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The Game Boy: Mind Games

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Videogames have taken us everywhere. Space, the Wild West, the Oregon Trail, the future, heaven, hell, purgatory (Ever played Big Rigs? Yeah), World War II, the apocalypse, the post-apocalypse, and World War II again. You name it, and gamers have probably been there, done that, and gone to Hot Topic to pick up the T-shirt.  So, what’s left? Where are we to boldly go without even a walkthrough to guide us? Well, if you’re I’m asking me, I’d say we should forget the rest of our well-trod universe and try picking our own brains. Yep, it’s time for a bit of good old-fashioned psychology.

At this point, I imagine many of you are remembering simpler times, when tales of Rorschach inkblot tests, salivating dogs, and men who loved their mothers lulled you to sleep in your public educational institution of choice. And a few of you might be thinking of Psychonauts – to which I say “good!” We’ll get to that in a little while.

Anyway, games obviously aren’t the domain of stuffy old guys with fancy degrees and fancier couches. However, that doesn’t mean some of the more universal psychological themes can’t find their way into videogames. Case in point: Batman: Arkham Asylum.

While Arkham may be known foremost as the only Gotham prison less effective than a wet paper bag, it is – in actuality – more of a correctional institution than anything else. The game, then, portrays Arkham’s staff members as hard-working ladies and gents who are trying their darndest to crack classic nutcases like the Joker, the Riddler, Scarecrow, and Killer Croc. The player, as Batman, stumbles upon evidence of these correctional interactions in the form of taped interviews focusing on different villains.

That’s not the whole of it, though. As you comb Arkham’s corridors, the facility’s PA system advertises its world-class treatment programs, and practically begs you to visit its website. This cynical, money motivated attitude, coupled with Arkham’s clear focus on treating Gotham’s nastiest villains, would seem to cast a negative light on both people with psychological disorders and the practice of psychology as a whole. Honestly, though, I don’t think that’s the case.

Sure, the game’s not full of posters declaring that “Psychology is the best science ever” and “Maslow’s Hierarchy of Needs is totally rad!” or anything, but really, it’s an asylum for the craziest crooks in all of comic-dom. Arkham Asylum is incredibly constrained in that respect, if only because its treatments have to fail in order to keep the Batman franchise’s villains interesting. “The Joker Opens a Legitimate Business,” unfortunately, doesn’t make for compelling reading.
 
Beyond that, though, I think the main problem with Arkham Asylum’s portrayal of psychology is all in its approach. It’s set in a madhouse. Cool, but that’s the full extent of it. Games, in my opinion, can do better. And some of them have. Where Batman gets a nice participation ribbon for setting its events in an asylum, games like Psychonauts, Killer 7, and Flipside take things a few significant steps further.

COMMENTS
avatarWhy does it matter?

Why does it matter if Batman portrays psychology correctly according to what people in the industry claim it is? I know this may be hard to believe, but some people actually play games to have a good time, and not for the opportunity to psycho-analyze themselves or the game.

 Incidentally, Maslow was a selfish moron who wanted to continue being selfish and therefore came up with his "Heirarchy of Needs." The guy argued that people are basically good, and sick people (mentally speaking) are the result of a sick society. Where does the sick society come from? Society is nothing more than the people that make up that society. If people are only made sick by sick societies, then there can be no sickness.

And that in a nutshell is why I (even more than the fact that I like to enjoy my games) could not care less about whether they accurately portray Psychology. It's nothing more than people trying to explain away responsibility for selfish actions.

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avatarIn this aspect, if done

In this aspect, if done right, ghost in the shell would make a very good video game.

 

 

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avatarNote "if done right". How

Note "if done right". How many licensed games are "done right"?

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avatar Just wanted to clearify,

 Just wanted to clearify, Killer 7 is available on the PC. However, I'm sure not many people knew about it, but it is there.

 

-= I don't want to be dead, I want to be alive! Or... a cowboy! =-

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avatarOh! Cool!

Really? Awesome! *installs*

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avatarHell I was just happy to see

Hell I was just happy to see that he didn't use Multiple Personality disorder and Schizophrenia interchangeably.

 

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avatar my big problem with

 my big problem with psychology in games is it often is marginlized and used as a gimic. These are serious disorders that destroy peoples lifes but in flip side its this "magical reality warping power" Batman has a better feel and use i think, psychonauts is more liek dream walking.

 

I mean how would you feel if the stare of the newest game was some hot cheick with lung cancer that somehow gives her toxic breath attacks 'cause she has lung cancer duh!'

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Coming soon to Lulu.com --Tokusatsu Heroes--
Five teenagers, one alien ghost, a robot, and the fate of the world.

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avatarA valid point, however...

This sort of zeroes-in on a problem with psychology in general. Or rather, people's perception of it. Just because something is associated with psychology doesn't mean it's necessarily a mental illness. Psychology exists to study the human mind in general. Granted, the examples I cited leaned more heavily towards illnesses and problems than anything else, so there's obviously untapped potential for videogames to use the other, lesser publicized side of psychology as well.

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avatar to be fair thoughyou

 to be fair thoughyou SPECIFLALY use biopolar disorder and Disasociative Identidy Disorder (former Multiple personality) as gameplay elements.

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Coming soon to Lulu.com --Tokusatsu Heroes--
Five teenagers, one alien ghost, a robot, and the fate of the world.

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