For an example of how this worked in the past, one can look to Old Hollywood’s Production Code. It held sway over content in the movie biz from 1930 to 1968, providing moral guidelines over what was and wasn’t allowed to be portrayed in films. In effect, it was censorship — editing out nude scenes, childbirth scenes and any kind of content that made “perversions” appear sympathetic, for just a few examples. It limited films, but ultimately it challenged directors to find new ways to portray maturity, and Nemitz believes that game designers now face the same challenges — and will end up benefiting from it in the same way. Growing Up Games: When Will Mature, Mature?
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