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What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

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Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#11
I was once part of a project where we were porting "MK:Deadly Alliance" to mobile platform. Every time when I saw heads being ripped-off or likes during unit and integration testing I use to think "People(lot of young people) will be playing this?" I am not a gamer and have not directly worked in gaming industry, so this could be just me I think.

Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#12
post #11

I was once part of a project where we were porting "MK:Deadly Alliance" to mobile platform. Every time when I saw heads being ripped-off or likes during unit and integration testing I use to think "People(lot of young people) will be playing this?" I am not a gamer and have not directly worked in gaming industry, so this could be just me I think.

Growing up playing these kinda games, you kinda just normalize it. I came out normal.

Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#13

Had a really hard time watching that trailer. Makes me question if the developers have researched what level of gore their audience finds acceptable in an age of near photo realistic gaming.

What is photorealistic changes every decade. Doom used to be photorealistic, then Unreal, then Crysis, now modern games are photorealistic. And yet they don't look realistic at all.

Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#14

Had a really hard time watching that trailer. Makes me question if the developers have researched what level of gore their audience finds acceptable in an age of near photo realistic gaming.

Your comment made me watch the trailer, though I don't like MK games. The gore is so unrealistic (there's like, 1/50th that amount of blood in the whole human body!) that it didn't bother me. The closest thing it reminds me of is Kill Bill.

Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#15
post #12
post #11

I was once part of a project where we were porting "MK:Deadly Alliance" to mobile platform. Every time when I saw heads being ripped-off or likes during unit and integration testing I use to think "People(lot of young people) will be playing this?" I am not a gamer and have not directly worked in gaming industry, so this could be just me I think.

Growing up playing these kinda games, you kinda just normalize it. I came out normal.

I think "coming out normal" is hard to judge without a comparative version.

I grew up with these games, too, but if you have internally normalized that which is inherently abnormal, it may manifest in subtle ways.

Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#16
post #15
post #12

Earlier quoted context omitted.

Growing up playing these kinda games, you kinda just normalize it. I came out normal.

I think "coming out normal" is hard to judge without a comparative version. I grew up with these games, too, but if you have internally normalized that which is inherently abnormal, it may manifest in subtle ways.

This argument could be made for anything, not just games.

Re: What It's Like to Work on Ultra-Violent Games Like Mortal Kombat

#18
post #15

Earlier quoted context omitted.

I think "coming out normal" is hard to judge without a comparative version. I grew up with these games, too, but if you have internally normalized that which is inherently abnormal, it may manifest in subtle ways.

This argument could be made for anything, not just games.

I don't disagree.
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