Everyone feels trapped. Helpless. We have a problem, and it’s a trolley problem. We are on rails, and the scope of our choices sharply constrained. There is no preventing the harm, only, perhaps, reducing it.

In the face of impending disaster, the scope of the world shrinks. When the tiger is chasing us, there is no east or west, just a one-dimensional measure: Away from or towards. Like an action hero escaping a rolling boulder, the idea of dodging to the side never enters our minds: We must move as quickly as possible away from the threat, even if it dooms us.

We wake up. We eat breakfast. Go to work, go to the movies, go to sleep, and follow the tracks laid out, and the scarier it is the more unthinkable it becomes to change the routine. Even if our routine is part of the threat, we cling to it because it is also the only thing we can rely upon. Trapped in a prison, we reinforce its walls to try to feel safer.

Violence blooms. When you believe your life exists on a single axis, that your worth is measured by your impact and that the only tool you have to create an impact is your violence, it becomes startlingly easy to justify unthinkable atrocity to yourself. It is only expected that someone will do something drastic when they feel trapped – and the more horrible things we do to each other the more trapped we feel by one another, and each act of violence acts catalyst to the next.

What role does art have in this world? What role do games have in it? Violence has always been a huge part of American art. We see the world in terms of violence – the real, physical, undeniable kind, because the tacit violences of oppression and denial are invisible and unacknowledged by us. Crime is violence. Justice is violence. Violence is understood as the alpha and omega, the cause and solution of all of our problems. When presented with a time machine and the horrors of the holocaust, the question we come up with is whether you should go back in time to murder baby Hitler. This probably wouldn’t solve the problem and it would be murdering a baby, but this is the calculus of our morality, atrocity vs atrocity. This has become extremely normal. We export it worldwide.

There is no reason to believe that this is a necessary intrinsic trait of art. It’s just how things are now.

Traditional narrative art, novels and movies and so forth, frequently feature violence – but, because they are singular narratives, it’s easy for us to assume that this violence is just a point of drama and interest in the context of an otherwise full world, with love and science and food and all that other good stuff that we like to spend time on. Games, though… are odd. Violent games aren’t just a portrayal of a violent anomaly in a normal world, they are portrayals of violent worlds, worlds where the only way to interact is through attacking and killing. You are on a track. Your only problem is a trolley problem: What path will you take, and what will the final body count be?

Narrative art, in each case, tells just one story, but implies the existence of many diverse others within its unseen world. Games, by necessity, have to collapse the possibilities of their world into near-nothingness, just so their inevitable bloody endings will make sense. This tendency is, if anything, made worse by the advent of “open-world” games – games which pretend to a living and breathing verisimilitude while presenting a paucity of genuine options. “You can do anything” they quietly promise – and, as long as the only thing you want to do is race cars and shoot people, you might never know the difference.

Obvious lies are not ineffective lies, and are still easily believed by those with motivation to believe them. They tell us we can do anything. They tell us this world exists beyond the boundaries of violence, and then give us only the tools of violence with which to explore it – and, in this way, these games truly are simulations of America: A country that believes it still must arm good guys in order to kill bad guys, a country that believes it is the sole role of a man to stand up and fight for what he believe in no matter what it might be, a country that believes that choosing the hard choice to sacrifice human life for the ‘greater good’ is just and admirable. A country with an entire toolbox but that never lays down its hammer, and sees human lives only as nails.

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