DITCHWALK

A Road Less Traveled

Topics / Books / Docs

About / Archive / Contact

Copyright © 2002-2023 Mark Barrett 

Home > 2002 > Archives for December 2002

Archives for December 2002

Dodging Bullets

December 31, 2002 By Mark Leave a Comment

Regarding my previous concern about a public relations nightmare arising from the D.C. sniper killings (see previous posts here and here), while there has been little fallout against our industry so far, I’m still on the fence as to why that may be. It’s entirely possible that there is no evidence that the killers were fans of sniping simulations, which would mean that our industry’s insistence on ignoring all social concerns until cornered by Congress has been the right tack. On the other hand, the current silence may only be the calm before the courtroom storm, meaning our instinct to deny could be working against our own best interests. Because a comprehensive gag order was draped over this case shortly after the two suspects were apprehended, we don’t really know whether either of them were fans of violent entertainment of any kind.

It still seems to me that a savvy, cutting-edge industry would be proactive when threatened with scapegoating of this magnitude, but I’m going to let that go for the moment. For the sake of argument let’s say that no violent software turned up on any computers the suspects may have owned or used, and let’s say the suspects themselves aren’t claiming that GTA III made them do it. Aren’t we in the clear then, at least this time?

My answer is no, and here’s why.  [ Read more ]

Filed Under: Interactive Tagged With: violence

Terrorism and the 1st Amendment

December 21, 2002 By Mark Leave a Comment

If the events of 9/11 are destined to influence the gaming community beyond eliminating the World Trade Center from views of the Manhattan skyline, an article entitled Solider of Intifada in the January, 2003 issue of Computer Gaming World (p.36) may suggest how. The article contrasts the release of a Syrian shooter called Under Ash, in which the player adopts the role of a 19-year-old Palestinian refuge, with the recent release of America’s Army, a shooter distributed free by the U.S. Army as part of its recruitment efforts.

While the piece deals squarely and fairly with how point of view determines whether content is patriotic or propagandistic, the article also suggests a more pressing and practical problem for our industry. Specifically, could the federal government deny Americans the right to own or play Under Ash, and/or arrest or detain individuals who chose to do so? Currently a great deal of latitude is being given to law enforcement efforts to combat terrorism, and it seems a real possibility that a violent game produced by Islamic developers might easily fall under someone’s definition of ‘terrorist activity’.

That this could be the tip of a Constitutional iceberg is obvious, because if the federal government can suppress one title, there may be attempts to suppress others, even if those titles haven’t been produced by enemies of the state. And for politicians already on the record as opposed to violent games, what better way to proceed than by reframing their social agendas as patriotism?

Even if no legislation is ever passed prohibiting certain products in the United States, quasi-governmental accusations or the threat of litigation could still have a chilling effect on developers and publishers of controversial titles. Will we see publishers and developers self-censoring content for fear of being labeled un-American? (If this seems far-fetched, read up on McCarthyism, then watch some of the jingoistic movies produced during that period.) And how might such a politically-charged marketplace affect the growing trend of developers openly supporting mod communities? While Quake III isn’t a game about terrorism, is that distinction going to be apparent to the average citizen if Congress trots out a total conversion in which the goal is mowing down likenesses of real Senators and Representatives before dispatching a likeness of the current president?

I don’t know how this will all play out, but my guess is that someone will take a run at using 9/11 for political gain at our industry’s expense. Although I have criticized our industry’s timidity in confronting scapegoating (see the section above), the risks associated with defending free access to a title like Under Ash are considerable, and probably prohibitive for individuals or groups who want to market product in the U.S. Ironically, it may be the release of America’s Army, along with other violent patriotic and nationalistic titles, that prevents those bent on social engineering from getting completely out of hand.

— Mark Barrett

Filed Under: Interactive

Accepting Responsibility

December 17, 2002 By Mark Leave a Comment

Earlier this year (see And the Winner Is), I argued that it was wrong for the Game Developers Choice Awards to lump writing into the Game Design category. A number of others must have made similar arguments, because a few months ago writers were indeed given their own award category. (Nominations will be taken for the 2003 awards beginning 1/03/03. See the Choice Awards page for details.) To those who voted for the new category, and to those taking on the workload of administering the award, belated sincere thanks.

I chose not to comment on the announcement of the new writing award previously because I felt that the inclusion of a writing category simply corrected an oversight. Now, however, I think something more needs to be said. While the importance of the award probably cannot be overstated, both because it raises visibility to the value of writing as a production craft, and gives credibility to the idea that writing can be an important component of the development process, this elevation in development status comes with a price.

Over the past decade or so, there have been several periods in which writers, critics and gurus from other storytelling mediums have forayed into the interactive entertainment market, often with the goal of showing us ‘how it’s done’. In a matter of a year or two these know-it-alls usually fell by the wayside, battered and bruised by the difficulties and complexities of our new form, but the residue of their visits remained.

Chief among the problems created by these people was the impression among industry professionals that storytellers were idiots, and that the gaming business didn’t need writers any more than it needed sleep, exercise or vegetables. As this new writing award attests, times have certainly changed, but the potential for unprepared writers to do damage is still with us, and will only increase as more developers turn to professional storytellers for help. Why? Because as demand increases more writers are going to enter the pipeline, with many (if not most) of them naive to the issues that separate our form from passive storytelling mediums.

If an award for writing is deserved, and I believe it is, such recognition is in large part due to the work of writers and storytellers who proved to be reliable, knowledgeable and professional in their dealings with the interactive industry. As a measure of thanks, and with the intent of improving the writer’s lot in this business over the long haul, I encourage writers to accept individual responsibility for learning the interactive form, and I intend to continue to support those interested in doing so.

— Mark Barrett

Filed Under: Interactive Tagged With: game developers choice awards

Taking a Deep Breath

December 8, 2002 By Mark 1 Comment

After four years in my current house it became clear that my kitchen was the weak link in what was otherwise a thoroughly enjoyable home. Not only was the decor too dark for a northern room (including burgundy carpet on the floor, if you can believe it), but there were three open doorways that couldn’t be closed to reduce noise, or to help zone heat in the winter.

To rectify these and other problems, at the beginning of this year I undertook the design of a complete remodel to be implemented in late fall, and I began freeing up time from work to allow me to participate in several facets of the project. Now, as the year comes to a close and the project nears a successful completion, I find myself looking forward to a lot of good cooking, and back on a lesson learned.  [ Read more ]

Filed Under: Interactive