Kotaku

Kotick, Riccitiello, Levine and More Praise Supreme Court VictoryThis morning the U.S. Supreme Court put to rest, perhaps finally, the debate over not only whether video games are protected speech, but whether they are art.


We reached out to more than half a dozen of the best game makers and publishers in the U.S. to get their reaction. Read on to read what Activision's Bobby Kotick, EA's John Riccitiello, Irrational Games' Ken Levine, Gearbox's Randy Pitchford and others have to say about the decision.



Mike Capps, president of Epic Games, developer of Gears of War
Kotick, Riccitiello, Levine and More Praise Supreme Court Victory


Today we commend the Supreme Court's landmark decision, and as always, support the right of game developers to create works of art and entertainment for people of all ages.


Epic Games applauds the Court's validation of the Entertainment Software Rating Board rating system as a successful tool that helps parents decide which video games are appropriate for their family. We advocate and abide by the ESRB ratings system, and are thankful the Court has recognized that our industry capably empowers parents to make sound decisions on what games are right for their kids.


As an independent developer, Epic is proud to be an active member of the Entertainment Software Association, especially during this historic moment in video game history. This is a pivotal achievement and sweeping win not just for large publishers but for all game makers in this country.



Vince Desi - CEO of Running With Scissors, developer of Postal
Kotick, Riccitiello, Levine and More Praise Supreme Court Victory

Thank God some of us still believe in the Constitution. Every morning I wake concerned about what new insanity have our politicians bestowed upon us. However I strongly believe that all parties from developers to parents, publishers and retailers between; must start taking responsibility for their part and stop the hypocrisy that has been the standard in our industry.



Bobby Kotick, president of Activision Blizzard, developers and publishers of Call of Duty, Tony Hawk and Guitar Hero
Kotick, Riccitiello, Levine and More Praise Supreme Court Victory


We are pleased with the ruling, which is an important affirmation of First Amendment rights and a victory against an unwarranted, selective attack on our industry. Protecting children from age inappropriate content is important and that's why we have an industry-standard ratings system that is clear and unambiguous.



Ken Levine, Creative Director, Irrational Games, developer of Bioshock and Bioshock Infinite
Kotick, Riccitiello, Levine and More Praise Supreme Court Victory

I would love to read through the entire decision before writing this, but Kotaku has asked for our immediate responses. So let me just quote this from the first page of the decision:


"Video games qualify for First Amendment protection. Like protected books, plays, and movies, they communicate ideas through familiar literary devices and features distinctive to the medium."


This was a terrible law to begin with. It could have effectively made ALL games M-rated games, because publishers would have been rightly nervous about "under-labeling" their titles and facing the wrath of the state (or, more precisely, states, because a California law would have no doubt spawned up to 49 deformed siblings). A cartoon plumber lands on top of an anthropomorphic mushroom and crushes it to death? Hmmm. Better label it "M".


This in turn would have discouraged the industry developing content for non-adults. Why bother, if you're just going to have to label it in a way which means it can't be sold to them? This would have the net effect of the industry under-serving children.


All of our freedoms derive from the right to express ourselves. The wonderful thing about speech is that is both powerless and omnipotent. The Emancipation Proclamation and Das Kapital are both simple collections of words. One led to the freeing of an entire race of people in one country. The other led to the effective enslavement of a population under a brutal dictator. But who has the vision to see where these collection of words lead? The greatness of the American experiment derives from the humility of the First Amendment. Why am I a better judge of where these collections of words lead than you are? I am not. Therefore, the law remains silent on them and lets the words take us where they will.


Today, the Court brought the medium we love fully into that circle of freedom. And we move forward empowered, but also with a sense of responsibility that words have meaning. So we as creators will choose our words with respect, understanding their power. But no law will have the authority to choose them for us.



Randy Pitchford - President of Gearbox Software, developer of Duke Nukem Forever and Borderlands.
Kotick, Riccitiello, Levine and More Praise Supreme Court Victory


The decision today is obviously a landmark for our medium. The very decisive ruling did not merely restrict itself to offering a decision on the question of the day, but definitively proclaimed video games to be protected speech.


The court also went on record with the conclusion that California could not pass strict scrutiny of its claims that there is a causal connection between violence in video games and behavior in children. Of course, we video gamers already know this to be true because we feel confident in our individual and collective moral compass regardless of nature of the entertainment content we have exposed ourselves to or have been exposed to both as children and as adults. But the ruling by our highest court is significant because it further helps to lay to rest attempts to erroneously convince non-gamers that our medium can affect behavior. Nevermore can anyone make such an argument and cite any studies prior to this day without having their argument be crushed with the simple fact that the Supreme Court of the United States of America had looked at the evidence and had said definitively that "California's claim that ‘interactive' video games present special problems, in that the player participates in the violent action on screen and determines its outcome, is unpersuasive."


I'm sure there are people (the kind who fear new things) that will continue to attempt to make their arguments against our medium, but if we put aside the expected behavior of zealots and extremists, I think it's fair to expect that today's decision also serves to put the nail in the coffin of the argument that video games are harmful. It will take time, of course, before the argument's coffin can be set to the ground and covered in dirt, but the time will come.


Aside from the decision itself, one of the key points that struck me is the court's clear regard for video games as expression – further serving, perhaps, to help non-gamers, cynics and those associated with other mediums who wish to keep the designation narrow understand better and finally accept that our medium is, in fact, art. Over and over throughout the Opinion of the Court is language and discussion that classifies video games in the same way that literature, music and motion pictures are classified. Even the dissenting opinion confirmed video games as speech – using instead what it interpreted the founders to believe regarding the differences between adult and children's rights to defend its opposing view.


The Supreme Court of the United States of America has decided that video games are art. Perhaps that debate can now rest beside the other in the coffin.


My favorite sentence in the ruling is where Justice Scalia wrote, "Under our Constitution, "esthetic and moral judgments about art and literature … are for the individual to make, not for the Government to decree, even with the mandate or approval of a majority. United States v. Playboy Entertainment Group, Inc., 529 U.S. 803, 818 (2000).


Later in the ruling, I was happy to see our Court's specific recognition of the existence and high performance record of our existing, self-regulated ratings system as a factor of their decision. Responsible industry earns the liberty to be self-regulated – THIS is a very important message that our Court wanted to make clear and a valuable lesson that other less responsible industry should note.


All in all, it is truly a landmark decision.


Given the nature of the arguments regarding sex and violence in video games, I cannot help but think about the case in light of the recent launch of Duke Nukem Forever.


In our current information age, where we have seen 2 girls, 1 cup and Goatse and where we all have magical, digital windows that are connected to an infinite universe of uncountable volumes of porn and violence and obscene material of disgust and horror, I imagine most of us expect that we can no longer see or hear anything that truly shocks us.


Yet here exists, on the eve of the Court's most important decision in the history of our industry, a video game that, somehow, has managed to shock people. And not just grandparents and culturally secluded people, but those people who are most connected to our digital world and the information that is shared and contained within it.


"I was shocked that I had found myself repeatedly, well, a little shocked." – Luke Plunkett, on playing Duke Nukem Forever.


So I cannot help but wonder: Would the Supreme Court have ruled differently had they played Duke Nukem Forever?


Likely, no.


Scalia writes, "it does arouse the reader's ire, and the reader's desire to put an end to this horrible message." But counters, "disgust is not a valid basis for restricting expression."


So, today, to celebrate this landmark decision, I'm going to be playing Duke Nukem Forever.



Ted Price, president of Insomniac Games, developers of Ratchet & Clank and Resistance
Kotick, Riccitiello, Levine and More Praise Supreme Court Victory

Today is a great day for the videogame industry. The U.S. Supreme Court has affirmed what we've known all along – that videogames deserve the same protection under the First Amendment as any other form of entertainment. But what does this really mean to those of us who make games for a living? It means that we won't have to self-censor because a store owner could be fined for selling one of our games to a minor. It means that we won't have to try to predict how a legislative body interprets ambiguous "rules" regarding game content. But most important it means we can continue freely expressing ourselves in one of the most vibrant and culturally relevant artistic mediums in existence.


Today is a great day for parents. Parents can continue to look to the ESRB ratings for a clear explanation of what a game contains instead of having to deal with multiple rating systems. And better, parents can continue to make their own choices about what their kids play without government interference.


Best of all, today is a great day for gamers. Developers will continue doing what they do best – creating amazing experiences for players without fear that the content of their games will be treated differently than film, books or television. As a gamers this means that we get to keep enjoying unique worlds, characters and experiences we just can't find anywhere else.


Personally I belong to all three groups. I'm very fortunate to work with many extremely talented and creative people developing games at Insomniac Games. I'm a father to four great kids – all gamers. And I'm a lifelong gamer myself. So this decision means a lot to me for many reasons.


Thank you to the U.S. Supreme Court for a dose of sanity in a sometimes crazy world.



John Riccitiello, CEO of Electronic Arts, developers of Battlefield, Madden and Mass Effect
Kotick, Riccitiello, Levine and More Praise Supreme Court Victory

Everybody wins on this decision – the Court has affirmed the Constitutional rights of game developers; adults keep the right to decide what's appropriate in their houses; and store owners can sell games without fear of criminal prosecution.


Throughout American history, every new creative medium has to fight to establish its rights. Like books and film, videogames have had to face down censors and stand up for creative freedom.


This was a long, hard, expensive fight, but it pulled together the developers, publishers and fans into a powerful political coalition. There will be other censors, other challenges. But now we've got an army in the field to stand up for the rights of game developers and players.


Crysis 2

Don't know your parallax occlusion mapping from your custom shape based bokeh depth of field effects? Don't worry about it! Crytek, maker of Crysis 2, illustrates what new tessellation and displacement mapping technology, part of the game's new "Ultra Upgrade" pack, means for you, PC gamer.


The free DirectX 11 upgrade for Crysis 2—with a few improvements for DirectX 9 too—is now available for download from Crytek, alongside a high res texture pack that will put further hurt on your Windows machine. More details at the official Crysis web site, but if you'd prefer to look at pretty pictures while getting an education on "Realistic Shadows with Variable Penumbra," click through the gallery above.


(Make sure to "Click to expand" each image for maximum Crysis 2.)


Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video
Crysis 2's Ultra Upgrade Explained In Pretty Images and Even Prettier Video


Kotaku

The verdict is out in the second federal corruption trial of former Illinois Governor (and supporter of failed anti-violent video game legislation) Rod Blagojevich. The jury found him guilty on 17 of the 18 counts. [Gawker]


Duke Nukem Forever

Duke Nukem Forever Bringing Its 'Special Pain Cake' to the Mac This SummerGamers who prefer their operating systems designed by Apple will also have a chance to take a bite of Duke Nukem Forever's "pain cake" this summer, when Aspyr brings 3D Realms, Gearbox Software and 2K Games' raunchy first-person shooter to Mac OS X this summer.


Having not yet played Duke Nukem Forever, I can't explain what a "pain cake" is or what it tastes like, Mac gamers, but it's part of the announcement released by Aspyr Media today. See?


"We are thrilled to play a part in bringing this gaming experience to the Mac," said Michael Rogers, President of Aspyr Media. "Duke Nukem Forever represents many of the best aspects of gaming: shooting aliens, saving ladies in distress, and great tag-lines. We think Mac gamers will love taking a bite of Duke's special pain cake."


The Mac version of the long in the making, critically panned Duke Nukem sequel is available for pre-order through Aspyr's Game Agent. Duke Nukem Forever for Mac will support Valve's Steam Play and Steamworks features when it hits this summer, currently sometime in August.


Kotaku

The lovely-looking 3DS remake of side-scrolling action game Cave Story has been bumped from a summer release to November 8, the same day as Modern Warfare 3. Good luck, Cave Story! Its publisher attributed the delay to: "additional game improvements."


Kotaku

Used Copies of Resident Evil: The Mercenaries 3D Will be Forever Haunted by the Last OwnerUsed Copies of Resident Evil: The Mercenaries 3D might not be worth your money because Capcom made it impossible to for anyone to erase game save date from the game card.


Capcom included a note in Resident Evil's game manual that reads: "Saved data on this software cannot be reset." Translation: Everything is permanent.


Used Copies of Resident Evil: The Mercenaries 3D Will be Forever Haunted by the Last Owner What isn't clear, is why they removed the ability to erase saves. We contacted Capcom for comment and will update this story when they respond.


Nintendo 3DS games save directly to the cartridge, so by picking up a used copy of Resident Evil: The Mercenaries 3D you're getting a copy with someone else's game save already written to it. That means that everything may already be unlocked within the game when you pick it up, leaving you without much to do except beat the previous owner's high scores.


Capcom fans have had problems with how Capcom handles their save files in the past as well. Playstation 3 versions of Street Figher IV and Resident Evil 5 as well as other games have save files that lock to the console instead of the PSN ID, leaving users with a broken console or looking to upgrade without their precious progress.


Kotaku

Buy These Five Summer of Arcade XBLA Games, Get One FreeYou could be on the receiving end of a "free" copy of co-op dungeon crawler Crimson Alliance, pictured above, Xbox 360 owners, if you go all-in on this year's "Summer of Arcade" games for Xbox Live Arcade. What's on the list?


It's a pretty good one, including graphically beautiful games like Insanely Twisted Shadow Planet and the terraforming god sim From Dust. There's one sequel, one original role-playing game and one Kinect-only Xbox Live Arcade game on the list, touchscreen game turned karate chopping experience Fruit Ninja Kinect.


If you buy all five, an investment of 5600 Microsoft Points, Microsoft will throw in Crimson Alliance—an enjoyable Diablo or Torchlight alternative—for free when that game hits on September 7. Here are the dates and details.


  • July 20 - Bastion (1200 Microsoft Points)
  • July 27 - From Dust (1200 Microsoft Points)
  • August 3 - Insanely Twisted Shadow Planet (1200 Microsoft Points)
  • August 10 - Fruit Ninja Kinect (800 Microsoft Points)
  • August 17 - Toy Soldiers: Cold War (1200 Microsoft Points)

If you don't want to buy at least one of the above, maybe you'll want to buy the giveaway game when it ships:


  • September 7 - Crimson Alliance (1200 Microsoft Points)
Kotaku

The Supreme Court's Best Arguments For and Against Violent Video GamesWhether you agree with the Supreme Court's ruling against a California law against violent video games, today, you should know that strong arguments were made on both sides.


  • Video games are just like literature?
  • America is okay with kids seeing violent entertainment?
  • Video games are meaningfully more immersive than books?
  • The Founding Fathers never intended the Freedom of Speech to apply to kids?
  • There's something wrong if it's okay to criminalize the sale of an image of a naked woman to a kid but not the sale of a game in which the kid can chop a woman's head off?

Those are among the arguments the nine Justices made today as the Court ruled 7-2 that the California law criminalizing the sale of ultra-violent games to minors was un-Constitutional.


Read highlights of all four arguments made by the court today and see where you stand.


No matter what your position is now, I think you'll be nudged out of your comfort zone by the time you've read the strongest parts of all four arguments.


The Scalia Argument

Conservative Justice Antonin Scalia, joined by Justices Ruth Bader Ginsburg, Elana Kagan, Anthony Kennedy and Sonia Sotomayor, presented the opinion of the Court. The opinion finds that games are not discernibly different from other forms of speech and deserve the same protections. This view rejects arguments that the interactivity of games affects young people in a distinct or sufficiently damaging way that requires a law to protect children from the most violent video games.


Excerpts from Scalia....


The main thrust: "We have no business passing judgment on the view of the California Legislature that violent video games (or, for that matter, any other forms of speech) corrupt the young or harm their moral development. Our task is only to say whether or not such works constitute a "well-defined and narrowly limited clas[s] of speech, the prevention and punishment of which have never been thought to raise any Constitutional problem," Chaplinsky, 315 U. S., at 571–572 (the answer plainly is no); and if not, whether the regulation of such works is justified by that high degree of necessity we have described as a compelling state interest (it is not). Even where the protection of children is the object, the constitutional limits on governmental action apply."


No American tradition of blocking kids from violent entertainment: California's argument would fare better if there were a longstanding tradition in this country of specially restricting children's access to depictions of violence, but there is none. Certainly the books we give children to read-or read to them when they are younger-contain no shortage of gore. Grimm's Fairy Tales, for example, are grim indeed. As her just deserts for trying to poison Snow White, the wicked queen is made to dance in red hot slippers "till she fell dead on the floor, a sad example of envy and jealousy."


Tawdry entertainment still deserves Free Speech protection: "Justice Alito accuses us of pronouncing that playing violent video games "is not different in ‘kind' " from reading violent literature. Well of course it is different in kind, but not in a way that causes the provision and viewing of violent video games, unlike the provision and reading of books, not to be expressive activity and hence not to enjoy First Amendment protection. Reading Dante is unquestionably more cultured and intellectually edifying than playing Mortal Kombat. But these cultural and intellectual differences are not constitutional ones. Crudely violent video games, tawdry TV shows, and cheap novels and magazines are no less forms of speech than The Divine Comedy, and restrictions upon them must survive strict scrutiny-a question to which we devote our attention in Part III, infra. Even if we can see in them "nothing of any possible value to society . . . , they are as much entitled to the protection of free speech as the best of literature."


Video games are a uniquely interactive medium: "California claims that video games present special problems because they are "interactive," in that the player participates in the violent action on screen and determines its outcome. The latter feature is nothing new: Since at least the publication of The Adventures of You: Sugarcane Island in 1969, young readers of choose-your-own adventure stories have been able to make decisions that determine the plot by following instructions about which page to turn to… As for the argument that video games enable participation in the violent action, that seems to us more a matter of degree than of kind. As Judge Posner has observed, all literature is interactive. "[T]he better it is, the more interactive. Literature when it is successful draws the reader into the story, makes him identify with the characters, invites him to judge them and quarrel with them, to experience their joys and sufferings as the reader's own."


The science doesn't show a sufficient danger: The State's evidence is not compelling. California relies primarily on the research of Dr. Craig Anderson and a few other research psychologists whose studies purport to show a connection between exposure to violent video games and harmful effects on children. These studies have been rejected by every court to consider them, and with good reason: They do not prove that violent video games cause minors to act aggressively (which would at least be a beginning). Instead, '[n]early all of the research is based on correlation, not evidence of causation, and most of the studies suffer from significant, admitted flaws in methodology.' [Video Software Dealers Assn. 556 F. 3d, at 964.] They show at best some correlation between exposure to violent entertainment and minuscule real-world effects, such as children's feeling more aggressive or making louder noises in the few minutes after playing a violent game than after playing a non-violent game." ... AND... One study, for example, found that children who had just finished playing violent video games were more likely to fill in the blank letter in "explo_e" with a "d" (so that it reads "explode") than with an "r" ("explore"). App. 496, 506 (internal quotation marks omitted). The prevention of this phenomenon, which might have been anticipated with common sense, is not a compelling state interest.


Games can't be that dangerous if parents can buy them for kids: "The Act is also seriously underinclusive in another respect-and a respect that renders irrelevant the contentions of the concurrence and the dissents that video games are qualitatively different from other portrayals of violence. The California Legislature is perfectly willing to leave this dangerous, mind-altering material in the hands of children so long as one parent (or even an aunt or uncle) says it's OK. And there are not even any requirements as to how this parental or avuncular relationship is to be verified; apparently the child's or putative parent's, aunt's, or uncle's say-so suffices. That is not how one addresses a serious social problem."


The gaming industry's ratings, administered by the ESRB, are sufficient: " This system does much to ensure that minors cannot purchase seriously violent games on their own, and that parents who care about the matter can readily evaluate the games their children bring home. Filling the remaining modest gap in concerned-parents' control can hardly be a compelling state interest."


The State doesn't know what parents disapprove of: "While some of the legislation's effect may indeed be in support of what some parents of the restricted children actually want, its entire effect is only in support of what the State thinks parents ought to want. This is not the narrow tailoring to "assisting parents" that restriction of First Amendment rights require."



The Alito Argument

Justice Samuel Alito was joined by Chief Justice John Roberts in a concurring opinion. The Justices ruled for the gaming industry, but for different reasons. Writing for himself and Roberts, Alito is alarmed by the subject matter in video games. He doesn't believe that games are no more immersive or potentially harmful to kids than books and other forms of protected speech. He sees games as a special case, presenting special potential dangers to kids. His main objection to California is simply that its law was too vague.


Excerpts from Alito....


The main problem with the Court's/Scalia's opinion is that it underestimate gaming's unique ability to affect its audience, be they kids or adults: "We should not jump to the conclusion that new technology is fundamentally the same as some older thing with which we are familiar. And we should not hastily dismiss the judgment of legislators, who may be in a better position than we are to assess the implications of new technology. The opinion of the Court exhibits none of this caution.


The main problem with California's law is that it is too vague: "The broad ground adopted by the Court and the narrower ground that the law's definition of "violent video game," see Cal. Civ. Code Ann. §1746(d)(1)(A) (West 2009), is impermissibly vague." ... contrasting it to the SCOTUS-approved "Miller Test" for obscenity (a test also used to define which non-obscene but pornographic content which can be illegal to sell to minors).... "By contrast, the threshold requirement of the California law does not perform the narrowing function served by the limitation in Miller. At least when Miller was decided, depictions of "hard core" sexual conduct were not a common feature of mainstream entertainment. But nothing similar can be said about much of the conduct covered by the California law. It provides that a video game cannot qualify as "violent" unless "the range of options available to a player includes killing, maiming, dismembering, or sexually assaulting an image of a human being." §1746(d)(1). For better or worse, our society has long regarded many depictions of killing and maiming as suitable features of popular entertainment, including entertainment that is widely available to minors. The California law's threshold requirement would more closely resemble the limitation in Miller if it targeted a narrower class of graphic depiction."


The ESRB ratings have offered sufficient protection to kids only while the threat of legal protection loomed: "Citing the video-game industry's voluntary rating system, the Court argues that the California law does not "meet a substantial need of parents who wish to restrict their children's access to violent video games but cannot do so." Ante, at 15. The Court does not mention the fact that the industry adopted this system in response to the threat of federal regulation, Brief for Activision Blizzard, Inc., as Amicus Curiae 7–10, a threat that the Court's opinion may now be seen as largely eliminating. Nor does the Court acknowledge that compliance with this system at the time of the enactment of the California law left much to be desired6-or that future enforcement may decline if the video-game industry perceives that any threat of government regulation has vanished."


Video games are, well, a bit messed up and as technologically progresses may need to be treated differently than books: "Today's most advanced video games create realistic alternative worlds in which millions of players immerse themselves for hours on end. These games feature visual imagery and sounds that are strikingly realistic, and in the near future video-game graphics may be virtually indistinguishable from actual video footage. Many of the games already on the market can produce high definition images, and it is predicted that it will not be long before video-game images will be seen in three dimensions. It is also forecast that video games will soon provide sensory feedback... Some amici who support respondents [people who sided with the gaming industry] foresee the day when "‘virtual reality shoot-‘em-ups'" will allow children to " ‘actually feel the splatting blood from the blown-off head' " of a victim... While the action in older games was often directed with buttons or a joystick, players dictate the action in newer games by engaging in the same motions that they desire a character in the game to perform. For example, a player who wants a video-game character to swing a baseball bat-either to hit a ball or smash a skull-could bring that about about by simulating the motion of actually swinging a bat... These present-day and emerging characteristics of video games must be considered together with characteristics of the violent games that have already been marketed. In some of these games, the violence is astounding. Victims by the dozens are killed with every imaginable implement, including machine guns, shotguns, clubs, hammers, axes, swords, and chainsaws. Victims are dismembered, decapitated, disemboweled, set on fire, and chopped into little pieces. They cry out in agony and beg for mercy. Blood gushes, splatters, and pools. Severed body parts and gobs of human remains are graphically shown. In some games, points are awarded based, not only on the number of victims killed, but on the killing technique employed."


Thus, video games aren't necessarily just another form of literature: "Think of a person who reads the passage in Crime and Punishment in which Raskolnikov kills the old pawn broker with an axe. Compare that reader with a video-game player who creates an avatar that bears his own image; who sees a realistic image of the victim and the scene of the killing in high definition and in three dimensions; who is forced to decide whether or not to kill the victim and decides to do so; who then pretends to grasp an axe, to raise it above the head of the victim, and then to bring it down; who hears the thud of the axe hitting her head and her cry of pain; who sees her split skull and feels the sensation of blood on his face and hands. For most people, the two experiences will not be the same."


So maybe video games might need a law that protects kids... maybe: " I would hold only that the particular law at issue here fails to provide the clear notice that the Constitution requires. I would not squelch legislative efforts to deal with what is perceived by some to be a significant and developing social problem. If differently framed statutes are enacted by the States or by the Federal Government, we can consider the constitutionality of those laws when cases challenging them are presented to us."



The Thomas Argument

In one of two dissenting opinions, Justice Clarence Thomas almost completely avoids a discussion of video games, instead focusing on whether the First Amendment applies to children. He believes that it does not and cites myriad historical examples to argue that the Founding Fathers of the United States believed that parents had a right and duty to regulate the speech of their children as well as their children's access to speech. He therefore does not see as a violation of the Freedom of Speech this California law that would block kids from getting violent video games without a parent's involvement.


Excerpts from Thomas....


The main thrust: "The Court's decision today does not comport with the original public understanding of the First Amendment. The majority strikes down, as facially unconstitutional, a state law that prohibits the direct sale or rental of certain video games to minors because the law "abridg[es] the freedom of speech." U. S. Const., Amdt. 1. But I do not think the First Amendment stretches that far. The practices and beliefs of the founding generation establish that "the freedom of speech," as originally understood, does not include a right to speak to minors (or a right of minors to access speech) without going through the minors' parents or guardians. I would hold that the law at issue is not facially unconstitutional under the First Amendment, and reverse and remand for further proceedings."


The First Amendment isn't for kids: "In my view, the "practices and beliefs held by the Founders" reveal another category of excluded speech: speech to minor children bypassing their parents. McIntyre, supra, at 360. The historical evidence shows that the founding generation believed parents had absolute authority over their minor children and expected parents to use that authority to direct the proper development of their children. It would be absurd to suggest that such a society understood "the freedom of speech" to include a right to speak to minors (or a corresponding right of minors to access speech) without going through the minors' parents."


The Puritans thought parents should control kids' speech: "Part of the father's absolute power was the right and duty 'to fill his children's minds with knowledge and . . . make them apply their knowledge in right action.' E. Morgan, The Puritan Family 97 (rev. ed. 1966) (hereinafter Morgan). Puritans thought children were "innately sinful and that parents' primary task was to suppress their children's natural depravity." S. Mintz & S. Kellogg, Domestic Revolutions 2 (1988) (hereinafter Mintz & Kellogg); see also B. Wadsworth, The Well-Ordered Family 55 (1712) ('Children should not be left to themselves . . . to do as they please; . . . not being fit to govern themselves"); C. Mather, A Family Well-Ordered 38 (1699). Accordingly, parents were not to let their children read "vain Books, profane Ballads, and filthy Songs' or 'fond and amorous Romances, . . . fabulous Histories of Giants, the bombast Achievements of Knight Errantry, and the like.' The History of Genesis, pp. vi–vii (3d ed. corrected 1708)."


Pre-Revolutionary parents also had authority over their kids' access to speech: "In the decades leading up to and following the Revolution, attitudes towards children changed. See, e.g., J. Reinier, From Virtue to Character: American Childhood, 1775–1850, p. 1 (1996) (hereinafter Reinier). Children came to be seen less as innately sinful and more as blank slates requiring careful and deliberate development. But the same overarching principles remained. Parents continued to have both the right and duty to ensure the proper development of their children. They exercised significant authority over their children, including control over the books that children read. And laws at the time continued to reflect strong support for parental authority and the sense that children were not fit to govern themselves."


Eventually even Thomas Jefferson knew that parents should have total moral authority over their children: "This conception of parental rights and duties was exemplified by Thomas Jefferson's approach to raising children. He wrote letters to his daughters constantly and often gave specific instructions about what the children should do. See, e.g., Letter to Martha Jefferson (Nov. 28, 1783), in S. Randolph, The Domestic Life of Thomas Jefferson 44 (1939) (dictating her daily schedule of music, dancing, drawing, and studying); Letter to Martha Jefferson (Dec. 22, 1783), in id., at 45–46 ('I do not wish you to be gaily clothed at this time of life . . . . [A]bove all things and at all times let your clothes be neat, whole, and properly put on'). Jefferson expected his daughter, Martha, to write "by every post" and instructed her, "Inform me what books you read [and] what tunes you learn." Letter (Nov. 28, 1783), in id., at 44. He took the same approach with his nephew, Peter Carr, after Carr's father died. See Letter (Aug. 19, 1785), in 8 The Papers of Thomas Jefferson 405–408 (J. Boyd ed. 1953) (detailing a course of reading and exercise, and asking for monthly progress reports describing 'in what manner you employ every hour in the day'); see also 3 Dictionary of Virginia Biography 29 (2006). Jefferson's rigorous management of his charges was not uncommon. '[M]uch evidence indicates that mothers and fathers both believed in giving their children a strict upbringing, enforcing obedience to their commands and stressing continued subjection to the parental will.' Norton 96"


And thus, at the time the Constitution was written, of course Free Speech didn't apply to children... "The history clearly shows a founding generation that believed parents to have complete authority over their minor children and expected parents to direct the development of those children. The Puritan tradition in New England laid the foundation of American parental authority and duty. See MacDonald 6 ('The Puritans are virtually the inventors of the family as we know it today'). In the decades leading up to and following the Revolution, the conception of the child's mind evolved but the duty and authority of parents remained. Indeed, society paid closer attention to potential influences on children than before. See Mintz 72 ('By weakening earlier forms of patriarchal authority, the Revolution enhanced the importance of childrearing and education in ensuring social stability'). Teachers and schools came under scrutiny, and children's reading material was carefully supervised. Laws reflected these concerns and often supported parental authority with the coercive power of the state."


Back to the present, since the California law involves kids' access to speech, it doesn't violate the First Amendment: "All that the law does is prohibit the direct sale or rental of a violent video game to a minor by someone other than the minor's parent, grandparent, aunt, uncle, or legal guardian. Where a minor has a parent or guardian, as is usually true, the law does not prevent that minor from obtaining a violent video game with his parent's or guardian's help. In the typical case, the only speech affected is speech that bypasses a minor's parent or guardian. Because such speech does not fall within "the freedom of speech" as originally understood, California's law does not ordinarily implicate the First Amendment and is not facially unconstitutional."



The Breyer Argument

Justice Stephen Breyer was the other dissenter, though he disagreed with the Court's opinions for reasons not at all similar to Thomas. He believes the California law is fine. It is specific enough, he says, and it is necessary, given the potency of video games and the lack of non-governmental ways to help parents keep ultra-violent games from kids.


Excerpts from Breyer....


The California law is no more vague than the court-supported "Miller Test," which was used to allow New York State to criminalize the sale of some sexual content to kids: "Comparing the language of California's statute (set forth supra, at 1–2) with the language of New York's statute (set forth immediately above), it is difficult to find any vagueness-related difference. Why are the words 'kill,' 'maim,' and 'dismember' any more difficult to understand than the word 'nudity?' Justice Alito objects that these words do 'not perform the narrowing function' that this Court has required in adult obscenity cases, where statutes can only cover' "hard core"' depictions. Ante, at 6 (opinion concurring in judgment). But the relevant comparison is not to adult obscenity cases but to Ginsberg, [a Supreme Court case in which the Court ruled that the State of New York could criminalize the sale of pornographic magazines to kids] which dealt with 'nudity,' a category no more 'narrow' than killing and maiming. And in any event, narrowness and vagueness do not necessarily have any­ thing to do with one another. All that is required for vagueness purposes is that the terms 'kill,' 'maim,' and 'dismember' give fair notice as to what they cover, which they do."


California could easily have specified specific violent content, or even based their law on the ESRB ratings, so the vagueness complaint is invalid: "It will often be easy to pick out cases at which California's statute directly aims, involving, say, a character who shoots out a police officer's knee, douses him with Cite as: 564 U. S. ____ (2011) 7 BREYER, J., dissenting gasoline, lights him on fire, urinates on his burning body, and finally kills him with a gunshot to the head. (Footage of one such game sequence has been submitted in the record.) See also ante, at 14–15 (ALITO, J., concurring in judgment). As in Miller and Ginsberg, the California law clearly protects even the most violent games that possess serious literary, artistic, political, or scientific value. §1746(d)(1)(A)(iii). And it is easier here than in Miller or Ginsberg to separate the sheep from the goats at the statute's border. That is because here the industry itself has promulgated standards and created a review process, in which adults who "typically have experience with children" assess what games are inappropriate for minors. See Entertainment Software Rating Board, Rating Process, online at http://www.esrb.org/ratings/&ratings_process.jsp (all Internet materials as visited June 24, 2011, and available in Clerk of Court's case file).


There was violence and sex in classic entertainment, but that doesn't mean modern communities aren't alarmed by what kids should have access to, be it violent or sexual content: "The Court relied on 'community standards' in Miller precisely because of the difficulty of articulating "accepted norms" about depictions of sex. I can find no difference-historical or otherwise-that is relevant to the vagueness question. Indeed, the majority's examples of literary descriptions of violence, on which Justice Alito relies, do not show anything relevant at all. After all, one can find in literature as many (if not more) descriptions of physical love as descriptions of violence. Indeed, sex "has been a theme in art and literature 535 U. S. 234, 246 (2002). For every Homer, there is a Titian. For every Dante, there is an Ovid. And for all the teenagers who have read the original versions of Grimm's Fairy Tales, I suspect there are those who know the story of Lady Godiva."


Even the video game industry doesn't think kids should buy certain games, so why not the government? "California's law imposes no more than a modest restriction on expression. The statute prevents no one from playing a video game, it prevents no adult from buying a video game, and it prevents no child or adolescent from obtaining a game provided a parent is willing to help. §1746.1(c). All it prevents is a child or adolescent from buying, without a parent's assistance, a gruesomely vio­lent video game of a kind that the industry itself tells us it wants to keep out of the hands of those under the age of 17."


And if you think games are like books, well, that's just not right. This law would not have affected books, movies and the rest. "The statute, if upheld, [is not] likely to create a precedent that would adversely affect other media, say films, or videos, or books. A typical video game involves a significant amount of physical activity. See ante, at 13–14 (ALITO, J., concurring in judgment) (citing examples of the increasing interactivity of video game controllers). And pushing buttons that achieve an interactive, virtual form of target practice (using images of human beings as tar­gets), while containing an expressive component, is not just like watching a typical movie."


If you happen to believe games can teach, as the Army does, then surely the State should be worried about bad things games might teach: "California argues that when the teaching features of video games are put to less desirable ends, harm can ensue. In particular, extremely violent games can harm children by rewarding them for being violently aggressive in play, and thereby often teaching them to be violently aggressive in life. And video games can cause more harm in this respect than can typically passive media, such as books or films or television programs."


This is the government's business: "The interest that California advances in support of the statute is compelling. As this Court has previously de­scribed that interest, it consists of both (1) the 'basic' parental claim "to authority in their own household to direct the rearing of their children," which makes it proper to enact 'laws designed to aid discharge of [parental] responsibility,' and (2) the State's 'independent interest in the well-being of its youth.'"


(If you thought the industry's parental controls were sufficient, you were wrong): "The industry also argues for an alternative technological solution, namely 'filtering at the console level.' Brief for Respondents 53. But it takes only a quick search of the Internet to find guides explaining how to circumvent any such technological controls. YouTube viewers, for example, have watched one of those guides (called "How to bypass parental controls on the Xbox 360") more than 47,000 times. See http://www.youtube.com/watch?v=
CFlVfVmvN6k
.


There is a possible double-standard in the Court's ruling, one that says sex is bad but violence is okay, when it comes to protecting kids' access to extreme entertainment: The majority's different conclusion creates a serious anomaly in First Amendment law. [The] Ginsberg [case] makes clear that a State can prohibit the sale to minors of depictions of nudity; today the Court makes clear that a State cannot prohibit the sale to minors of the most vio­lent interactive video games. But what sense does it make to forbid selling to a 13-year-old boy a magazine with an image of a nude woman, while protecting a sale to that 13­ year-old of an interactive video game in which he actively, but virtually, binds and gags the woman, then tortures and kills her? What kind of First Amendment would permit the government to protect children by restricting sales of that extremely violent video game only when the woman-bound, gagged, tortured, and killed-is also topless? This anomaly is not compelled by the First Amendment. It disappears once one recognizes that extreme violence, where interactive, and without literary, artistic, or similar justification, can prove at least as, if not more, harmful to children as photographs of nudity. And the record here is more than adequate to support such a view. That is why I believe that Ginsberg controls the outcome here a fortiori. And it is why I believe California's law is constitutional on its face.


"This case is ultimately less about censorship than it is about education. Our Constitution cannot succeed in securing the liberties it seeks to protect unless we can raise future generations committed cooperatively to mak­ing our system of government work. Education, however, is about choices. Sometimes, children need to learn by making choices for themselves. Other times, choices are made for children-by their parents, by their teachers, and by the people acting democratically through their governments. In my view, the First Amendment does not disable government from helping parents make such a choice here-a choice not to have their children buy ex­tremely violent, interactive video games, which they more than reasonably fear pose only the risk of harm to those children."



Well, readers, you've seen four arguments? Who was the most persuasive?


[Read the full 7-2 decision from which the above was excertped - PDF link.]


Call of Duty®: Black Ops

Pungee stick grenades, exploding wind-up monkeys all set to a catchy tune!


While I doubt The Kingston Trio will be singing when you play the Shangri-La map in Call of Duty: Black Ops' upcoming download map pack, everything else will be in there.


The pack, along with a clutch of multiplayer maps, hit Xbox Live on June 28. No date yet for the PC and PS3 versions.


Kotaku

Playstation Portable Dual Packs Brings $15 Two-Game Bundles To StoresNew PSP Dual Pack bundles featuring two bundled games grabbed from the "Greatest Hits" and "Favorites" collections hits both retail and the Playstation Network store this week.


The first three set to hit stores this week are: Secret Agent Clank and Daxter; Syphon Filter: Logan's Shadow and Killzone Liberation; and Syphon Filter: Dark Mirror and SOCOM: U.S. Navy SEALs: Fireteam Bravo.


You can also download the packs from the PlayStation Store.


Link Chevron Introducing: New PSP Dual Packs Available for $15 This Week [Playstation Blog]


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