Hey Kaitlin,
Unmanned is actually one of the two games I’ve used in my Rhetoric & Research course this semester (the other is Mattie Brice’s Mainichi). Granted, these are students who seem to have about as much interest in politics as they do the cobwebs in the corners of the classroom, but a lot of them had a strong response to Unmanned because they could see how it was taking Call of Duty to task for trivializing war during the drone sequence and the mock achievements scattered throughout the game. These students had the issue that “it was making a big deal over nothing,” because games are just games. (This is the same group who would go on to say that Mattie’s game fails as an argument because it isn’t fun.)
But both games served as catalysts for lively conversations about violence and entertainment, the transgender experience, and games as rhetorical artifacts in a classroom setting without me having to prod them, so at the very least these political games start necessary conversations. I do think that a lot of the reason that activist games are having trouble is because of this notion that games must be fun, but I hope that starting those conversations over and over again will help tear down that traditional perspective on games—our medium really is hamstrung by the “game” part of “video games” sometimes—and help a larger audience see the variety of experiences games can offer.
Also, that link leads me to a discount magazine website.
So I've been wanting to chat about this topic for awhile, because I've been working with a lot of Toronto indie game developers who are doing explicitly political things with their hands (like Unmanned).But I want to start with something that I hope doesn't come across as self-promotion, because it's not. I work for an indie company that does different socially conscious multimedia projects, and we just released or first game called Pipe Trouble. And it is taking a lot of heat from Canadian news sources and it's this heat I want to talk about: particularly, why our video game (compared to the even more left-wing environmental documentary we're partnered with) is receiving the brunt of the anger. I'm not whining, but curious: is it the medium of the "fun" game versus the documentary that has everyone's back up? Or is it that there is an implied complicity in a video game because of the interactive element?
What sparked this idea for me was this: www.escapist magazine.com/forums/read/326.404096-Pipe-Trouble-Or-The-Persuasive-Power-Of-Pipe-Mania
(Let me know of the link doesn't work, I'm on my tablet and things get needed up easily)Any hoo, I'm just curious what others thoughts are on the idea of indie games as a politically charged medium, versus more traditional forms of awareness-raising (like docs). Do games work in this vein, to start a conversation, or is the implied complicity and fun associated with it backfire entirely? Or is it just that people are used to docs being overly political, but not games, so political or satirical games face a tougher time trying to get their message out?
And with Apple recently removing Sweatshop from the app store and with the creator of I Get This Call Everyday getting fired From his government call center gig, I think there's s something here worth exploring. The idealist in me would like to think all the anger and backlash is a good sign, that the message is being communicated, but my cynicism tends to be the stronger trait in me.
1) Activism cuts two ways -- there is a definite angle in a lot of big money games that seems to support a capitalist/consevative worldview. If you were paranoid you could read that as a kind of (re-)activism on the other side. Certainly when you factor in the tie-ups between AAA and various industries. Apple's attitude towards Sweatshop HD seems to make this pretty explicit.
2) The fun/not fun debate seems to cover a deeper issue. I think a videogame, being an interactive medium by definition, does fail if it doesn't make you want to interact with it. (Just as a documentary fails if it doesn't keep you watching.) So political or uncomfortable games do face a potentially higher bar on account of the greater challenge in keeping a player clicking while also challenging and discomfiting.
Self-promotionally, this has been particularly on my mind recently as I am trying to finish a (short and light-hearted) game about the women's suffrage movement in Britain. Maintaining a balance between being thought-provoking and engaging is a particular concern. (I had hoped to get it done during the course of women's history month but it's likely to slip until after Easter hols -too many other demands).