The Manhunt 2 ban raised
as many questions as it did
eyebrows. In the wake of the
BBFC’s decision Play speaks
to the BBFC and industry
executives, to investigate the real
reasons behind the ban and what
its ramifications might be...
Many gamers and industry players
felt that the BBFC’s decision to ban
Manhunt 2 was proof videogames
are treated unfairly when it comes to
censorship, and that the media
-led witch hunt of so-called
‘videogame nasties’ is starting to
influence state censorship bodies.
Play put these points to BBFC
representative Sue Clark who,
unsurprisingly, strongly disagrees.
"We have only banned two
videogames in the last ten years,"
says Clark. "We don’t think
videogames have been treated
unfairly at all; to put it into perspective,
we banned a ‘porn’ DVD this year and
no one complained about that."
According to Clark, the BBFC
believes horror films with very
graphic violence, such as Saw and
Hostel, sit within a "known genre",
and that film goers "know what to
expect" when they watch them. She
also suggested that video games are
commonly viewed as children's
entertainment, and the BBFC has to
take into consideration that children
have increased access to games.

Will Manhunt 2 really transform you into a psycho killer? Didn’t think so.
"We see around 17,000 films, DVDs
and games a year so we are in a far
better position to judge these sorts of
things than anyone else," says Clark.
The BBFC may be in a better
position to pass judgement but it also
operates on some flawed assumptions.
For instance, the ‘horror genre’ is just
as established in videogames as it is in
film, and gamers know exactly what to
expect from titles such as Silent Hill,
or Resident Evil. To say anything other
would insinuate that gamers are a less
informed group of consumers than
film-goers (the opposite is more likely
the case).
Clark may be correct when she
says children have more access to
adult-only videogames than they do to
adult-only films, but banning a game
like Manhunt 2 is not going to solve
that. Parents need to recognise that
videogames are designed for adults
as well as children. Outlawing adult
titles will only reinforce the outdated
belief that videogames are mere toys,
and exacerbate the very problem the
BBFC wants to solve.
However, Clark says the main
reason videogames are judged
differently to film is because the
BBFC believes their interactivity
makes them more influential
– a view also prevalent in the
mainstream media. But, as Chris
Mottes, CEO of Deadline Games,
argues, there is no conclusive
evidence to prove this assumption.
"According to the scientific
studies that I have read, there is no
correlation between interactivity
and the player’s subsequent
behaviour or the strength of their
experience," says Mottes. "As I
understand it, people are equally
affected by different media and
that the subject matter is more
influential than the form. I believe
the same criteria should be applied
in classification."

The various violent murder methods in Manhunt 2
may be gruesome, but no-one’s putting a gun to
your head forcing you to play it.
Mottes’ view is shared by the
former head of ELSPA, Roger
Bennett, who says the BBFC’s
belief that violent videogames are
more influential than violent films
is "flawed", as most experts agree
that there have been insufficient
studies on the matter, and the ones
that have been conducted have
produced inconclusive data.
The UK and Germany are the only
countries in Europe that have state
authorised censorship bodies that
dictate to citizens what they can and
cannot watch or play. It is worrying
enough that the BBFC has the power
to ban a videogame like Manhunt 2, let
alone that they do so on the back of
‘scientific data’ that is inconclusive.
Vince Desi, the outspoken CEO of
Running With Scissors, and creator of
the infamous Postal series, tells Play
that the interactivity of videogames
should not even be an issue when
it comes to their classification,
irrespective of scientific evidence.
"The first issue is freedom,"
comments Desi. "Do we live in a free
society? A game is a product. Sure,
it’s inherently different than other
mediums or consumable forms of
entertainment, but the issue shouldn’t
be how it’s consumed, the issue is CAN
YOU CONSUME it? Buy it? Play it?"
Desi resolutely condemns the
BBFC’s banning of Manhunt 2, calling
it "disgusting". However, he also
hopes that the ban will prompt
some serious debate over adult
videogames, and act as a step
toward gaming gaining further
credibility and acceptance as a form
of adult entertainment.

"The first issue is freedom," says Vince Desi,
CEO of Postal developer Running With Scissors.
"I’m praying that this Manhunt
thing becomes the catalyst we need,"
says Desi. "For Running With Scissors
I really believe it can be helpful in that
it is forcing all the critics to look more
carefully at what a game is really
about. The Postal franchise has been
the scapegoat of the industry for the
past ten years. Now finally people,
reviewers, the press, are starting to
see and enjoy the satiric humour that
Postal is all about. It’s psychotherapy
on a CD."
Chris Mottes is not so optimistic.
He believes that the BBFC’s decision
has set a dangerous precedent
that implies videogames should be
subject to more restrictions than
other media, and that it is entirely
possible these extra restrictions
could impact content other than
graphic violence.
"I grew up in a country [South
Africa] where censorship was rife,"
says Mottes. "Once you have the right
to censor in place, how do you control
what that right to censorship is being
used for? Whose morals are the right
ones? Initially it seems benign, but
the move from moral censorship to
political censorship is very small."
The UK may be a world away from
apartheid South Africa, but Mottes’
point is not as outlandish as you
might think. If the BBFC believes
that violence in a videogame is more
damaging than violence in a film,
because of its interactivity, then surely
the same logic should apply to other
forms of content that is interactive.
For instance, what if a videogame
featured an overtly racist or sexist
main character? Will the player
identify more with that character’s
views because they interact with it?
Mottes’ Mexican-themed PSP
shooter Chilli Con Carnage was
attacked in the media for using
racial stereotypes. As Mottes points
out, though, his game contains
nowhere near the level of racism
found in a popular film such as The
Departed. Yet there is no media
outrage over Scorsese’s ubiquitous
use of the n-word. Could the
seemingly unfair treatment of
videogames by censorship bodies
such as the BBFC be a result of the
vilification of videogames in the
mainstream media?
The US media, for instance, singled
out violent videogames in the
Columbine massacre, ignoring the
reasons that the killers themselves
put forward for why they shot
their classmates; and the media’s
initial reaction to the Virginia Tech
massacre was to assume, on the
back of no evidence, that
perpetrator Sueng-Hui Cho was
a regular Counter-Strike player,
although it turned out Cho didn’t
even own any videogames.

Deadline Games CEO Chris Mottes is concerned about the spectre of censorship.
Such baseless hysteria – and there
are many more examples we could
cite – has real potential to influence
state censorship laws, according
to Mottes: "In my experience,
morally righteous, fanatical religious
groupings of all creeds, or populist
politicians looking for free PR in our
sensationalist driven press, will be
the most vocal initially, and they will
fast become the de facto standard
for what the guidelines for censorship
should be," he argues.
It is alarming to think that a
government-supported body could
engineer videogame censorship
policies based on the sensationalism
of the mass media. However, that is
precisely what happened in Germany,
following Robert Steinhaeuser’s
slaying of 18 people in an eastern
German school in 2002.
Because of the incident the German
government introduced the toughest
censorship and classification laws
on videogames in Europe. But there
was no evidence that videogames
had anything to do with the killings.
Steinhaeuser just happened to be a
Counter-Strike player, like millions of
other young males across the world.
In July 2006 UK tabloids reported
that the mother of murder victim
Stefan Pakeerah claimed her son’s
killer was obsessed with Manhunt
(it eventually turned out Pakeerah
played Manhunt, and not his killer).
The media circus that followed caused
two of the country’s most prominent
retailers, GAME and Dixons, among
several others, to withdraw Manhunt
from shop shelves, even though the
BBFC passed the game completely
uncut with an 18 certificate.
Retailers’ refusal to sell Manhunt
effectively undermined the BBFC’s
authority and was a slap in the face
of a censorship body entrusted to
protect the public from dangerous
entertainment. If a similar fiasco
occurred over Manhunt 2, public
and government confidence in the
BBFC’s procedures would certainly
weaken. Could the Manhunt 2 ban
therefore be pre-emptive action
against such a scenario?
It seems the BBFC is letting itself
get caught up in the same series of
events that led to knee-jerk banning
of "video nasties" in the Eighties,
which were also the subject of media
outrage, and erroneously blamed for
various murders. Films like The Evil
Dead and Cannibal Holocaust now
look positively tame compared to
Saw or Hostel, and have since been
released to little moral outcry.
But even recent history repeats
itself and, given time, it is inevitable
games will earn the same degree of
respect afforded to other mediums
that endured hostile reactions during
their infancy, as Mottes explains.
"I remember when television was
launched in South Africa in 1975 and
how people worried about the effect it
would have on the youth of the day,"
says Mottes. "I think it’s a natural
process when there is a change as
radical as this, going from audio to
video, video to interactivity. We need
to stand our ground and prove our
worth; time will do the rest."