“Tell me and I’ll forget.
Show me and I may remember.
Involve me and I will understand.”
A Chinese proverb that I think speaks to the potential power of social issue games.
© 2010, Reid Bryant Kimball. All rights reserved.
A Chinese proverb that I think speaks to the potential power of social issue games.
© 2010, Reid Bryant Kimball. All rights reserved.
Tags: chinese, potential, proverb, video games
Posted in Arts, Social Issue Games | No Comments »
Jesse Schell, author of the highly regarded The Art of Game Design: A Book of Lenses gave a presentation at D.I.C.E on February 18th, 2010, which was at times funny and at other times a scary picture of the future of games.
His main premise is that games of the future will continue the trend of all media becoming more relevant to or at least connected with reality. Current examples of this trend he cited are the virtual plant that grows in the Honda Insight (though he incorrectly said it was the Toyota Prius) when drivers are more fuel efficient. It’s a game to encourage better driving behavior. Facebook games frequently encourage players to connect with their friends, to share virtual items or challenge them. XBox has its public achievement system that can pressure someone to play more to get more points so they can brag to their friends in the real world, about something that doesn’t exist if there’s no electricity.
Schell says this trend started because people care about reconnecting with what is real. That in the past twenty to thirty years, technology has enabled us to gorge on fantasy and escapism and now we are finally awakening from our post-gorge-fest to realize it was a sham. A farce. Empty calories that aren’t delivering what is real and true to the experience of being human.
We now want real experiences, we want real change and to reconnect with nature. Partly why Avatar was so successful was because it reawakened a deeply muted and numbed core of the human experience, which is to be in tune with nature, life and your own body. Many are sick today because they aren’t awake; they don’t know what “real” feels like.
So that’s the now, which I’ve sort of emphasized a bit more than Jesse Schell did and put my own interpretation on what I’m seeing. What about the future? What did Jesse Schell have to say about where games will go?
I think this was the best part of his presentation because it aroused strong feelings of disgust within and will leave me thinking for days, if not weeks, until I can figure out how to deal with it, because I see what he predicts as a very real possibility. In summary, what he predicts is massively multiplayer advertising games through sharing of dynamic electronic tattoos that display brand advertisements, cereal boxes with leaderboards among friends ranking who has eaten the most and Amazon reviews that give bonus points if the Kindle detected your eyes read every single word. Massive, pervasive awareness of what you see, what you eat, what you drive, how you do it, why you do it, where and when.
It’s not a future I want to see. I don’t like advertising, I think it pollutes the mind. “You are ugly. You are fat. You are hungry. You are friendless, hairless and depressed. What you need, we have. What you want, we sell. To be better, buy now.” Now couple that with achievement systems for being a “better” consumer and we have an already ill western society built up on consumerism now on a fast track to even greater self-destruction.
I went to a town hall recently and several members of the city government gave presentations, including the mayor and commissioner, as well as citizens. The topic was on peak oil, climate change and what it can do to our local food supply, the citizens and the planet as a whole. One point that really struck me was that for generations we’ve been brought up to be consumers. We consume food, clothing, information, services, products, art and raw materials of the earth. If we are to not only survive, but thrive in the coming generations, we need to adapt our way of living away from consumers to instead being contributors. We’ll need to become contributors of local community services (carpool organizer), food (grow your own), clothing (sew your own), healthcare (be your own doctor) and information (teach others what you know).
The question for us game designers as we move ahead to creating more reality infused game experiences is, are we going to create games that are leaderboards for how many calories players have consumed for McDonalds? Or are we going to create games that help people positively, to be more connected with nature, genuine and compassionate towards all life? Are we going to be creating generations of consumers, or generations of contributors? Which way will you contribute to the future of society?
Also posted on my Gamasutra blog.
© 2010, Reid Bryant Kimball. All rights reserved.
Tags: avatar, consumerism, consumers, contributors, dice, environment, Game Design, games for change, jesse schell, peak oil, social games
Posted in Arts, Game Design, Social Issue Games, Videogame Industry | No Comments »
When I first heard about Avatar I was pleasantly surprised because I was working on prototyping a video game of the exact same concept. Greedy corporations with no compassion for nature or people destroy the environment and kill indigenous people to extract resources from land they occupy.
But my inspiration wasn’t Avatar, nor was it FernGully, or Dances with Wolves, or Pocahontas or any other movie one cares to compare Avatar to. My inspiration for the environmentally and socially conscious video game was real life. It was the many actual real events that I have read about or watched short videos on.
It always upset me when people couldn’t talk about anything besides making comparisons to other films because they were completely missing the point. Avatar isn’t a rip-off of FernGully or Princess Mononoke; it’s a rip-off of what is happening right now all over the world in the United States, the Amazon jungles, coasts of Somalia and the remote regions of India. Mega corporations based in the US and UK are mining for minerals and resources, just like the fictional RDA mining corporation in Avatar. And just like the fictional RDA, they are destroying the environment and harming, if not killing, the people who live in it.
I wish that Avatar wasn’t so escapist and that people after watching it could make the connection that what happens in the movie is reality and that it needs to stop, sooner than later.
With the greed of corporations driving the pollution of the planet, bit by bit, we are slowly killing ourselves. The rivers become polluted and we who drink from it or swim in it, contract diseases, which happened with me. But that is a story for another post.
In the meantime, educate your thinking with these links below.
© 2010, Reid Bryant Kimball. All rights reserved.
Tags: amazon, america, avatar, chevron, china, exxon mobile, india, james cameron, oil, pollution, somalia, texaco, uk, us, video games
Posted in Arts, Current Events, Social Issue Games | 1 Comment »
When I was young, I used to draw a lot and my family always encouraged me to continue with it. My Grandmother on my Mom’s side was a very accomplished artist. She did a wonderful self-portrait by coloring the whole page with pencil and then erasing it to draw the lines.
At some point I just stopped drawing. I think hockey and video games took up most of my free time. I also remember becoming frustrated with drawing. My method was to copy cartoon drawings free-hand. If there was a picture of Garfield, I’d copy it free-hand and it was nearly identical, except in black in white pencil.
Over time I moved on to more complex drawings, like one of RoboCop. I labored for hours over the intricate mechanical pieces and proportions. I remember it being frustrating more than fun. I think that’s when I hit a road block in my skills development. I never took more art classes besides the few I had earlier in my elementary school years. Not having taken classes seemed to stunt my growth as an artist. I could not draw real world objects if my life depended on it.
This why I’m rather stunned at what I accomplished tonight. For years, I’ve wanted to improve my art skills in the traditional ways of drawing. I recently started reading Drawing on the Right Side of the Brain and I attempted my first art exercise before the book went into any teaching. Doing the first self-portrait is a way of measuring how well I improve as I read the book. I expected the self-portrait to be hideous. This is what I did in one hour of drawing myself while sitting in front of a mirror.
I can’t wait to see how my skills improve after reading the book and doing more exercises.
© 2010, Reid Bryant Kimball. All rights reserved.
Tags: art, drawing, family, garfield, grandmother, robocop, self-portrait
Posted in Arts | 2 Comments »
Designing What Goes Around
On December 2nd, 2009 I released an experimental anti-war video game called What Goes Around (download link) that features a procedural rhetoric. The game is for PC, lasting a few minutes and the download is about 7+MB. I encourage you to give it a try because in the rest of this article I will explain what inspired me to make it and why I made the design decisions I did.
Goals
I have a passion for creating games that explore more serious topics like health, the environment, human rights and war. I don’t get to make these kinds of games during my day job but I hope to one day because I believe games can provide very engaging and empowering experiences for people. I’ve written about how games can be used for good in several different articles; Using Games as a Dialog with Players, Infusing Games with a Moral Premise, and Breaking the Vicious Cycle.
Part of the reason I wanted to create What Goes Around was to challenge myself in creating a game that could communicate a specific message through gameplay mechanics (called procedural rhetoric) and combine it with other content that strengthens the message.
The term, “procedural rhetoric” comes from an article by Ian Bogost. In my experience, most games that attempt to have a procedural rhetoric tend to be void of context, such as The Marriage. Bare abstract mechanics are difficult for many players to interpret. It’s important for me to explore how to combine both contextual visual and aural elements with gameplay mechanics to say something specific and have it be easily understood.
Inspiration
I was inspired by an anti-war ad campaign titled “What Goes Around” made for Global Coalition for Peace by Big Ant International. The concept of the posters intrigued me because they were printed in wide format to be wrapped around a pole. On one of the posters, at one end was a soldier with his arm extended as if in the middle of throwing and at the other end was a grenade flying through the air. When the poster was wrapped around a pole, it looked like the grenade was being thrown at him.
Another poster with the same concept uses a fighter jet at one end having just fired a missile, which is at the opposite end. When wrapped around a pole, the missile is about to hit the back of the fighter jet.
When I saw the fighter jet poster it immediately reminded me of a video game side scrolling shooter. The concept for What Goes Around instantly came to me at that moment and I challenged myself to adapt the anti-war ad campaign to a video game format with a procedural rhetoric.
The other reason was to express my views about war, especially because at the time the concept came to me, it was August 29th, 2009 and President Obama was debating what to do in Afghanistan. To my disappointment, the night of completing this game, he announced plans to increase troop numbers by an additional 30,000 to be deployed to Afghanistan.
Designing the Procedural Rhetoric
Again, if you haven’t played the game, please do, it only takes a few minutes.
The player starts on the left side of the screen as a Predator drone that can fire one single Hellfire missile. The core mechanic that starts the procedural rhetoric is the player shooting at the target in front of them on the right side of the screen. The target, which is a Turban wearing UFO, which I like to call a Turbalien, disappears as soon as the missile gets near it.
The missile continues to move left to right and then when it reaches the right edge of the screen it wraps around to the left edge of the screen. It continues moving and looping, left to right. This establishes the message of “What goes around, comes around.”
But it needed to be more than simply having the missile loop left to right endlessly. The missile needed to destroy the player on impact to really drive home the idea that violence causes violence, that what goes around, comes around.
Iteration of Gameplay and Message
The first time I play tested it myself, I knew what would happen and moved my Predator drone out of the way so when it looped, it would pass by without incident. I realized that players could avoid the message easily and wanted to change that. I added random deviation to the Y axis of the missile’s path so that it randomly moved up or down. After a lot of iteration, I got it so that it’s impossible to survive after launching the missile. This further strengthened the message, since the delivery of the point was inevitable and also says that no matter what, past transgressions will always catch up to you, it’s just a matter of when.
During futher play testing with other people, they said they didn’t move their Predator avatar after firing the missile, and when it loops around to the left edge of the screen, they died immediately without much understanding of what happened because it was so quick. To fix this, upon launch of the missile initially, it moves down below the Predator avatar so that if the player doesn’t move their avatar, it will pass right by them.
On first pass at this new mechanic, when it was flying below the Predator avatar, the missile started to randomly move up or down, sometimes colliding with it and causing it to explode. I didn’t want that to happen so soon and had to delay the randomness of the flight path until it passed the Predator avatar. This allowed players to witness the behavior of the missile and hopefully understand what was happening.
I included images of civilians caught in war that looped right to left because I feel strongly that there is no good reason for anyone to die, especially civilians. I wanted to draw a connection to the player trying to fire at what they may perceive to be an enemy but have very little understanding of (UFO, alien) more often have unintended consequences for civilians, whether displaced, maimed, killed or losing someone they know. War is different in today’s modern times. Casualties of today’s war may grow up to be tomorrow’s Osama Bin Laden. That’s how I see it at least. It’s insanity to keep waging war and think it will lead to more peace.
The sound effects and music were done by Nikolas Sideris, who did an excellent job despite my not being able to provide him with specific direction. I was only able to communicate the kind of mood I wanted the music to evoke and he did a terrific job. I remarked to a friend that I was afraid the music might out class the whole game and I still wonder about that.
Challenging My Design Philosophy
When I began development of What Goes Around I didn’t foresee how much the game would challenge my views about game design and in the end it helped solidify my positions, their reasonings and discover new ideas.
I’m critical of lengthy single player narrative games. I think most games released are too long and overstay their welcome hours after their worth has run dry. Many games I play could easily be the same, if not better, experience in 2 – 4 hours of length. Most games don’t have mechanics with enough variety or depth to warrant more time than that and their simplistic plots get padded with busy-work objectives that do little to contribute to the heart of the story.
The goal of What Goes Around was to communicate a specific message and while I could have padded it with extra waves of targets to shoot at, I didn’t want to do that. I didn’t want to waste people’s time or insult them by repeating the procedural rhetoric over and over.
At one point I felt guilty that people would have to download the game but only play it for a few minutes. I realized the game should have been done in Flash. Unfortunately, I don’t have Flash and I’m not an accomplished programmer yet. Development would have slowed to a crawl and I’m sure the game would have never been released. Despite my worries and guilt, I had to ignore them and do what I felt was best for the game, making it short and to the point.
Another traditional design I chose not to implement was progression. Most shooters have the player collecting more powerful weapons and facing tougher enemies. I didn’t include that for two reasons. One, because it would unnecesarily lengthen the game. Second and more importantly it would have distracted from the message I was trying to communicate.
I see many examples of developers attempting to create “meaningful” games but they fail because they resort to mechanics that make the experience about acquiring meaningless points or achievements and it cheapens what they were trying to accomplish. Life isn’t about keeping score, it’s about the emotions we feel within and what we do with them.
One thing I didn’t realize I believed in until designing the game was the idea that it’s OK and even powerful for players not to act. That inaction is just as equally valid and acceptable a choice as acting. In the game, I try to challenge players with this by having a military commander order them to attack the Turbalien. In a way, that military commander is me talking to the player, daring them to attack. If players disregard the order and do nothing, that to me is significant. They reject the call to attack, the traditional gameplay of the genre to shoot anything and everything and instead want a peaceful resolution to war.
After demonstrating their ability to think for themselves and not blindly follow gameplay traditions, I think there is a crack in that moment where they are open to new ideas. After that, a short dialog occurs between the player’s CIA Predator drone and the Turbalien.
Finally, the most contentious part of the game is what happens after the dialog between player and Turbalien, which is nothing. Nothing new happens at all. During the dialog, the player is clued into how they can stop the war, but it’s up to the player do it. The Turbalien says to the player that they can “end the war”. Again, this is me talking to the player, trying to inspire them to act. In the main menu, there is a button labeled, “End War” which replaces the traditional “Quit Game” button. I hoped players would remember that and realize to end the war in the game, they must do what I consider to be a more powerful action, exiting the game, than an action within the game. Most play testers didn’t get that and wanted immediate closure, more ways to express themselves within the game world and not outside of it.
In a way, by quitting the game before any real reward event occurs I see it as a physical commitment to the cause of ending the actual Afghan and Iraq wars. My design goal was to transition players from game world to real world and motivate them to think about the game and its content after exiting. I wanted to motivate people and spark real action to end the wars. It may sound naive and silly, but other art forms are able to motivate people to act in various ways.
Final Thoughts
Designing What Goes Around taught me that a procedural rhetoric is fairly easy to put into games and yet we don’t see much of that, to my disappointment. There is no reason a game can’t. The Modern Warfare AC-130 mission can easily be about poor information and the inability to discern friend from foe from civilian, how one deals with inaccurate information in a war and whether following orders blindly still means doing ones duty. I hope to see more games that use mechanics as a procedural rhetoric coupled with traditional visual and aural content. While What Goes Around won’t win any awards, it proved to me there’s vast potential in this area to be explored.
Also posted on my Gamasutra blog.
© 2009, Reid Bryant Kimball. All rights reserved.
Tags: afghanistan, anti-war, civilians, gamedesign, hellfire, predator, procedural rhetoric, socialissue, war
Posted in Arts, Game Design, Social Issue Games | 3 Comments »
I’m pissed. My problem doesn’t completely lie with players of videogames. They are free do as they please. Though, when one only cares about playing games to obsessive levels, I do get disappointed and want to kick them into realizing they are capable of so much more than following a list of orders and pushing the right buttons.
No, my problem is mainly with the fact that by and large the videogames industry prides itself on making the most addictive games possible. It’s become a selling point to claim just how addictive the game is. Or to a lesser degree, a developer will claim that someone can put in many hours because of its replayability just for the sake of replay rather than to learn something new.
I can’t think of any other media; theater, painting, music, film, novels or other, where the industry works extremely hard to create addictive works and then further encourages that practice by trying to create monetization schemes that benefit the most from addicted players.
I don’t like it. Not at all. I have a very different philosophical approach to game design. I want to create games that people only need to play once. They are certainly free to play more than that, but it’s not necessary because they get a satisfying experience the first time through.
As a social progressive game designer, I see so many people who are unknowingly victims, locked inside a vicious cycle, unable to escape because they don’t know any better. Games have the power to help free people from being victims in their daily lives. Whether it’s being a victim of prejudice, bullying, sexual harassment, social status, economic systems, disability, disease, or even their own mind, many people are trapped in a vicious cycle of victimization and can’t find ways to break away.
A game can do that though. It’s an idea that has yet to gain mainstream acceptance. Critics of the idea, without being able to see my vision with their own eyes, may call this a boring serious game, or a not so fun self-help game. It’s more than that. It’s an inspirational experience that one can relate to and gain valuable wisdom and knowledge to apply to their own lives. It’s the Erin Brockovich of videogames.
Erin Brockovich is a woman who fought against PG&E in court for polluting the drinking water of Hinkley, CA. The citizens had an abnormally high rate of cancer and sickness. Through her hard work and determination, she taught herself law to take on the powerful utility company, PG&E. The sick citizens whom she fought for were compensated $333 million after winning the suit. While money will never help them regain the health and lives lost, what she did was prove that one person can make a difference for a community by fighting for their ideals and justice.
Erin Brockovich’s story inspired millions and became a very successful film, nominated for several academy awards. Her story is one that can inspire someone to act in similar ways to fight against an injustice. It’s a story, no scratch that, it’s an experience that can be replicated in a game and give people not only the motivation but the real life tools and skills to apply in their daily lives.
In the United States, I look around and I see people who are victims of 24 hour news channels that lack news, victims of a food industry that lacks sustenance and victims of a health care industry that does not care.
It’s all shit and it’s all wrong. Everyone knows it, but few act. If only they knew their power. The games industry thrives on power fantasies, but not the kinds that can change a person’s life. Instead, it creates addictive escapist fantasies and many developers pride themselves in that. They pat each other on the back and tell one another they earned their pay by making people happy, by putting smiles on their faces. By helping them escape all shit that’s killing them.
No, they’re not doing that. Not at all. They’re only delaying the routine of victimization, if only for a few hours. But when players turn off the game and get back to their daily lives, the problems are still there. The media still controls what they think. The food still clogs their arteries and the drugs still create more problems than they solve, forcing them to take more drugs. The vicious cycle continues.
They don’t have to be victims though. My own battle with Crohn’s disease is proof of that. I was once a victim, of my own vanity. Of my own low self-esteem. My acne. I took all kinds of acne medications, one after another. From low grade to the motha-fuckin’ A-Bomb itself, Accutane. It destroyed my immune system. Years later, I was diagnosed with Crohn’s disease, an inflammatory bowel disease. Symptoms for people with Crohn’s can range from blood in the stool, fistulas, bowel obstructions and uncontrollable diarrhea.
It’s a shitty way to live… I can joke about it because my Crohn’s is now in remission. I learned how to break free from the vicious cycle by not listening to my pharmaceutical brainwashed doctors. Instead, I listened to my gut and changed my lifestyle and diet. It took a lot of hard work and dedication, but my story proves the benefits one can wield by refusing to be a victim.
I don’t think of Crohn’s as a curse. It’s a gift. I now eat healthier than ever before and love to cook. I don’t take life for granted. My experience proves people don’t have to be victims, not of their relationships, society, technology, corporations, government or of themselves.
However, people aren’t going to get there without a little help. A game can be the hammer that smashes the chains and breaks them free. But the kinds of games the industry strives to make aren’t going to help anyone get there any sooner. To help people realize their full potential and help improve the world, we can start by breaking the vicious cycle on addictive multi-play games. In this complex and increasingly dishonest world we live in, it’s time the videogame industry stepped up to the responsibility it has when wielding such a powerful yet largely untapped medium.
© 2009, Reid Bryant Kimball. All rights reserved.
Tags: addictive, gamesforchange, mmo, positive impact, replayability, socialissu, socialissue, videogames
Posted in Arts, Game Design, Social Issue Games, Videogame Industry | 6 Comments »
Every once in awhile a new musical artist is introduced to me that blows my mind and really inspires me to share their work w ith others. Here are two for today:
If anyone can tell me the words to this music please, please, please tell me. Can’t figure any of it out.
Next we have Kaki King.
The thing I love about watching/listening to these two particular videos is to see the flow they are in. Flow is an important cycle of mental activity that games easily generate. Engaging in the arts often produces flow, as do many other activities. Unfortunately, I think there are many of us who have yet to find which activities can help us induce a state of flow. It’s too bad because when in flow people can’t help but express themself without any filters or inhibitions. They radiate something special that infects us all with their presence.
© 2009, Reid Bryant Kimball. All rights reserved.
Posted in Arts | 1 Comment »
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