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Culture 12 min read

The Rating System Wars

How Night Trap, Mortal Kombat, and two US senators created the ESRB — and what the ratings system they built actually does

The games that triggered the hearings

Two games drove the 1993 Senate hearings on video game violence. Mortal Kombat — an arcade fighting game from Midway that had been ported to home consoles in September 1993 — featured digitised graphics of real actors performing combat, with special finishing moves called Fatalities in which the winning player could rip out the opponent's spine, decapitate them, or tear their heart from their chest. The arcade original had established that large audiences would pay to watch and perform these animations. The home port established that those audiences would pay to own the experience.

Night Trap, released on the Sega CD in 1992, was an FMV game in which players monitored security cameras in a house to protect sorority girls from vampiric attackers. The gameplay involved watching video feeds and triggering traps at the right moment. The content was neither especially violent — the attackers' methods were suggested rather than explicit — nor especially interactive. Its prominence in the hearings was partly a result of effective lobbying by Sega's competitors and partly a result of how easily a clip of an actress being attacked by a man with a drill could be presented to senators who hadn't seen the rest of the game.

Senator Joseph Lieberman, Democrat of Connecticut, and Herbert Kohl, Democrat of Wisconsin, convened hearings in December 1993. The testimony included clips from Night Trap and Mortal Kombat presented as evidence of an industry selling violence to children without any age classification system. The industry's representatives — including Bill White from Sega and Howard Lincoln from Nintendo — gave contradictory testimony that damaged their collective credibility. White defended Night Trap while Nintendo's Lincoln attacked it as evidence of Sega's irresponsibility. The hearings produced more heat than legislative progress but made clear that some form of self-regulatory action was necessary.

The industry's response

The major game industry trade organisations — the Software Publishers Association, the Sega-aligned Interactive Digital Software Association, and Nintendo — had ninety days from the conclusion of the hearings to produce a self-regulatory framework. The alternative was federal legislation that the industry believed would be more restrictive and less flexible than anything they could design for themselves. The Entertainment Software Rating Board was announced in September 1994.

The ESRB's rating system as initially designed had five categories: EC (Early Childhood, for players aged three and up), KA (Kids to Adults, later renamed E for Everyone, for players aged six and up), T (Teen, for players aged thirteen and up), M (Mature, for players aged seventeen and up), and AO (Adults Only, for players eighteen and up). The ratings were assigned by ESRB raters who viewed submitted game footage — not by playing the games — and determined the appropriate category based on published criteria covering violence, sexual content, language, and controlled substance references. Publishers paid rating fees and were required to display the rating on game packaging.

The ESRB also established content descriptors — brief phrases printed on packaging identifying specific content types, such as "Blood and Gore," "Intense Violence," "Sexual Content," and "Strong Language" — that allowed consumers to understand what had driven the rating assignment. These descriptors were intended to make the rating system more informative than a single letter grade and to allow parents to make decisions based on specific content concerns rather than general age categories.

The AO problem and its consequences

The Adults Only rating created an unintended consequence that shaped game content regulation more significantly than the rating itself. Major American retailers — Walmart, Target, Best Buy, Toys"R"Us — refused to stock AO-rated games. The decision was commercial rather than regulatory: these were family retailers with brand positions incompatible with carrying products rated for adults only, and the game AO sales volume was insufficient to justify the brand risk. Major game console manufacturers — Nintendo, Sony, and Microsoft — similarly refused to license AO games for their platforms, citing platform policies rather than regulatory requirements.

The practical effect was that AO became a market death sentence. A game rated AO could not be sold at retail or on major gaming platforms. Publishers who received AO ratings had two options: modify the game to bring it into M territory, or release it through channels that had no AO restriction — primarily adult content websites and a small number of specialty retailers. Most publishers chose modification. The ESRB's AO rating was supposed to be the highest tier of a content system; it functioned instead as a banned category.

The collateral effects were visible in the kinds of content that games avoided. Sexual content — particularly explicit sexual content — was more likely to receive AO than extreme violence, partly because of American cultural conventions and partly because violence was better understood by raters who had developed criteria around it. Games with explicit sexual content were rated AO and effectively banned; games with extremely graphic violence could sometimes receive M ratings if the context was sufficiently non-sexual. This created a peculiar content landscape in which the most extreme violence was commercially viable and explicit sexuality was not. The rating system that had been created to address violence concerns ended up primarily restricting sexual content.

What the system actually does

The ESRB's rating system works in practice as a communication mechanism between publishers and retailers rather than as a direct regulatory intervention on consumer access. No federal law in the United States requires retailers to enforce age ratings for video games — unlike alcohol and tobacco, which have legally mandated age verification requirements. Retailers enforce ESRB ratings as a matter of policy rather than legal obligation, and enforcement varies: a study commissioned by the Federal Trade Commission in 2013 found that approximately 87 percent of mystery shoppers under seventeen were denied purchase of M-rated games at major retailers, suggesting that enforcement had improved significantly from earlier periods but remained imperfect.

The system's primary function is providing information to parents and guardians making purchase decisions, not preventing minors from accessing rated content. This framing — the ESRB as an information system rather than an access control system — is how the industry defended it against critics who argued that self-regulation was ineffective. The counterargument, that access control for entertainment content was the parent's responsibility rather than the retailer's or the industry's, was both commercially self-interested and constitutionally defensible under US First Amendment law. US courts had consistently rejected attempts to mandate age verification for video game sales as unconstitutional restrictions on protected expression.

The ESRB system has been largely stable since its founding, with periodic updates to address new content categories and new distribution challenges. The shift to digital distribution — games sold through PlayStation Network, Xbox Live, and Nintendo's own digital storefronts — required extending the rating framework to cover digital-only releases and user-generated content. The fundamental architecture of the system — voluntary submission, fee-funded rating, retail enforcement as policy — has not changed. Its critics argue it is a self-serving industry instrument designed to forestall regulation rather than genuinely protect consumers. Its defenders argue it provides actionable information to parents and has prevented the more restrictive legislative intervention that would have followed without it. Both arguments are partly right.