Responding to a recent Bitmob piece which asked whether games can deliver a political message, a blogger has penned a resounding answer.
Yes, Video Games Are Political, written by Lee Bradley, begins by noting that independent games such as Cutthroat Capitalism, Kabul Kaboom! and Super Columbine Massacre RPG! all delivered hearty political statements, regardless of their reach or palatability.
Bradley then meanders through history, using Ronald Reagan, Margaret Thatcher, and Gordon Gekko in an attempt to illustrate that videogames of the 80’s reflected current politics, much as games today do.
Videogames, as cultural artifacts, are unescapably political. Even the most vacuous of games, despite their ostensible mindlessness, cannot fail to reflect the politics of the culture in which they were produced.
If the 80’s equaled “greed and me,” and resulted in a slew of games featuring lone heroes, then, Bradley argues, today’s political “notions of society and community are once again on the agenda” and are reflected in current titles like Left 4 Dead:
Even in games where the co-operative element of co-op is less pronounced, the ideology is the same; you are not on your own anymore, you are part of a team. What’s more that team is more than likely multi-cultural and/or multi-gender.
Joystiq has an interview with Trent Reznor talking with the Nine Inch Nails front man about the games he grew up on, how much he sucks at Rock Band and the game character he most identifies with (Link).
Reznor also discussed his experience with pitching a videogame to publishers:
And as first time people in a pitch meeting, it was kind of depressing. Depressing to see that the people in control of those studios and publishers are much the same as the people sitting at record companies.
When asked about any similarities between the indie videogame and indie music industries, Reznor called the iPhone platform “inspiring,” and added that he likes what he sees from the Xbox, noting, “they're providing a place to get indie games and you don't have to hack your system or fight updates to get those games on it."
Indie musician Ryan Adams has also been active lately on the videogame front, writing for The Awl website over the past month. His rambling posts center on videogame titles and systems from the past, while interjecting plenty of obscenities and pop culture references.
A take from Adams on Q*bert:
Anyway, there are two ways I am thinking about Q-Bert now, either if videogames were around when making Exile on Main Street maybe it would have been a single album or that maybe it would have been longer.
As GamePolitics has previously reported, Massachusetts Gov. Deval Patrick is a tireless promoter of his state's growing video game industry.
Yesterday, the Guv made his support official. In a proclamation designating September 9th as Video Game Innovation Day, Patrick looked ahead to the launch of The Beatles Rock Band and harkened back to the creation of the original video game, Spacewar!, at MIT:
Whereas In 1961, MIT students Martin Graetz, Steve Russell and Wayne Wiitanen invented the game Spacewar!, one of the first video games ever created; and
Whereas Throughout the Bay State, innovative companies are developing new gaming technologies from diagnostics to social media. Our universities feature programs and curriculum that support the growth of the videogame industry; and
Whereas On this day, Harmonix Music Systems, the Cambridge-based inventors of Rock Band and developer of the original Guitar Hero games, is releasing The Beatles: Rock Band™, a game that will not only bring the creativity and joy of The Beatles music to countless people, but will introduce the Fab Four to new generations of fans,
Now, Therefore, I, Deval L. Patrick, Governor of the Commonwealth of Massachusetts, do hereby proclaim September 9th, 2009 to be, Video Game Innovation Day...
Mass Technology Leadership Blog points out that the official fun will continue next week when 300 tech executives, members of the Mass Technology Leadership Cluster, will gather to celebrate the proclamation and release research findings on the state's video game industry. If you're local to Cambridge, the event is free.
Given the recent history of consumer-unfriendly DRM fiascos surrounding Spore and other high-profile PC titles, it's refreshing to hear from a vendor of copy protection software who is actively seeking gamer input.
While we will confess to knowing very little about a DRM product called Byteshield, we note that CEO Jan Samzelius posted in the GamePolitics/ECA forums last night:
We pride ourselves on listening to gamers and try to configure our solution accordingly... We are trying to convince game publishers and developers to put gamers first and organize everything else around it. I want to hear from everybody about what you do not like and then see if you like what our solution does.
Byteshield appears to have received positive reviews from the anti-DRM crowd at The Prism.
GP: This is certainly not an endorsement of Byteshield as I haven't tested it myself. But as a game consumer, I'm always pleased when company execs keep gamers in mind.
Let’s say you’re hopelessly addicted to World of Warcraft.
You play for 16 hours a day. You’ve lost your job, your friends, and you hardly eat or bathe anymore. Obviously, you need help but you’re unwilling to tear yourself away from your PC and see a counselor.
Well, if you’re not going to them, maybe they can come to you - in Azeroth.
Dr. Richard Graham, a consultant psychiatrist at the Tavistock Centre in London, would like therapists to join the game in order to treat addicted gamers right where they’re spending all their time.
[Addicted gamers] don’t exhibit the same outward warning signs as most teenage anti-social behaviour issues do because they’re in their bedrooms most of the time, seemingly out of trouble. Because of this we can’t get through to them in the traditional educational environment or intrude on their actual bedrooms, we need to turn to the internet itself to tackle these problems.
Graham admits that many psychiatrists may not be very good at playing video games and suggests existing players can be recruited to act as “peer mentors” for users identified as problematic.
The project is scheduled to be launched by year’s end by which time Graham hopes to convince Blizzard to waive or at least discount the game’s subscription fee for psychiatrists.
AE: An interesting idea but, as a practical matter, one wonders how an addicted gamer would react to another player "counseling" him or her to take a break.
Via: Telegraph
-Reporting from San Diego, GamePolitics Correspondent Andrew Eisen…
In a remarkable game-based social experiment, Robin Burkinshaw is using The Sims 3 to model a two-person homeless family.
The U.K.-based game design student tracks the virtual lives of the father-daughter pair via his Alice and Kev blog:
I created two Sims, moved them in to a place made to look like an abandoned park, removed all of their remaining money, and then attempted to help them survive without taking any job promotions or easy cash routes. It’s based on the old ‘poverty challenge’ idea from The Sims 2, but it turned out to be a lot more interesting with The Sims 3’s living neighborhood features.
New American Media has more:
Kev is an insane, middle-aged man with a bad temper, who hates children. He often behaves inappropriately around others... His daughter, Alice, is a teenager who is constantly exhausted from school, the part-time job she holds, and the cold hard bench she sleeps on at night. And because she gets most of her meals at school, she becomes worried every time the weekend rolls around. You will usually find Alice desperately trying to find a bed to sleep in...
GP: It's fantastic to see someone addressing a real issue in a meaningful way via off-the-shelf game tech...
It wasn't that long ago that Nintendo's Brain Age for the DS was trumpeted as a way to help senior citizens stay sharp. But the European Union's ElderGames project takes the concept of using video games to stimulate aging minds to a whole new level.
e Health Europe reports that ElderGames has successfully completed its first round of trials in Spain, Norway and the UK. The system utilizes a small table with a flat panel display embedded on top. Players sit around the table and play games with one another.
The three-year-old project is funded by the EU and employs a suite of 20 games designed to help seniors sharpen their cognitive, functional and social skills. Each players' progess is tracked over time and caregivers receive early warning of cognitive deterioration. Project coordinator Malena Fabregat told e Health Europe:
There are many studies showing that play and leisure activities correlate to life satisfaction, this is one area where ElderGames has proven itself.
The experts were able to get high-quality individual information from these group activities, which multiplied their ability to monitor and assess the people they were responsible for.
We’ve had some very good reactions to the prototype [from video game companies], we’ll have to see what happens next.
While most of the video game world's attention next week will be focused on the Los Angeles Convention Center and the glitz surrounding E3, a small group of industry professionals will meet to tackle environmental concerns.
On Monday the Greener Gaming Gathering, billed as a "video game sustainability luncheon" will take place in Burbank. The event is sponsored by AGI Polymatrix, which manufactures media packaging and is being held in association with game retailers trade group the Entertainment Merchants Association.
Speakers at the invitation-only event will include Wal-Mart's senior buyer for video game software, Darin Dickson. Cody Sisco from Business for Social Responsibility will make a presentation and an expert panel will discuss sustainability issues related to replication, packaging and transportation of video games.
GP: It's encouraging to see the video game industry thinking proactively on environmental issues.
Homeowners will soon be able to monitor their residential energy usage with a game-like interface which employs avatars similar to those found in Second Life. earth2tech reports that the OpenShaspa Home Energy Kit is now available:
The kit comes with a system that can monitor and control home power output with wireless sensors, and connect this data to mobile phone and Internet applications... Sensors for gas, water and other utility resources can be integrated into the control system, as well...
In what could be a first, OpenShaspa can be hooked up to a virtual world created with OpenSimulator, an open-source spinoff of Second Life... Shaspa’s developers believe that modeling energy consumption data in 3D could make it more comprehensible and easier to manage.
GP: As of this writing, no price or distributor info is listed on the Shaspa site. While the tech is exciting, as one earth2tech commenter points out, it will need to have serious security measures built in, lest a hacker crank the heat up to 90 and overflow the bathtub while you are away.
Should online games be required to encourage human rights?
The 47-member nation Council of Europe thinks so and has issued a position paper, Human Rights Guidelines for Online Game Providers. The CE's recommendations include taking into account the potential impact of gratuitous violence and sexual content in games targeting minors.
In addition the CE warns against content which advocates criminal behavior and urges providers away from conveying themes like aggressive nationalism, ethnocentrism, xenophobia, racism and intolerance.
The CE documents alludes to the risk of online game addiction as well as the potential for children to encounter negative types such as griefers, bullies and stalkers in online gaming venues. Threats to privacy are addressed as well. The CE also encourages online game companies to follow rating guidelines and to develop parental control tools for their products.
Most interesting, however, is the CE's surprisingly forward-thinking position on user-created content. The organization encourages providers to be thoughtful in deciding whether or not to delete such content:
Before removing gamer-generated content from a game, you should take care to verify the illegality or harmfulness of the content... Acting without first checking and verifying may be considered as an interference with legal content and with the rights and freedoms of those gamers creating and communicating such content, in particular the right to freedom of expression and information.
This would constitute a sea change for most online game providers. As Cory Doctorow notes on boingboing, "many online games actually put up an 'agreement' every time you patch them in which you promise not to assert your right to either [freedom of expression or creativity]."
The CE also frets that content created by immature users today might come back to bite them in the future, and urges that providers create a system to prevent this:
More at: Terra NovaConsider developing mechanisms for the automatic removal of gamer-generated content after a certain time of inactivity, in particular for games targeting children and young people. Creating a lasting or permanently accessible online record of the content created by gamers could challenge their dignity, security and privacy or otherwise render them vulnerable now or at a later stage in their lives.
The Zeebo, an online distribution console system designed as a low-cost gaming option for overseas markets, is a dead man walking when it comes to India, according to GamingIndians:
While the Zeebo claims to be competitively priced... [it is] not competitive, but it’s fairly expensive for what the console offers... Compare it to India’s largest selling and still very popular console, the PlayStation 2, which is priced at Rs 6,490 ($125), and it’s easy to see that the Zeebo won’t be making much of a dent in the Indian market, which is heavily influenced by prices.
[Another] advantage with PS2 games is that once you purchase a game, it’s yours for life, whereas on the Zeebo it’s only yours while it’s stored on your Zeebo’s 1GB flash memory. If you delete it to make room for something else, you’ll have to buy it again to get it back...
Digital distribution... just doesn’t work here. In India, buyers are most comfortable exchanging cash over a store counter. Online shopping has failed to pick up in India, and even the well-educated are wary of buying products and content over the big bad internet...
UPDATE: xbitlabs writes that Sony's just-announced PS2 price cut is to a certain extent a pre-emptive strike against Zeebo.
An increasing number of states are offering tax breaks to game developers, but Savannah, Georgia is offering something extra - free office space for a year.
Non-profit group The Creative Coast Alliance and the Savannah Economic Development Authority have teamed up on the incentive program in order to attract game developers to the Georgia city.
The free space is located in the Game Development and Digital Media Center which is presently being constructed in an upscale, riverfront office building. Officials are also touting Savannah's lower cost of living as compared to other game development hubs, including San Francisco, Los Angeles, Austin and Montreal.
Game designer Brenda Brathwaite, who chairs the Interactive Design and Game Development department at the Savannah College of Art and Design, commented on the city's advantages:
Savannah has what game development companies need in talent, tech and quality of life. In
today's economy when so many developers are laid off and looking for that silver lining, the Savannah offer is incredibly welcome and offers developers a chance to start a studio on more stable footing.
On a related note, game developers may also qualify for Georgia state tax incentives of up to 30%.
As we saw in 2008 with Breakthrough's immigration rights-themed I.C.E.D!, non-profits are increasingly turning to game tech to reach a wider - and younger - audience.
Along that line Ars Technica reports that Games for Change has released a toolkit designed to help non-profits tap learn how to tap into issue-oriented games of their own.
The Games for Change Toolkit is primarily a Flash-based presentation containing video, reference material, and links to demonstration games that cover various aspects of game design, from the initial concept to production and distribution. While an actual [software development kit] may not be involved, the toolkit introduces nonprofit organizations to both the broad potential and finer details of bringing an issue-conscious game into reality...
The Toolkit covers seven primary topics and introduces each with a video snippet of their relative presenter's speech: Urge, Concept, Design, Production, Distribution, Evaluation, and Case Study...
The Kansas Department of Transportation is offering citizens the opportunity to try their hand at balancing its budget - or not - via an innovative web-based tool.
Writing for the New York Times' Freakonomics blog, UCLA transportation researcher Eric Morris praises T-Link:
I can’t help but wonder how many urban planners were inspired to enter the profession by computer games like SimCity or Railroad Tycoon... these programs convey information about arcane topics like utility maintenance costs and right-of-way clearance in a fun and accessible manner...
Now the Kansas Department of Transportation has come up with a neat way to both educate the public about its services and get valuable feedback about customer preferences, using a game-like format. The T-Link Calculator allows you to set transportation policy in Kansas and see the fiscal results of your choices...
By presenting the information this way, [KDOT] reaches out to voters (particularly younger ones) who are accustomed to interactivity and immediate feedback from their information sources. I have a feeling that many people who would never think of sitting down and reading the state budget will warm to playing “transportation god” on this site.
Moreover, the site makes it clear that we can’t ask for everything from our government; tough budgetary choices have to be made...
While the traditional video game industry view portrays game software pirates as criminals, Jason Holtman of Valve has a different view.
Speaking this week at the Game Business Law Summit at Southern Methodist University Law School, Holtman described pirates as potential customers.
GameDaily reports on Holtman's remarks:
There's a big business feeling that there's piracy. [But the truth is] Pirates are underserved customers. .. When you think about it that way, you think, 'Oh my gosh, I can do some interesting things and make some interesting money off of it.'
[At Valve] we take all of our games day-and-date to Russia. The reason people pirated things in Russia is because Russians are reading magazines and watching television -- they say 'Man, I want to play that game so bad,' but the publishers respond 'you can play that game in six months...maybe.'
We found that our piracy rates dropped off significantly [by releasing in Russia]... [There are] tons of undiscovered customers...