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Can Games Have a Political Message?

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Monday, September 28, 2009

Editor's note: Games can be trivial bits of entertainment, but can games deliver a political message as well? Christopher examines the question. -Jason


 

The growth of the gaming industry has led some to argue that video games are not just a form of entertainment medium but also a legitimate process to deliver compelling -- even political -- narratives.

I’m not so concerned about whether video games can deliver such a narrative. Rather, would it be beneficial for the industry to pursue and discuss issues such as social class, gender, and racial inequality? Would the industry gain a wider audience if it delivered a serious debate surrounding crime and punishment?

I do not believe so, nor do I feel that the industry needs to take on such responsibilities.

 

It's evident that video games reflect social politics. We've been involved with and read articles about the treatment of sex or the portrayal of relationships (and gender) between characters in games, the representation of ethnic groups, the use of violence in gaming, and even games as art.

It seems what these articles advocate is a more “mature” and “serious” approach to these topics in games.

And it's because the gaming industry has arrived at this particular junction that the video game and the comic industry are drawing closer to each other. This is exemplified by Valve’s recent acquisition of the services of comic-book writer Mike Oeming to work on their cross-media product and Jim Lee’s extensive involvement with DC Universe.

If we examine the road that has already been paved by the comic industry, it's clear to see why video games may follow a similar path.

In America, the comic book industry helped the nation reconstruct itself from the aftermath of the economic depression in the 1930s.

Alex Raymond's Flash Gordon, Chester Gould's Dick Tracy, and Hal Foster's adaptation of E. R. Burroughs' Tarzan became a force that helped shook away the gloom of the Depression.

Comic books not only provided a need form of escapism for American youth in the '30s and the '40s -- they also provided inspiration. This period's now known as The Golden Age in the comic industry and blossomed three essential genres in the arena of legitimate narratives: science fiction, detective stories, and jungle adventures.

Even to this day, these three genres influence our culture. Star Wars would have never been conceived if a young George Lucas hadn't been exposed to the adventures of Flash Gordon.

Gould’s Dick Tracey took Sir Arthur Conan Doyle’s Sherlock Holmes and repackaged it into a slick, easily digestible experience for the new century.

Comics today are vastly different to the comics of the 1930s, 40s, and 50s.

Superman no longer sells the numbers it did in the '50s. In fact, Superman’s wholesome image that made him a role model of the '50s has now become his greatest setback. We don’t want perfect heroes. We want Alex Mercer, Wolverine and The Dark Knight (not the Caped Crusader version of Batman.)

The Voice of Gaming

Video games will have the same affect on the movie industry as comics had on the print industry. It will provide an alternative approach to experience a visual, motion picture-esque narrative.

But do video games need legitimately tough narratives to ensure their voices are heard? No.

I don’t think actual in-game experiences need to tackle poverty or racial inequality head-on to change the current state of affairs that we live in.

Sometimes subtle satire and indirect references can resonate a stronger truth than direct honesty itself.

Would SimCity be any better if it allowed you, as the mayor in the game, the power to oust all the Jews? Or incarcerate all Muslims for fear of terrorism? By giving the power to do such sensational actions, would the game appropriately cover or teach a message of cultural intolerance?

Would games such as historically-based first-person shooters benefit from showing us the atrocities of war as the media had done in the '60s with the conflict in Vietnam? Should we invite the true horrors of war into our home?

In Civilization, would showing the full impact of poverty and famine striking my Civ-nation make the player give money to charity groups such as Red Cross?

Then there's always the fear that the game itself will promote the developer's or publisher's own political and social interests. I remember reading somewhere on the cover of my Assassin's Creed game a small disclaimer that read something like: This game was built by groups of people from all religious beliefs and social backgrounds.

In no way did I interpret the game as slanderous toward the two factions (Christians and Muslims) portrayed because I understood the product to be a game, not a political statement or propagandist process.

Then there was Resident Evil 5 and the recent dropping of Six Days in Fallujah. Japanese developers have had enough criticism regarding insensitivity toward cultures.

Ultimately, games will never be able to carry a political message because it’s more about a game having high market saturation as opposed to the spiritual or humanitarian in-game message.

Unlike comics, where the audiences are still a select group within society, games have the ability to penetrate the mainstream market in a way that comics have yet to achieve.

Video games are the hybrid of the movie industry and the comic industry. They have the mainstream appeal of movies but can exercise the political and visual language found in comics. It is because of this that video games will always be chastised when it comes to commenting on sensitive social political issues.

Too much is at stake beyond the message. The money, the media representation and the general shadow of “triviality” will always trail the word “game,” because that is what makes it open to all markets. Video games will always be associated with the words such as pastime, relaxation, fun, children, fictitious (the list would go on), and that's why game will never have a serious political voice.

Unfortunately, some tags can never be thrown away. Hitler will always be a bastard, Matt Damon will always be a bad actor -- no matter how many politically serious or heart-wrenching films he tries to do -- and video games may never carry the weight to cover social or political issues.

But is that a bad thing?

 
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Comments (23)
Lance_darnell
September 02, 2009
You are right, but I hope that as our generation grows and we keep buying games, then more mature games with a message worth hearing are made. What a waste though! So many kids are growing up playing games and not one single positive message can be found in games today that is obvious and overt. Matt Damon sucks!!! ;D
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September 04, 2009
Thanks Lance, but you have a good point. With the maturing audience, I see what you about mean games developing mature story lines as well. I wonder if we will end up with a niche market of "Art-house" games (where the game is more focused on a mature story plot rather than shoot-em up gameplay). Who knows?! but its good to be part of a community who dares to look into the future and ask questions. again, thanks for dropping a comment :D
Jamespic4
September 28, 2009
This is well worn territory. Obviously everything said in this article was covered in Gamecock's Hail to the Chimp! Spot on! Apply directly to the scent gland.
Twitpic
September 28, 2009
Really great article, very well said.
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September 28, 2009
It seems like you're saying video games shouldn't try to tackle more serious narratives because they would do a poor job. It is an interesting parallel though; how do you tackle serious issues in a form of entertainment that most people view as a sort of wish fulfillment without running in to the same issues that have arisen in the comic book industry? Personally I would like to see more games try to tell a complex narrative, without having to resort to the sort of social propaganda you might have found in a Superman comic. Something that isn't trying to prove a point necessarily. It might be certain failure for a device used as an escape mechanism to pose questions rather than deliver easy satisfaction, but I don't care much about market expansion.
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September 28, 2009
Good stuff Christopher. I do like messages and deep stories in games, but I agree that they aren't necessary to draw in crowds. In fact, they'll probably scare away a lot of people, since most people still assume that all games are twitch experiences or toys.
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September 28, 2009
I've been thinking about this issue recently. Videogames don't have to be overtly 'mature' or 'serious' in order to have deeper representational or political meaning. Take this basic example: In the 80's and early 90's most videogames pitted you as the lone hero, advocating individual ambition in much the same way as Reagan's US and Thatcher's Britain did. During that time there was a culture of personal gain and empowerment. Think Gordon Gecko. Fast forward to the 00's or Naughties or whatever and many games pit you as part of a team working towards a goal. Often this team will be multicultural (think Left 4 Dead, Gears etc). This is far more reflective of our current culture's attitudes, and indeed politics. Nobody could argue that Gears of War is a an 'art' game. But it is still able to offer an insight into our culture and the world we live in. Damn, I should have saved this for a full length post. Great article Christopher!
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September 28, 2009
Thank you for all your comments Bitmob community :D @ Michael J Dintaman - I think the video gaming industry could handle complex issues (both current and historical) with flair. But I fear the essence of what a developer might want to say would be "influenced" by what the publisher might see as risky or non-commercial. I don't know any developers personally so I cannot say if this actually happens behind closed doors, but I do wonder if some developers go in with a deep rich story only to discover they have to make changes that compromise the political message in order to bring it to market. @ Lee, you made a good point about how games reflect current attitudes which i didn't even consider. You should turn your comment into a post ;D
Robsavillo
September 28, 2009
I don't think I can agree with this article, and some of your arguments are rather uneven. You hold up comic books as a medium which can convey deep political messages, but you simultaneously claim video games "will never be able to carry" such messages while holding video games to a much higher standard. Are there any comics which have inspired readers to give to the Red Cross? Why hold Civilization to such a high standard of having the ability to convey a political message? Is such a measure even necessary in order to know whether or not a video game can convey a political message? There are perhaps dozens of role-playing-games which have political messages interwoven into story and dialogue. Whether or not a player picks up on these messages is really no different from the ways that film or comics weave political messages into the same devices for audiences to decipher. I also don't agree that video games are a film/comic hybrid. Both film and comics can have mass appeal and also convey political messages. Neither concept is mutually exclusive to one another or between mediums. Ultimately, a video game is merely an interactive experience for the player, and I don't think that simply being a video game precludes the ability to convey political messages.
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September 28, 2009
I think what's more damaging is generalizations such as this, not games that attempt to deal with real world political or social problems. While I agree there is definitely tension between making your game as broadly appealing as possible, and dealing with controversial issues, you completely discount the fact that some games might want to appeal to smaller audiences. You seem to be mainly considering big budget, AAA games. A strong, diverse medium such as film thrives on having many perspectives and many types and sizes of audience. To say games cannot do the same is both short-sighted, and condemns them to triviality and repetition. How many times will the average gamer, as he or she gets older, really enjoy playing the same super powered space marine? I also agree that allegory is just as, if not often more, effective at conveying a social message, but there is value in not every work being forced to rely on that. To me, that is one of the many roles of art - to force people to question the world around them. I think games are capable of dealing with serious issues both through allegory and overtly - and it greatly benefit the medium if we had more examples of them dealing with it overtly (that weren't throwaway flash games either). More examples are key to slowly changing people's perceptions of what a "game" is, and any triviality that is associated with that. Granted, I'm biased because the game I'm working specifically attempts to deal with this by taking place in a real world setting (Iran, during the initial post-election riots) & dealing with politics (albeit through subtext): http://www.kickstarter.com/projects/1566255659/video-game-set-in-iran-during-the-post-election-ri-0
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September 28, 2009
I enjoyed the article but I wholeheartedly have to disagree that Matt Damon is a bad actor. Anybody who can survive a Terry Gilliam film is a winner in my book.
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September 28, 2009
I'm not totally sure the author did even the slightest bit of research or really understands this topic. Games have been giving political messages for years: the PETA game, the McDonald's flash title. What the piece is assuming is that since it's not a linear series of pictures or words, a game can't communicate a complex message. Using the piece's own examples: Sim City is a generally conservative argument of how urban planning works. High taxes inhibit development, nuclear power is the most useful energy source, environmentalists protest city progress but must ultimately be ignored. By outlining a finite series of rules that define how the world works, players can compare that with reality and make up their own ideas about reality. Civilization imposes technology handicaps on all tribal groups at the start. I understand wishing to ignore any of the complex nuances of games and just mash X all the time, but just because you don't bother to think about any of this stuff doesn't mean other people don't or that games are not already quite apt at it. Google Ian Bogost, procedural rhetoric, political games, God anything other than just sitting and spewing what's on the top of your head at that minute.
Jayhenningsen
September 28, 2009
@Kirk - [quote]I'm not totally sure the author did even the slightest bit of research or really understands this topic.[/quote] [quote]Google Ian Bogost, procedural rhetoric, political games, God anything other than just sitting and spewing what's on the top of your head at that minute.[/quote] While you may not agree with the poster, there's nothing wrong with someone sharing their thoughts and creating a discussion topic. I'm also a fan of doing research before posting, but there are more civil ways to make that point.
Robsavillo
September 28, 2009
Christopher, I just noticed that [url=http://www.gamepolitics.com/2009/09/29/can-games-have-political-narrative]your article was picked up by GamePolitics.com[/url] and thought you might be interested.
Default_picture
September 28, 2009
We seem to want videogames to "grow up", yet whenever someone tries to address series issues contained in them (sexism, homophobia, racial stereotypes to name a few) people throw up the "ITS ONLY A GAME" defense, trying to shut down the argument. @Chris: Your worry about what the publisher would say is still there in film, literature and comics. Its all an issue of finding the right publisher.
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September 28, 2009
@ Lucas. You nailed it on the head. I said this in the racism in gaming article. We have to collectivly pick a lane. Eitehr games are mindless entertainment or they have the capability to be more. If they are mindless entertainment: let's stop tlaking and start gaming. Shut down this site and countless others. If they can be more then let's grow up and make it more.
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September 28, 2009
@ Rob, you're right "a video game is merely an interactive experience for the player, and I don't think that simply being a video game precludes the ability to convey political message". What I tried to establish was that video games have a wider audience than comics do not have. And sadly it is also "stigmatised" as a "playful" medium but this wider audience and thus inadvertently censored by its own broad accessibility. Comics, like Manga and Anime, are perceived differently by the mainstream media (this is just my opinion) and therefore can hold a voice on certain topics. For example, if a comic writer or publisher wrote an story similar to "six days in fallujah" would it have had the same negative response from the media?? Would the publisher have dropped the concept like Konami did?? I certainly do believe games can carry a strong political message, but so do the ESRB and other establishments and I think it is because of these regulatory bodies that video games are chastised. @Lucas, I agree with you, but it is hard for game developers to achieve the same respect as other mediums. I don't know if you recall the incident with Simcoptor by Maxis, but a programmer who planted a code to represent gay avatars in the game was fired when this easter egg surprise was discovered. Under other industries he would have grounds to file a suit for unfair dismissal. What I aimed to point out was that it's not the gaming industry that fails to be political, but the main stream society that refuses to listen to what developers have to say. @Kirk - I hear your pain man. I'm not implying that there are no political games that exist. There are. But the politics within the game is always sitting in the happy medium of what is acceptable by mainstream society. Take sex and nudity in video games, why does the media make such a big issue of Mass Effect and Biowares Dragon Age? As I had asked in my response to Rob, why did Six days in Fallujah get dropped? how is that any different to Call of Duty:MW or any other war game? There is a sensitive nerve in society that can be reached by video games more easily than comics or movies, and that is the mind of the broader general youth. I would have a stab and say that there are probably more kids who play games than read comics, and with the films, heavy political films are often not chosen by teenagers because (as rob said) its not interactive like games. and finally, @ Borut, I hope the general world will accept your views and let you achieve your goals. I know many developers have strong political voices that they wish to express via they chosen medium. Go forward and kick ass man!
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September 28, 2009
@Rob- I'm glad that someone else notices that RPGs commonly have political messages.
Robsavillo
September 29, 2009
Christopher, I wholeheartedly disagree, and so do two of video gaming's most popular and commercially successful franchises -- Grand Theft Auto and Metal Gear Solid. Also, I don't think that the ESRB has any influence on political messages in games. The only rating the ESRB can really threaten a publisher or developer with is the dreaded AO, which is usually reserved for games with explicit sex content.
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September 29, 2009
@Chris How the hell do you even represent a gay character in a helicopter game? We don't wear rainbows on our chest to allow for easy identification... @Marcel That is the problem though; look at movies, you have your Kubricks and then you have your Michael Bays. There is a balance, and [b]that[/b] is what video games need as a whole.
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September 29, 2009
@Rob Uh, MGS? What message is in that other than "PMC's do exist" and "OH GOD WAR ECONOMY MORE WAR ECONOMY WAAAAAAAR ECOONOOOMYYYYY"
Default_picture
September 29, 2009
@Lucas- There are numerous messages in MGS games. For example, the original MGS was unique in that it didn't glorify warfare like most other war games. Instead, it examined the more tragic aspects of conflicts. Even though other people thought of Snake as a hero, he didn't really agree. He thought that it never felt good to kill others. MGS2 has many things to say about modern world governments (especially the US) and MGS4 reveals the potential dangers of private military corporations.
Default_picture
September 30, 2009
@ Rob, I wouldn't expect anything less from you ;) Regarding the narrative in MGS and GTA, I think both franchises earned the right to be autonomous. The messages in the MGS series was born from Hideo Kojima's success in the 80's (I'm have no doubts you already know this). The thing is, in the very first Metal Gear, Mr Kojima wasn't battling with "what political message do I want to say?", he was simply coming up with solutions to tackle the hardware limitations of that time. MG turned into a stealth game simply because the MSX2 couldn't handle the output needed as he said "they would run out of sprites with just one player, two characters, two bullets, and then you'd run out." - what kind of action game could he make with that? (check out his keynote speech for the full explanation) He wasn't even considering his political message at that stage. As for GTA, the very first GTA was a top down "sandbox" game with no story what so ever. Over time, that concept evolved and gained notoriety for what you could do in the game - Rockstar earned the right to have complete control over what they do and say in a game. And from that journey, GTA4 was born. I respect both developers because they used they status to say something poignant and worthy. As I had stated in the opening line of the second paragraph, the reason why I left out mentioning games like MGS series and GTA series is because I was not exploring if games could deliver a political messages - I know they can and MGS, GTA even FF series are all accomplished games with deep political voices as a driving force; but rather was it necessary for games to have a politically charged narrative to gain wider acceptance and whether the gaming industry, generally, would see such a concept as risky. "Haze" is a game that fizzled, yet it had a good political narrative in the story line: Play a soldier addicted to a drug called Nector. Discover the government you're a re working for has filled your head with propaganda and is actually fascist and corrupt, you quit and fight back. In the end, no-one cared about the narrative- the game bombed because the gameplay was unpolished. Than you have the complete opposite. Valve. They make a sequel game and it is banned in Australia. Without even having a political narrative it has made a lot of the Australian consumers question the Censorship board and evoked a political discussion about censorship. Which leads me to my remark about ESRB and other regulatory bodies. I didn't mean to imply they had any control over what developers say, but rather I wanted to highlight the symbolic meaning of its existence. Government regulatory bodies are set up to control and censor. The State brings them to existence if they fear the industry might have a powerful impact/influence over its citizens. anyway - I will end there and never say more about this topic. I respect your views completely and love reading your articles. And it's good to disagree ;D @Lucas - I'm sorry I didn't clarify myself better for you :) your comment made me laugh heaps! Anyway - to cut a long story short, Simcoptor was a game where players took control of a helicoptor and resolved urban disturbances by finding and shining lights over unruly crowds, rescuing people etc. What happened was people who started playing the game discovered that the some AI citizens were muscle bound bikini clad men kissing each other and holding hands etc. Apparently they had fluorescent nipples specially rendered for a mode usually reserved for fog-piercing runway landing lights, so they could easily be seen from long distances in the worst weather. It was hilarious! Mr Jacques Servin was fired for putting in such a code - I think yahoo listed it in its top 10 controversial games under yahoo!games.

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