All the readings, while in different manners and lengths, approached the idea of realism in video games. By realism I mean not only the visual representation of the game but also the story line, the tactile sensations it creates, and the ultimate consequences of the game must also approach reality in some light. Bogost’s discussion of game controllers effect on the phyiscal sensations that a game should reproduce, and the emotional realities that must be respected when approaching difficult actions, such as torture, help to further the arguement for reality in games. Game controllers that mimic heart beats or vibrate to reflect physical jarring that a player would feel if actually experiencing the events depicted, lend themselves to the all incompassing environment that video games are trying to reproduce. By allowing a player to “feel” the game, the brain can be tricked exhibiting physiological responses that would otherwise be subdued when interacting with a virtual world. The torture discussion in games is the most interesting argument that Bogost makes. While many may think that torture senarios in which the gamer is the torturer should take caution in creating too many realistic components, with the fear in mind that it may lead to horrible consequences in the real world, Bogost disagrees. He argues that the more vivid and accruate uncomfortable actions are in games, the more likely the action’s degenerate nature will be reinforced in the real world. In other words when a game developer aligns closely with recreating the situation, sensations, and emotional responses that real toture embodies, then the gamer will in turn understand more concretely the consequences of such actions and this will prevent them from commiting torture in the real world. By taking away these consequences Bogost claims that you are actually trivializing actions that need not be. This trivializing only mystifies an action that has very real and horrible consequences if one partakes in it. By recreating the circumstances, particularly the emotional response, when one commits atrocities, gamers will be less likely to participate. A rather intersting argument that seems to conter most other arguments in the gaming field.