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R P G A M E R . C O M   -   E D I T O R I A L S

Life Improvement: Role-Playing Games Influencing Every Aspect of Life
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Danny J Sarelas
FAN EDITORIALIST



“…Violence in games such as Grand Theft Auto: Vice City and Postal 2, harms children to a greater extent than tobacco-and the law must protect these children” (Duffy 2). “Exposure to simulated violence and death desensitizes people, lowering inhibitions and making it easier to commit violence in the real world” (Herzfeld 13). Numerous claims such as these are made by legislators and concerned politicians who are trying to get bills passed so that parents are able to sue the distributors of video games that “harm children” (Duffy 4). But are the legislators correct when they say that video games in general cause violence or are video games actually beneficial to society or even one’s health? Arguments have been made alongside studies that prove Role-playing video games to be helpful rather than harmful. Role-playing games are a benefit to people’s health and social skills rather than causing violent behavior and can be used to help improve decision making skills, to help cure ADHD, and can even be used to create art.

However, there is a large difference when looking at the types of video games and it is important to be able to discern one from another. A Role-playing game (RPG) is completely different than a Puzzle game, just as a First-person shooter is different than a Sports game. A Role-playing game has certain characteristics which cause the video game to be put in that genre. A standard RPG is a video game which centers on telling the story of a Hero on his epic quest and focuses on character development throughout the game. Another aspect of every RPG is experience points which allow your character to gain levels and become stronger. RPGs delve into character histories and plot twists much like a book would do; whereas, a first-person shooter focuses on battling so the gamer can have fun shooting and killing simulated people. A first-person shooter has a very small amount of storyline and usually no character development. RPGs are extremely good at creating complex stories which require a thought process for understanding it. There is an extremely big difference between the two genres of video games just like there are different genres in movies; yet, many people do not differentiate between the two.

Even though there is a clear difference between an RPG and a first-person shooter, many think of RPGs as any other video game. When legislators focus on the effect of video games on today’s society, they look at certain games and then generalize to the entire medium of video games. Mike Snider from USA Today claims that “today’s ultrarealistic games…can mislead players into viewing war as fun, particularly among the target audience of young men” (Snider 4). However, he later lists the games that his citations used and not one of them was an RPG. In fact, he found out that all of the video games that are blamed for violent behavior were the top-selling war games. He didn’t use any other type of video game as support for his statement so he cannot generalize to all ultrarealistic games. Since the creation of video games, researchers have focused on the violence in war games and then generalized the effect to all video games.

Ultrarealistic RPGs such as Final Fantasy and Everquest are actually very unrealistic when it comes to their violence. The very controversial Massive Multiplayer Online Role-Playing Game (MMORPG) Everquest is perfect example of how wrong the aforementioned generalizations are. When a character gets into a battle in Everquest, there is really only one thing that the person can do: “Hit the ‘attack’ key” and watch the battle (Armstrong 13). One online gamer whose character is a healer says “There’s no blood, nothing graphic or anything… When things die they just fall over” (14). Many studies have been done that tell how violent of a game Everquest is; however, in reality, the game has very fake violence and was created for other purposes. Everquest was actually made so that a massive amount of people can all interact with each other and learn from one another in a fantasy world.

Many people will say that when people play a video game, they are isolating themselves away from society; however, Role-Playing games such as Ultima Online and Everquest do just the opposite. These games and even single-player RPGs are focusing on the social environments and moral development for the gamers by giving them an entirely new world for them to interact in with new and diverse people. “‘An advantage to Everquest…is the social development, and increase in intellect, exposure to new people and opinions…’” says sophomore Brandon Davis (23). Inside the game’s giant world, one gamer from North America can meet and talk with someone in Europe, Asia, Canada, etc. By talking, playing, and interacting with these different people, one can experience different culture’s beliefs, backgrounds, and even lifestyles. Many gamers use MMORPGs as a method of hanging out with their friends. One gamer in particular plays Ultima Online where he found his real-life girlfriend whom he has been dating for almost a full year (Schelzig 1). Ultima Online and Everquest (MMORPGs) have been trying to keep their adventures and battles interesting “while simultaneously seeking to stamp out excessive anti-social behavior” such as killing other players (7). The main purpose of these RPGs is to have social interaction and have fun while doing so; therefore, to prevent anti-social behavior such as PKing (Player Killing) other characters in the game, the creators of the game have created consequences. If someone attacks another character, their name turns “Grey,” meaning that other characters can see that you have attempted to kill someone and choose not to socialize with you. Also, if someone kills another character, their name turns “Red,” meaning that others can put a bounty on your head and kill your character with the consent of the guards in the game. If you walk into town, your character will be killed by the guards for your criminal actions. This in itself is an act of violence, but it shows the gamer that it is wrong to commit such actions and also gives the gamer a consequence that is extremely undesirable so the gamer will cease such behavior.

Console games such as Fable for the Xbox also demonstrate to gamers what consequences their moral decisions in the game can create. In the game Fable, the main character whom is controlled by the gamer is a young “boy as he becomes a hero” (Totilo 4). Even though there is still a main object that must be completed, the gamer makes every decision on his quest throughout the game. He can accomplish the goal by blackmail, killing merchants for equipment, etc.; however, the consequences of this are that the character “will grow horns and attract flies…” (8). Every good action has a good consequence that will help the gamer; however, every bad action has a negative consequence which makes it harder for the gamer to achieve the goal. Mr. Molyneux, the creator of Fable, wants “players to be themselves…to play who and how they want, as opposed to who [he thinks] they should play” (5). So he gave the gamer not only a world in which they can be themselves in, but also a world which will guide them to the path of good by giving them negative consequences for doing evil actions. This shows that the game not only is giving the gamer a social experience with the characters in the game, but it also is teaching the gamer right and wrong through consequences. Other characters in the game will either want to help or have nothing to do with the gamer. The gamer will then have to socially deal with these characters in the game. But not only do Role-Playing Games improve social interaction skills, moral decision making, and help in self realization, they have also been found to help one’s IQ as well.

Role-playing games, especially because of their numerous plot twists and different points of view shown throughout each game, are very complex and require quick thinking and deductive reasoning. A study by Patricia Greenfield, a psychology professor at UCLA, shows a positive correlation between video games and intelligence (Quittner 3). Her research shows “an increase in worldwide ‘nonverbal IQ’ (spatial skills, the use of icons for problem solving and the ability to understand things from multiple viewpoints) to the spread of video games” (3). Since RPGs contain complex puzzles and ideas in them, RPGs require a great amount of use of the nonverbal IQ. Greenfield, however, also stated that this increase in IQ comes by making social skills suffer. However, Joshua Quittner has three daughters under 11 years old who have grown up surrounded by video games and computer games. All three of his daughters are extremely social and have not been negatively affected by growing up with video games. They still interact with other girls at their school and have not once acted violently towards another child. There are even schools that teach their students with video games in an extremely social environment.

In Seattle’s Clearwater Private School, the students are being taught problem solving and critical thinking through video games such as the MMORPG City of Heroes. The school was founded by Stephanie Sarantos who has a Ph.D. in educational psychology and says that “…video games are an intellectual activity” (Westneat 4). She believes that this works because a new book titled “Got Game: How the Gamer Generation is Reshaping Business Forever” found that “…regular gamers [are] more creative, optimistic and even socially active than nongamers,” after sociologist John Beck interviewed 2,500 young professionals with the majority having grown up with video games (7). The book explains that video games are a perfect simulator for teaching children because the gamer takes part in numerous crucial activities for learning children: “experimentation, risk-taking, strategizing, play-acting,…” and even meeting new people from around the world (8). “If you fail, you just try again. In that sense it’s really a dream learning environment” says Beck (9). If someone were to fail in real life, the result would be permanent and irreversible; however, in an RPG, one can start over again with no permanent end result. This philosophy is also extremely important in the army because if a leg gets chopped off in real life, there is permanent damage. This is why the use of simulators is important.

Video games are acting as simulators for children in schools as well as simulators to help train the military. Soldiers in the army are using video games to fine tune their visual sense and sharpen their minds. In a study performed at the University of Rochester, young adults were found to be able to keep “better track of objects appearing simultaneously and processed fast-changing visual information more efficiently” (Chang 2). Children in schools across the country would benefit from this because of the fast-changing society we live in. If a class is teaching a new concept, being able to keep track of and processing what is written on the board is extremely important in the learning process. In order to destroy any confounding variables associated with the study, they performed a second study which showed that “people who do not normally play video games but were trained to play them developed enhanced visual perception” rather than naturally visually adept people being “drawn to video games” (3). Role-Playing Games are usually filled with many visual puzzles and visual clues that one needs to pay attention to in order to further the plot. These skills can be used in real life in almost every situation because our society is constantly being showed visual images that we need to process. Soldiers can use these types of visually active games in order to improve on their tests and perform more efficiently during training in their schools. According to the Rochester study of a group of soldiers, that is exactly what they do (11).

Many people have taken video games and turned them into an art form. Many create art based on the Role-Playing Games while others find art within the games themselves. RPGs delve far into telling a story and character development just as many art pieces tell a story through their visual images. The Yerba Buena Center along with Stanford University is hosting an art exhibit with Video Games as the topic. The curator for the Yerba Buena Center argues that video games “are a form of interactive storytelling…and they obviously have powerful visual elements” (Pham 5). One can create art with the existing images as well. In a RPG such as Final Fantasy VI, one can walk their character to the edge of a cliff and look over it into the ravine below and take a screenshot of the image. The creator of the game “The Sims” stated that “his game is no more art than is Adobe Systems Inc.’s Photoshop…” because “People create really amazing things with the game, but the game itself is just a tool” that enables one to create art (35). RPGs have given so much to our society, whether through art or by giving us a learning experience; still, video games have also been found to help mental and physical health.

NASA, through years of study and biofeedback research, has found that video games can be used to actually cure mental health problems such as ADHD. Certain brain waves or physiological functions are used when one is playing video games and the research has found that humans change their brain waves when playing video games to do better in the game. NASA has developed a technique based off of “thirty years of biofeedback research” that has shown “by training specific brainwave changes…people can achieve a wide variety of health-enhancing outcomes” (NASA 4). By playing different types of video games, one can train their brainwave changes to gain the best positive effect. NASA has developed a certain game where “as the player’s brainwaves come closer to an optimal, stress-free pattern, the video game’s joystick becomes easier to control” (5). Through this technique, which many off-the-shelf video games have, video games can help develop better concentration and help relieve stress. This technique is being used to help children between ages nine and fourteen fight their ADHD by giving them a form of entertainment that is fun to them that they want to play with. And while playing the video games, they are being treated (10).

Still, many parents are still concerned with the issue of violence appearing in video games. Ever since the violence in video games debate arose in 1999 when the Columbine shooting occurred, parents have been pushing to get some sort of ban on video games. Lawmakers have projected bills “in at least seven states…that would restrict the sale of games” (Wadhams 6). However, RPGs are not the type of game that supposedly “caused” the Columbine shooting and other sorts of violent acts. As stated much earlier, the games that have been blamed for such violence are first-person shooters. However, everyone is blaming the video games themselves rather than how the children got the shooting games.

There are different ratings on every video game that depict what type of audience is meant for each game exactly as the MPAA movie ratings do for the film industry. These ratings are called the ESRB ratings and are meant for parents so that they can judge which games they want their children to play. However, as the president of the Entertainment Software Association said, “You can lead a horse to water, but you can’t make him drink” (Duffy 9). In other words, parents are given these ratings so that they can protect their children against violent games but parents tend to ignore the ratings on the games, letting their children play whatever they want. Even the president of the MPAA agrees that the “entire rostrum of the rating program rests on the assumption of responsibility by parents” (8). Parents can choose to protect their children from violent first-person shooter games; however, many parents allow their children to walk into the video game store and buy the games without supervision. To solve this problem, “90 percent of the market pledged…to implement carding policies for mature-rated games no later than the end of 2004” (12). RPGs were not responsible for children performing violent acts and neither were any type of video games. The parents themselves are the ones responsible for allowing their children to come into contact with violent games just as parents are responsible for allowing their children to see R rated movies.

RPGs have been creating benefits for society since they were created in the late 1980’s and have continued to help our mental and physical health, help create culture, and even help our social skills, moral development, and problem solving skills. RPGs discourage violent behavior by creating negative consequences to it in the games and actually encourage social behavior by giving gamers the opportunity to talk, play, and interact with people from other cultures and societies. Violent behavior arising from the first-person shooters is now being prevented with ninety percent of the retailers enforcing carding towards minors as well as causing the parents to become more involved in deciding which games are best for their children. Role-playing games have become an art form in our society and are helping people express themselves through their imagery. Not only this, but the story-line, character development, and gameplay of RPGs are helping us process information faster and more efficiently as well as helping us think in a more complex manner. With all of these positives, it’s hard to believe that society hasn’t made the playing of Role-playing games a requirement in schools like Seattle’s Clearwater Private School has done. Well, it’s never too late to start, so let the gaming begin!

Works Cited

Armstrong, Elizabeth. “Fellowship of the Online Gamers.” The Christian Science Monitor 15 July 2003: n.p.

Chang, Alicia. “Researchers Find Benefits to Video Games.” The Seattle Times 29 May 2003: A6.

Duffy, Jill. “Lawmakers in a Tizzy Over Parents’ Responsibility.” Game Developer Jun/Jul 2004: 8.

Herzfeld, Noreen. “Video Shootout.” The Christian Century 4 May 2004: 22.

Pham, Alex. “Action Morphs Into Art.” Los Angeles Times 26 March 2004: n.p.

Quittner, Joshua. “Are Video Gamer Really So Bad?” Time 10 May 1999: 50-59.

Schelzig, Erik. “Identity and Ethics Are Just Another Part of the Game Online.” The Washington Post 30 June 2000: E.13.

Snider, Mike. “Big-selling War Games May Carry Bigger Cost.” USA Today 10 June 2004: D.08.

Totilo, Stephen. “Letting Gamers Play God, and Now Themselves.” New York Times 2 Sep. 2004: G.1.

“Video Games May Lead to Better Health Through New NASA Technology.” National Aeronautics and Space Administration 10 Aug. 2000: n.p.

Wadhams, Nick. “Violent Games Under Attack.” Chicago Sun – Times 5 July 2005: 47.

Westneat, Danny. “The Latest in Learning.” The Seattle Times 12 Nov. 2004: B.1.




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