In response to "Be Men, Not Destroyers" from The Escapist Forum: I find I have a need I have a hard time defending. I like gore in my games. I'm not a slaughter flick fan, never had a taste for the lure of disemboweled teenagers. But in gaming I want gore. I want the mess because it reminds me of what's really going on.
I like to be occasionally reminded hacking at a mostly unarmored, and frequently nearly-naked, human body would result in horrific wounds. We, myself and the game's own developers, need to be reminded on occasion that underlying the pursuit of perfected violence is death. It's not a spiritual evolution or philosophical abstract, it's perfecting the conversion of some cheeky leathervixen into a steaming pile of sundered anatomy.
I love Soul Calibur, but whipping a 25lbs razor-edged slab of steel into someone doesn't make them bounce. Same with shooters.
I haven't killed anyone in real life, and despite the occasional vitrolic diatribe driven by some new political shennigan I have no real drive to do so. But every so often I need to be back in touch with what the violence really creates, to be forced to face that I'm tearing at the canvas of humanity's own image with my brutally quick reticule and snap head-shots.
For all the escapism involved I want to sometimes face what a rifle bullet through the skull really does look like, so I can be sick and glad and move on to the next episode.
In response to "Be Men, Not Destroyers" from The Escapist Forum: I managed to play through the first half of SCMRPG and found it rather ... enjoyable, er, informative. I believe that the game does a great job at providing human motivations to the killers' actions, and I think that by playing them, we even get a better image. Some of the gameplay mechanics were extremely annoying though such as avoiding hall monitors to go plant the bombs in the cafeteria. I also feel that the violence continued on for too long, and I had trouble finding a trigger to end it.
When I got to the second part of the game, I just turned the game off immediately as from the first few minutes of playing in it, I felt it lost all value worth playing.
In response to "Creative Hari-Kari" from The Escapist Forum: So, on the issue of protecting your game, I know a lot of publishers don't accept unsolicited game proposals, because if elements from the given proposal work their way into other games from that publisher, it would be a lawsuit waiting to happen. Is there a similar fear of misconstrued infringement with (relatively) solicited proposals? And, if so, do you think that this is enough protection for a freelance developer?