
Thanks for being with us.
Croal: Thanks for having me.
We bring this up not because there's anything sinister at work, but
rather because Chetry isn't alone in her bedrock assumption that all
videogames are primarily aimed at "kids." After all, had we gone on the
show to discuss Ang Lee's NC-17-rated erotic thriller "Lust, Caution,"
or the upcoming horror movie "30 Days of Night," we doubt that we'd
have been asked "Would you let your kids watch it?" It would have been
assumed that those movies, like certain TV shows, books or plays, are
not intended for children. Yet videogames often don't get the same
recognition.
The assumption that all videogames are toys for children
rather than entertainment for a variety of different audiences is one
of our pet peeves. It may seem innocuous, but it's not only the
foundation of continued attempts at the state and national level to
regulate the sale and marketing of videogames, it's also an excuse for
developers and publishers to coast on the innocuous, the inoffensive
and the tried-and-true rather than push the medium forward in multiple
directions for multiple audiences--including adults. In other words,
it's not just videogame outsiders who hold this belief: many insiders
do as well. We pointed this out back in January following the head of
the Slamdance Film Festival's decision to pull Super Columbine Massacre
RPG! from its videogame competition, when we wrote:
Slamdance's cowardice, then, is of a piece with the controversies that greeted the "Hot Coffee" mod in Rockstar Games' Grand Theft Auto: San Andreas as well as the company's more recent title, Bully.
Simply put, the average person believes that videogames are solely
intended for kids; that the content of all games is suitable for kids;
and if it isn't, it darned well should be, even if it has an M-rating.
This creates a double-edged sword for game creators and publishers.
Because videogames have the revenues of Hollywood's box office but a
cultural (in)visibility that's much more similar to that of comic
books, creators can work freely, in relative obscurity compared to
artists in other fields, while still earning a good deal of money. That
is, until a game is perceived to have crossed a line or pushed a hot
button, at which point, all hell breaks loose. This is a recipe for the
continued infantilizing of a young medium whose potential, for all of
the compelling works already released, still remains largely untapped.
Next: A look back at our conversation with Game Developers
Conference executive director Jamil Moledina about the fallout from
Super Columbine Massacre RPG!