@derp said in Sensitivity in gaming:
This thread comes from a place of like -- gushing empathy
I have tons of empathy. But I also believe in personal responsibility. That's why I argue for a middle of the road approach.
There are certain topics where I think there's widespread acceptance that it's a sensitive subject you should warn people about - e.g., suicide and sexual assault. That's just common courtesy.
But for the rest, it's largely dependent on context. When I'm watching Chicago PD for instance, I don't expect to be warned about the inevitable murders. For Gray's Anatomy, I don't expect them to warn me if a child is going to be hurt or die. For Battlestar, I don't need warnings about general post-apocalyptic misery or war violence. There is a certain base level of expectations that comes along with the theme and the overall content rating (TV-14 vs. TV-MA).
I think games can operate in a similar way - establish base expectations, and then communicate like reasonable people if there's a special situation beyond that.