A look at the various incarnations of torture in games.
Torture as it's shown in movies can't support an entire game. For one, the player is stuck in one spot near the victim, which means a lack of visual variety. Second, while I'm sure there are a whole host of unique and varied torture techniques used throughout history that one could compile into a single game, they're all essentially the same. No matter how different each technique may be, it's still torture. Ignoring for a moment the emotional revulsion of such a torture game, it'd also get very boring very fast.
Curiously most people don't see these acts as acts of torture. Instead they’re seen as experiments as ways to explore the boundaries of the game. We're not just playing the game, we're playing with it. But we're still causing these virtual people pain, and in that regard, we're no different than Jigsaw. At what point does this experimentation become torture? What line does he cross that we don’t? I believe that line lies in the suffering of our virtual victims. In all the cases that I've mentioned, we don't see them suffer prolonged periods of pain. It's funny to watch the rider in Trials HD smash his face into a low bar because a second later he's back on the bike attempting the same jump.
Compare that with shooting a random citizen of Liberty City in GTA IV. If you hurt your victim enough without killing him, you can watch him try to escape from you, clutching his stomach and limping away. His pain is so obvious it's disturbing. Many gamers lamented that GTA IV felt too real that it had lost its cartoonish, over-the-top, gleeful embrace of violence. It's telling that in GTA IV there are no "killing spree" bonuses to find like in previous games. These icons would trigger a timer and automatically equip you with a pre-selected weapon so you could, well, go on a killing spree. They’re not in the game because when a man starts to limp away from us desperately trying to stay alive then the idea of beating up random strangers looses its whimsy.