A close-up of a battle-worn soldier, his face filled with anguish, as chaos and devastation unfold behind him. (Spec Ops: The Line)

Why is violence such a big part of videogame culture?

What is “violence” in the first place?

What would be the benefits of opting out of violence in games?

I play videogames since I was 4 years old. The first game I remember was probably Frogger! I, of course played quite a bit of Tetris. But not quite so far after, I already played Tomb Raider.

The image is a screenshot from the classic arcade game Frogger. It shows a pixelated frog navigating a busy road filled with cars and trucks in the lower section and a river with floating logs and turtles in the upper section. The goal is to safely guide the frog to the top while avoiding obstacles. The game's score and high score are displayed in red at the top.

Don’t get me wrong, I love all these games. Not because they feature violence, but because they are great games and I have fond memories about them. My point is, I was exposed to violence in video games for practically all my life…. Probably you were too?

I’ve played thousands of games…. And I have seen my fair share of violence in them. I cannot remember how many times, games used violence, just because they can. But a game that uses violence, not as mere means to an end, but for an actual purpose, is instantly recognizable.

A first-person combat scene from BioShock, set in the dark, Art Deco city of Rapture. The player wields a weapon and an electrified plasmid power, facing an attacking Splicer in a tense, atmospheric moment.

Bioshock 1 and SpecOps: the Line (see the video thumbnail) are two prominent examples.

Those games were much more interesting in their portrail of violence. Other game, seem to always show the same. I got bored quickly.

But after studying philosophy and becoming a Game Designer, I started to wonder…. Was there maybe a hidden potential for super interesting video games, that use violence in different ways? Could you even make RPGs without violence? Or shooters? I was hooked….

So, I took this opportunity to make use of this weird mix of career choices and write a philosophical essay about the use of violence in videogames…. I mean.. the “not-use” ? Or… the use of violence, but different?

It was more tricky, than imagined. But, I came up with an interesting research thesis:

Writing this essay, did not just quench my thirst for knowledge, it also allowed me to create my very own approach to (re)design games in a non violent way!

Struggle out of violence

This is a top-down approach, where we will reverse engineer typical design goals dynamics of genres. I call them struggles. If we change those struggles and apply the filter of non-violent game mechanics, we can from there derive mechanics, that align with the new non-violent design goals. In the same way, we will be able to change obstacles, that are used to reinforce those mechanics.

For example, if we shift the struggle from survival to freedom, the mechanical focus from aiming at moving AI targets to strategically placing tools, the obstacles from demons to puzzle rooms, and the metaphor from being humanity’s last hope to a lonely girl trying to escape, we wouldn’t just create another Doom—we’d end up with Portal. And yet, the core loop of moving and shooting remains the same.

With the tools and definitions provided we can make out the design decisions that make players use violence to overcome obstacles. This way we can think of new ways and provide fresh experiences.

Outline of a possible non-violent game design concept

The image is a flowchart titled "RPG with optional violence", illustrating a game design concept where players face a dilemma between interacting peacefully or engaging in combat.

Key Elements:
Core Mechanics (Red boxes): "Resource Grind," "NPC Interaction," "Soft Skill Locks," and "Slay Monsters."
Core Experience (Purple boxes): "Dilemma" and "Consequence."
Reactions (White boxes): Various gameplay effects from player choices.
Outcomes (Blue triangles): Short-term and long-term consequences.
Flow Summary:
Players grind resources via NPC interactions or skill-based challenges.
A dilemma arises, pushing them to choose between combat or non-violent methods.
If they slay monsters, they get valuable drops and faster skill advancement (short-term gain).
However, in the long term, this makes monsters stronger, making settlements harder to defend.
The choice cycles back into the resource grind, shaping gameplay progression.
The chart is visually split between peaceful (top, blue background with a peace symbol) and violent (bottom, orange background with a skull symbol) paths, reinforcing the game's dual approach to progression.

Offering players new kinds of experience is a great game design challenge worthy of being explored in the future.


To read the full paper, click this link:
https://docs.google.com/document/d/1U6VGBF8aGE8Z8siqBtztPfH622PGjtlglormV7xBU08/edit?usp=sharing

or here on my page

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