MGB MAGAZINE Issue 9 | Page 14

Gaming’s demographic has evolved drastically over the years. No longer are video games considered just a child’s plaything – they’re for everyone, from grandparents to toddlers. I WHY WE NEED MORE VIDEO GAMES FOR TEENAGERS By Brett Claxton t cannot be denied, however, that a large portion of the audience are those still in their formative years. Among the games aimed at the portion of the audience, there are many that aim to educate, particularly on mobile. Yet, for teenagers, the only thing they can relate to is usually down the ironsights of a high powered assault rifle. When people think of teenagers in gaming they tend to think of the spoilt brats shouting mum-based abuse into a headset. Obviously this isn’t all teenagers do in gaming, but there’s definitely a distinct lack of teenage role models. Only a few anomalies deal with the human drama of turning into an adult. Being a teenager is a difficult time for many and it’s a vital period for developing an identity. Film, television and music has, for years, done a wonderful job in reflecting this world with its focus on the pettiness of school politics and the ridiculousness of young love. Gaming, however, often finds itself shying away from it. Instead it focuses on distancing itself from the real world or allowing you to only inhabit adult protagonists. There are exceptions of course, especially in the world of JRPGs. Final Fantasy 8 takes place in a military academy. It contrasts action-packed military operations and exciting field exercises with the backdrop of a relatable high school-esque setting filled with things like peer rivalry, the school prom, trying to pass exams and looking for love. Despite the 14 mygeekbox.co.uk @mygeekbox fantasy world, there’s something so familiar about it all. The same can be said about the Persona series. Persona 4 might be a murder mystery RPG, but at its core it is a school life simulator. You find yourself going on school trips with friends and trying to have a good time despite being in a terrible situation. You witness people not only trying to understand and accept their sexuality, but also help them realise there’s nothing wrong with acting against the gender norm. It was all there if you delved deep enough. What about Western developed games, though? The emphasis on shooters and high fantasy RPGs rarely sees developers in the mainstream address teenage situations. With the increase in exposure to smaller development teams however, we are starting to see more variety. This is what makes the episodic Life Is Strange so interesting. The game takes place in a fairly unremarkable small town. The main character, Max, is then given the remarkable power of time manipulation. This gives the audience a reality they can relate to with just enough of the fantastical to keep things interesting. With her power, Max is able to cheat in lessons, divert disasters and, most importantly, say the right thing in social situations. bad. It’s an important lesson in accepting the choices that you make in life. Allowing the player to rewind a moment and linger their thoughts on it as long as they want helps them realise that sometimes you can’t say the right thing. Sometimes you can’t do the right thing. Sometimes you can’t prevent the inevitable. The game also deals with issues such as bullying, sexual harassment, fitting in, loneliness, paranoia and just trying to exist in a school where you’re not part of the popular clique. Max is an inbetweener. She has her own likes and interests, but she’s just vanilla enough that you feel like you shape who she is, allowing you to inhabit her completely. You can talk to people as much, or as little as you want. This is itself a reflection of being a teenager, with a lot of your dialogue being your internal monologue. While it’s not a perfect reflection of all teenage life, the way it deals with teenage issues provides an escape to something entirely r []X