Archive for the ‘Game Design’ Category

Commentary: Design Lessons from Torture in Games

Wednesday, April 22nd, 2009

Last week saw the release of several crucial memos written during the early years of the Bush administration regarding official government policy on the use of torture on detainees caught in the war on terror. It’s a hot topic on TV, with CNN and MSNBC news programs covering it nightly. The New York Times has written editorials calling for the impeachment of Jay Bybee, one of the lawyers who authored some of the damaging opinions. Blogs are pointing their readers to petitions for special prosecution investigations and impeachments. Readers are having heated discussions about the revelations, particularly what it all means for the American people and the consequences we face if we don’t impeach and hold those responsible accountable.

Over the years, since the Bush regime’s use of torture was first revealed, especially with Abu Ghraib, there has been small indie videogames released featuring torture as their core gameplay mechanic. This is not an exhaustive list but only a small sampling. Most of them are forgetful but one of them embodies a valuable lesson for game designers. Here is a small and certainly not exhaustive sampling of the most notable torture games I have found.

Nick Anderson: Torture Time!

Torture Time!

This is a sad case of a rush job trying to capitalize on timeliness of current events. If you play it, you’ll notice it’s very easy to fail and have no idea why. It lacks proper feedback in the waterboarding stage, doesn’t make clear what the goal is and what the rules are. It has other “mini-games”, but they aren’t really games. Overall, it’s an example of what not to do in a torture game and worst of all, it doesn’t say anything worthwhile.

Torture Game and Torture Game 2

Torture Game 2

Torture and Torture 2 flash games are more “simulations”, though that’s even too generous a word. It’s more like a sick toy, where you are given a set of tools, such as spears, razor blades and even a chainsaw. Choose the tool and inflict the damage. The character is rendered as ragdoll, so it is lifeless and lacks empathetic qualities. That’s unfortunate, because it ignores the human toll and misrepresents the horrible fact that torture is done to living, breathing human beings who feel the same joy and pain that anyone else does. The design lesson I learned from this was that nothing is off limits for games or sims. No topic is too sick or controversial. The Torture games have hundreds of posts from people making suggestions for more torture actions and tools.

Rendition: An Interactive War on Terror

Rendition Game

Rendition is a more interesting piece. The author states it is a political art experiment and I’m not so sure it works as intended. The concept is that you have to interrogate a detainee, but there’s a language barrier and the only available actions are to torture the detainee by beatings. The designer says it’s a statement on our own culpability, in that we have to act to stop torture, in this case, by quitting the game. When the player is awarded points for each type of physical beating they engage in, I feel it works against the author’s intent. The design lesson here is that it’s really hard to make artistic statements in games and you must choose your mechanics wisely so not to confuse or conflict with the message.

Big Bugdet Games

Recent big budget titles have flirted with the topic of torture, but handled them just as irresponsibly.

Gears of War 2 (NOTE – spoilers ahead)

Gears of War 2 - Tai commits suicide

Gear of War 2 does not have any torture gameplay but does touch on the subject in its narrative. It features two characters that have been tortured and both die within moments of being freed. One commits suicide while the other is murdered.

The design lesson I learned from this relates to narrative design, not gameplay design. Narratively, it conveys a disturbing message that those who are tortured are not worth reintegrating back into society and thus are better off killed. Try telling that to John McCain.

Also, I can’t understand why Dom, who’s been searching for his wife the whole game would kill her, no matter how tortured or close to death she was. Nothing in the narrative gave me insight into why his character would act this way and it felt wrong. I wonder if no one had a good answer for how to wrap up this plot thread after that cinematic ends, so it was decided killing her would be “convenient”.

Gears of War 2 - moments before Dom murders his tortured wife.

World of Warcraft: Wrath of the Lich King

WoW’s Wrath of the Lich King has a quest called The Art of Persuasion. It’s clear looking at the quest details the designer is well aware of the concept of extraordinary rendition, where detainees are sent to other countries to be tortured by other people because they are not bound by any “code of conduct”.

World of Warcraft's The Art of Persuasion

The item details for the Neural Needler are particularly striking. During the quest, the object the player uses on the prisoner is called a “Neural Needler” and its use description is, “Use: Inflects incredible pain to target, but does no permanent damage.” In the book, “A Question of Torture: CIA Interrogation, from the Cold War to the War on Terror” by Alfred McCoy, it states, “As its most troubling legacy, the CIA’s psychological method, with its scientific patina and avoidance of obvious physical brutality, has created a pretext for the preservation of torture as an acceptable practice within the intelligence community.” The methods developed by the CIA in the 60’s and 70’s were being used throughout the Bush administration. Specifically, techniques such as sleep deprivation, exploitation of phobias and stress positions were used in Afghanistan, Iraq, Guantanamo Bay, Poland, Morocco and other secret locations around the world known as blacksites. Those three techniques do not use direct physical pain and evidence of their use is detailed in the recently released memos.

The Art of Persuasion quest

While it’s good that the quest in WotLK is a little more accurate in the approaches of torture; using outsiders and inflicting only psychological pain, it’s as far as it goes in handling the gameplay of torture responsibly, which leaves a lot to be desired.

Richard Bartle stirred up controversy by explaining that he was disappointed with the quest because he felt like he was forced to torture when he did not want to because it went against his morals. Adam Bishop recently wrote about a similar situation in Far Cry 2. He did not want to destroy a malaria medication and almost stopped playing the game because it did not allow him to resolve the conflict in a way that he felt would be morally acceptable to him.

The design lesson to take away from this is when dealing with complex and controversial moral issues, you should consider allowing players the freedom to express their views and resolve the conflict on their own terms, not yours. But then there’s an issue of ethical design authoriship. If a player wants to torture, is it ethical to allow them to do that. Is it OK to balance that out by presenting natural consequences?

Calabouço Tétrico

The one game that stands out above all the others is Calabouço Tétrico. Not because it renders the affects of torture accurately, or simulates in a systemic way how torture comes to be used, but because it expresses a Procedural Rhetoric. Ian Bogost says a game has procedural rhetoric, “Anytime the argument is being advanced in whole or in part by the way the rules function.” In other words, Calabouço Tétrico conveys an important message through its tight coupling of art and game mechanics. It can’t do it based on the art alone; it depends on the rules of the gameplay.

Calabouco Tetrico - Torture Tetris

The game plays exactly the same as Tetris, only the art is changed and the various shaped blocks are people in tortured positions. I encourage you to try it out for a few minutes. I found it uniquely disturbing because I knew it was Tetris, but it wasn’t because it transcended the abstract nature of Tetris and engaged real world concepts and ideas thanks to its art.

The important design lesson of Calabouço Tétrico is that you can dress up abstract mechanics to say something meaningful. When blocks stack up and reach the top, triggering the fail screen, the meaning becomes clear; “No matter how hard we try to keep the truth of torture and our culpability in it from rising to the surface, it will catch up to us.”

Fail state for torture tetris

Whether we did it once or 183 times, what was done during the Bush administration in the war on terror will have lasting impact for generations to come. It’s up to the American people to hold those responsible accountable. This includes the CIA operatives who were implementing the torture, CIA headquarters giving the orders to torture, lawyers justifying the torture, politicians encouraging the torture and Vice President Dick Cheney and President George W. Bush for authorizing the torture. If we don’t hold all involved accountable, then accountability will fall on the American people.

In the end, the question is, who will be holding the pitchforks demanding answers and justice? Will it be our enemies who rose from the stains of our torture? Or will it be us? If we American’s neglect our responsibility, much like what happens in Calabouço Tétrico, no matter how hard we’ll try to spin it, move it and make it disappear… it will catch up to us.

© 2009, Reid Bryant Kimball. All rights reserved.

Opinion: Too Much Action and Not Enough Adventure Gameplay

Saturday, April 18th, 2009

Too Much of a Good Thing
A friend of mine once sampled two action films to find the percentage of action scenes contained in each movie, such as fistfights, gunfights, pursuit (car and foot) and physical stunts. I estimated action scenes made up 70% of each movie. What he showed me was surprising:

Minority Report
Action: 11 min
Length: 137 min
Action Content Ratio: 8%

Minority Report Content Ratio - 8%

Mission Impossible 2
Action: 28 min
Length: 120 min
Action Content Ratio: 23%

Mission Impossible Content Ratio - 23%

Conversely, most narrative driven action games feature a majority of the gameplay as action, whether is acrobatics, combat, taking cover or driving. If it’s not action, it’s a cinematic or a lull in the action as players move towards the next action zone. There are exceptions, but a majority of the action games overwhelmingly use action gameplay over other types of gameplay experiences. That’s too bad because I think games, especially their narratives could be improved if they used less action gameplay.

Tom Cross, who has written about dialog in games before and again recently, wrote, “While I think it’s admirable that a portion of the industry still strives to forward the puzzle/adventure genre, it’s exciting to witness the evolution of other, less popular alternatives to combat.” The less popular alternatives to combat he’s referring to are dialog based gameplay.

Generally western adventure games in the style of LucasArts and Sierra classics are avoided by publishers like the plague. But what about them pesky never-say-die adventure games? If action games were to reduce their  use of action gameplay, what else besides dialog could be gameplay?

Passport Please
Last week I fired up Eco Quest II: Lost Secret of the Rainforest (Eco Quest series by Sierra was way ahead of its time, highly recommended) and the first bit of gameplay required me to show the customs agent my passport. I had to go into my inventory, select the passport and use it on the customs agent. After stamping it, he let me through. I thought that was kind of cool. Not that I think there should be an FPS where all you do is run around and shove passports in peoples faces, but it was cool, if only because it was different.

Eco Quest 2 - player hands over his passport

Why don’t I do this in other games outside the adventure genre? Why are the mechanics of using an inventory item on people or the environment largely monopolized by the red-haired-step-child-of-the-industry adventure genre? How dare they keep this potentially wide ranging and expressive gameplay for themselves!

Let’s see how using the tried and true inventory manipulation gameplay from adventure games could work in an FPS, like Half-Life 2. The beginning of HL2 has the player arrive at a train station and eventually meets a Combine security guard. The guard orders the player to pick up a can on the ground and put it in the trash. What if the security guard instead asked for a passport? If players didn’t show it, he’d take that electro-stick and swat them, same as before. But if they did show it, he’d accuse them of trying to use a fake passport and force them into detention, where they’d meet up with their old friend, Barney like before.

HL2 screenshot

I think this would work well because of how closely it relates to the world of increased security we find ourselves in. Half-Life 2 does a great job of creating an Orwellian oppressive atmosphere, but gameplay requiring players to show a passport to the security guard could really hit home for a lot of people and help create a sense of oppression that transcends the game and enters reality.

The use of inventory objects on people and the environment is an extremely versatile and powerful gameplay mechanic. Give an NPC a flower to cheer them up or shove a piece of stone into the gears that control the crushing walls that are about to turn you into a pancake.

Snuggle and Watch To Kill a Mockingbird
The Darkness already has a segment of gameplay where players can sit on a couch with their girlfriend and watch To Kill a Mockingbird. If they stay long enough, they get achievements and eventually a kiss from the girl. This was a bold move by Starbreeze Studios to put this low-key, intimate gameplay in a high-octane action FPS. But it works, especially in service of the story because it allows players to connect with the girlfriend, setting up an emotional payoff that comes later in the game.

The Darkness screenshot
If our art form is to deal with adult subject matter and express the human condition, surely we could do less running, jumping and fighting and more hand holding, kissing, high-fiving, smiling, hugging, shitting and crying.

The Urinal Game
We game developers can’t seem to figure out how to implement dialog into our games very well. Characters can’t talk and walk at the same time. They absolutely must stand still and face each other, directly in the eye, like in Mass Effect and Prince of Persia. There’s no reason conversation can’t resemble actual conversation however.

The same friend that I mentioned above also said to me once, “Don’t underestimate the narrative power of taking a piss!” I’m not suggesting the kind of pissing gameplay found in Postal or running around in Duke Nukem 3D flushing toilets. Instead, what if you were having a conversation with an NPC who was on his way to the bathroom and you had to follow him in to continue it? He walks up to the urinal and you are faced with a daunting decision. Do I hang back? Do I stand next to him or skip a urinal to give him space? Decisions, decisions! My friend explained that a lot about a characters’ relationship and comfort level with another can be communicated by how they interact in the bathroom.

You Want a Beef Tortilla Without the Tortilla?
I once asked for a Beef Tortilla, but because of my Crohn’s disease, I asked not to have the Tortilla, which confused the waiter. While I’m not asking that all action be removed from action games, I do think a large reduction can improve the narrative. I assume this may be confusing for some, but there are reasons to use less action gameplay.

First, it can help break up the pacing. Action games that are relentless tend to overwhelm the psychic energy of the player and they get burned out quickly, even bored if the action isn’t revealing new surprises consistently, which is rare to maintain over a 10 – 20 hr stretch.

Second, I think the overwhelming use of action gameplay in narrative driven games devalues the narrative purpose of action. The action would mean a lot more if it were in contrast to lower adrenaline pumping gameplay experiences.

Have you ever known someone who was quiet, never swore, but then one day, they raise their voice and let slip a swear word? Contrasting their quiet side with the sudden hostile behavior greatly emphasizes their change in behavior and its meaning.

Milton from Office Space with his stapler
Action is frequently used as a metaphor for a characters’ internal struggle to grow as a character. In a narrative driven game, if characters start the game fighting and mission after mission continue fighting, despite the character growing in physical abilities, it says nothing about their psychological growth as a character.

Remember the start of Star Wars? Luke Skywalker is a farm boy who is committed to his family and can’t join the rebellion. Imagine Star Wars was first released as a videogame. The beginning would have started with Luke already a Jedi trying to bring down the evil empire. He’d go from being a great Jedi to an even greater Jedi! Frankly, that’s rather boring to me.

Change in a characters’ psychological makeup can be much more powerful if the gameplay outside of action helps us see the transformation characters undergo. It would mean a lot more if a Gordon Freeman type character were someone who wanted to help the resistance effort by using his technical skills, but was too afraid to commit anything more, such as their life. Then over time the character is force into not only committing themselves mentally, but physically and, maybe even spiritually.

Through gameplay the player can easily experience the growth as they transition from intellectual gameplay to physical to spiritual. In the end, the player gains an unparalleled understanding of the character because they experienced the transformation for themselves. A character that is committed in mind, body and spirit has more depth than many action heroes in games today.

Conclusion
It’s unfortunate many games fill their gameplay experiences overwhelmingly with action gameplay. To create a compelling narrative experience, it’s important to allow players to experience a wide variety of gameplay with and without action. With less action, there is room for exploring a player character’s psychological or spiritual side and help give depth to the narrative experience. Adventure games and even non-traditional mini-games can offer gameplay solutions that help maintain narrative continuity with the action bits. What that will do is offer different facets of the experience that can lend greater meaning to the whole.

© 2009, Reid Bryant Kimball. All rights reserved.

Could Permanent Death Ever Work?

Saturday, March 21st, 2009

I’ve been reading the blog posts related to how death is treated in games over at Game Design Aspect of the Month (http://gamedesignaspect.blogspot.com/). I wonder if it’s possible to design a game where players willingly accept that death is permenant. Meaning, if they die during a game, they have to start over from scratch.

What kind of game design would make that work? Death is final, as far as we understand it today, so does that mean if a game were to employ this same idea, that the player character must be different every time the player starts a new session?

Must the game be of a shorter length so not to frustrate those who suffer a premature death while very close to the end?

Must the game even have a beginning, middle and end? Could the game be purely  systemic or open world and when you die, you need to start with a new char as if you were reincarnated? In that case, the world stays permanent, but your char and your progress don’t.

I think the longer the game is, the more meaningful the event of permanent death will have to be in order to justify it. In fact, the player may feel that the journey was complete and there is no point to start again from the beginning.

© 2009, Reid Bryant Kimball. All rights reserved.

Key Questions for Choosing a Camera Perspective

Thursday, March 12th, 2009

As a level and game designer I have worked with many camera systems and their inherent perspectives. When trying to decide on the right perspective for your game, either 1st or 3rd, there are several questions you might ask yourself. I have found them to be helpful in my own work.

Choosing a camera perspective for your game should be settled on as early as possible in the game design process. If you begin production of the game and decide to change the camera perspective from 1st to 3rd, the repercussions can be deadly to your project. Changing a camera perspective also means changing the system, which includes programming changes, scripts to be updated, art requirements to change and level designs to be modified or scrapped entirely. This is months of work scrapped and more months to be added to the schedule and budget.

First Person Perspective

First Person Perspective

Quest for Glory III's third person perspective

Third Person Perspective

To avoid this unfortunate situation, here are some questions you can ask yourself during the beginning design phase to help decide on a camera perspective as early as possible.

Question 1 – “What kind of exploration is essential to my game?”

Games are about exploration; to explore your skills, explore the environment, explore the story and explore the game mechanics. Exploration is deeply rooted in gaming and your camera perspective is the gateway into the world of gaming. The type of gateway needed (camera perspective) could be decided upon by asking, “What kind of exploration is essential to my game?”

If your game requires exploring the environment, such as platform jumping, running and finding secret areas, then a 3rd person perspective may work best. With a 3rd person view, players can see more of the world and more options for navigating it. They also can see their character and better judge jumps. However, there are always exceptions and Mirror’s Edge is a great example of a game that is a platformer set in first person. However, it would probably still be easier to play in 3rd person so players can see more of the world and better decide which paths to take.

If there were a game based on exploring the psychology of characters and their relationships, a 1st person perspective would suit it best. This way, players can get up close to the raw emotions exhibited by facial expressions and body language conveyed by the characters.

Question 2 – “Does the core of the game experience feature anything important environmental wise, such as lots of destruction of the environment?”

Red Faction Guerrila

3rd person views help players see destruction better

Anytime a video of Red Faction Guerilla is released, many people ask why the change from the older games’ 1st person to the new 3rd person perspective? The reason is because the new Red Faction Guerilla features a lot of environmental destruction. If the game were in 1st person, much of the destruction would not be seen, thus devaluing all the work that goes into making the destruction possible.

I worked on a multiplayer component for a game and for much of its development we had a 3rd person follow cam system. After experimenting, we discovered that changing the camera position to an arena style, fixed or on a spline farther away from players provided the best view possible for multiplayer matches because players could see the total destruction of the environment while they played. It was incredibly cool to launch an attack and see your opponent slam into a computer console, causing it to explode, metal twist and glass shatter all around. In the fast paced nature of the game, if it was a follow cam, players would likely not be able to see the collateral damage as they had to continuously be on the move. The change we made required a lot of code, script and level changes. In the end, none of that mattered because multiplayer was axed and we only shipped singleplayer. If we had considered early on the relationship of the camera perspective to our core gameplay and environmental destruction, we could have skipped the painful changes we made late in development.

Question 3 – “Are the environments in the game wide open spaces or office hallways and alley corridors?”

Detailed Kitchens do not work well with 3rd person perspectives
Detailed Kitchens do not work well with 3rd person perspectives

Wide environments suit 3rd person perspectives better because the camera won’t get hung up on geometry as much or bounce around in tight spaces with a lot of corners. The 1st person view is in itself a limiting view point and matches claustrophobic spaces well.

Of course, with anything, there are always exceptions, but hopefully the above questions can help you decide much earlier in your games’ development which type of perspective suits your game best.

© 2009, Reid Bryant Kimball. All rights reserved.

Integrating Games into the Real World

Saturday, January 31st, 2009

Wouldn’t it be great if the world incorporated more games to improve our lives? Say somehow your driving behavior is monitored, for good behavior, you earn points, which lower your insurance bills. It already works like this, but it’s a delayed system, you have to wait months or years before the insurance company sees you haven’t gotten into an accident and verifies you are a safe driver.

Another example, but this time not made up. The new Honda Insight has a “Eco-Assist” mode that when turned on will tell you how to manage your driving and car so it is more fuel efficient. It includes:

“A sophisticated feedback system uses ambient color behind the speedometer to indicate efficiency as you drive. And a cumulative scoring system provides ongoing support.”

A scoring system? A feedback system? A goal of fuel efficiency? That’s a game if you ask me, isn’t it?

© 2009, Reid Bryant Kimball. All rights reserved.

Game Design for Accessibility

Tuesday, January 27th, 2009

I am attempting to start a new initiative within the new Game Design SIG and the Game Accessibility SIG. This initiative will focus on using game design to remove accessibility barriers for all types of players, no matter their age, experience or ability. Without accessibility barriers, players will have more fun, less frustration and more games completed because they didn’t get permanently stuck.

The proposal for the initiative is currently titled “Accessible Game Design”, however I am looking for a new name because people may confuse this with focusing on players with disabilities, which is not the case. It’s to help anyone who may be stuck in a game as you will see when you read the proposal. Here are some other names under consideration. Please read the proposal and offer other names you have.

  • Inclusive Game Design
  • Assistive Game Design
  • Barrier-Free Game Design

Proposal begins:

Barrier-Free Game Design Initiative

Vocabulary

  • Barrier-Free Game Design – a game design philosophy, which removes barriers that may frustrate players and prevent them from progressing through the game.
  • Barrier-Free – free from obstacles that prevent access.
  • Accessible – easy to approach, reach, enter, speak with, use, obtain or achieve.

Intended Audience

Game designers who want to make their games as accessible as possible to reduce frustration in players and potentially increase sales because more people can play.

The true beneficiaries of this initiative will be players that have difficulty with anything that stems from game design because they are stuck due to an inability to approach, reach, enter, speak with, use, obtain or achieve within a game.

Our Approach

Research past, present and future implementations of the following:

Player Tailoring

  • Players modify game variables to tweak the difficulty, essentially, becoming the game designer. Also includes customizable controls.

Contextual Gameplay Assistance

  • Players have access to gameplay mechanics that aid them in overcoming obstacles that they can’t overcome otherwise. Examples are using a magic power on a puzzle to solve it automatically. Or the Auto Hack Tool from BioShock to automatically solve hacking safe deposit boxes. These are in game, contextual gameplay mechanics that assist the player in progressing forward when stuck.

Dynamic Difficulty

  • The game uses player statistics to modify game variables that make sure difficulty of the game is never too easy or too hard for the player. Ideally, in perfect balance, even as player become more skilled at playing the game.

Subliminal Hint System

  • The game uses player statistics to determine when players are stuck on puzzles and offer what are called “subliminal hints” in an effort to help players create intuitive leaps of logic (logical insights) and solve the puzzle on their own.

Content Navigation System

  • Players use a VCR or Chapter based system that allows them to navigate through the entire game non-linearly, skipping to the very end if they desire or rewinding to 5 minutes previous.

Open Questions

Overall

  • Which types of players will use the proposed features?
    • Cheater

Player Tailoring

  • How do you minimize option overload?
  • Do not implement in-game costs, punishing players for using the system.
    • Less rewards for lower difficulty.
  • If players set the difficulty extremely low just to get past a boss fight, clearly they are extremely frustrated and essentially saying, “fuck this!”
  • Allow teaks in the middle of game sessions via the in-game menu.

Dynamic Difficulty

  • How do you prevent players from “gaming” the dynamic difficulty system?
  • Make Dynamic Difficulty an option. Provide it along with typical difficulty settings.

Participating Members

  • Michael Lubker
  • Reid Kimball
  • Teramis

© 2009, Reid Bryant Kimball. All rights reserved.

Opinion – Ethical Game Design (updated 12/11/08)

Wednesday, November 26th, 2008

I have updated this opinion piece with more accurate info regarding Gears of War 2 and other minor grammar and word order changes. I sent this to Gamasutra and initially I was told they were going to post and then today I was told they weren’t. Here’s the final version I had sent them.

World of War Craft’s Wrath of the Lich King has a quest called The Art of Persuasion. The quest requires the player to use torture to coerce an NPC to give up information the player needs to complete the quest. After reviewing the quest details, it’s clear to me as someone who has researched the topic of torture extensively that the designer has some knowledge of the issue, but unfortunately the execution of the quest and its treatment of the issue of torture is poor and disgustingly irresponsible. It is something the entire industry should take a hard look at and do some soul searching to find out if we’re in this business to be a positive influence on people or do we want to put ourselves in danger of irrelevancy by not giving proper respect to the issues we put into our games?

During the quest, the object the player uses on the prisoner is called a “Neural Needler” and its use description is, “Use: Inflects incredible pain to target, but does no permanent damage.” In one of my books on the history of torture, “A Question of Torture: CIA Interrogation, from the Cold War to the War on Terror” by Alfred McCoy, he writes, “As its most troubling legacy, the CIA’s psychological method, with its scientific patina and avoidance of obvious physical brutality, has created a pretext for the preservation of torture as an acceptable practice within the intelligence community.” The methods developed by the CIA in the 60’s and 70’s are being used today in the “war on terror”. Specifically, techniques such as sensory deprivation, sexual humiliation and self-inflicted pain are being used in Afghanistan, Iraq, Guantanamo Bay, Poland, Morocco and other secret locations around the world known as blacksites. Those three techniques do not use direct physical pain and evidence of their use can be seen in the Abu Ghraib photos.

Richard Bartle, designer of MUD is “not at all happy with this.” Neither am I and nor should you. We can’t just throw that kind of content into a game with little regard for the complexities of the issue. It’s very difficult to design and program gameplay around the issue of torture without sending a message that you may not want others to interpret as yours. It’s easy to interpret The Art of Persuasion as saying that torture works and more specifically, using techniques that don’t leave physical evidence is OK. Even the title of the quest glorifies the technique as an “art” rather than the barbaric thuggery it should be perceived as. This is wrong and in fact psychological torture can have even more damaging effects on someone than physical torture.

There have been other games that included the issue of torture, some have been indie productions dedicated exclusively to the topic, which were of mixed maturity. In the past I excused myself from taking them seriously because they were small, little known indie projects and do not represent the face of the game industry. With Wrath of the Lich King, it’s different. This time it’s the world’s biggest publisher, Activision Blizzard and one of the world’s most popular MMO franchises that have included a rather crude and amateur approach to torture gameplay.

They aren’t the only ones at fault recently. Gears of War 2, getting rave reviews from all the blind sheep of the game critic’s community for its story can’t even muster the balls to explore the issue of torture in depth. A couple characters suffer from the affects of torture, but in relation to the scope of the whole game, it’s only briefly mentioned. So briefly, it’s rendered trivial and the character you play as, Marcus Fenix, doesn’t seem to think torture is a big deal. After freeing a friend from a torture chamber, Marcus immediately hands him a shotgun hoping he’d get right back into the fight. Torture is not something you shake off. It’s maddening that the news media often describe waterboarding as “simulated drowning” when it’s not and trivializing torture in a game certainly doesn’t help the public’s perception of it either.

As our medium grows in popularity each year, we have to be more careful with our content and take full responsibility for the consequences of poorly designed controversial gameplay. No one else is going to do that but the people that design and program these kinds of gameplay experiences.

This particular situation makes me look at violent videogames as a whole and realize that I don’t have as strong as an opinion towards killing NPCs as I do towards torturing NPCs. I fully admit that’s messed up. It’s clear I and many others in this industry working on Mature themed games have become desensitized and complacent to the content we are creating and its inherent meaning, intended or not.

It’s time to change that. If we continue down this path it won’t be long before the media uses one of our videogames as a scapegoat for the brutal torture of a detainee somewhere in the world. With the US military devoting 50 million to games for combat training, we better hope the CIA isn’t getting ideas of their own.

We need to be much more aware and responsible for the content we put into our games because of their relationship to real world issues that are currently going on. It’s akin to creating a Virginia Tech Rampage game a month after the college shooting happened with little thought given to the complex issues involved. This current situation with torture in a game is slightly different than violence in games because the issue of torture is brand new to America. Never before in our history has the knowledge that government sanctioned torture as an official war policy been revealed. It stings like crazy, it’s painful and I sure as hell don’t want to see the issue of torture haphazardly implemented in any game. Especially, from industry powerhouses like Activision Blizzard and Epic Games. Yes, the issue of torture has been treated poorly in other games, but that’s no excuse for future productions.

This issue has more importance now because it’s a real issue that has damaged our reputation across the world since 2001 and will continue to do so for generations to come. We often tell ourselves that our games are escapism and “it’s just a game”. Sorry, that’s a falsehood because our games exist in a real world and the content of our games if they relate to real world issues could have real consequences. It’s time to take a hard look at ourselves and be more responsible for the content we’re putting into our games. Because our games and the inherent messages they contain do not exist in some alternate reality.

© 2008, Reid Bryant Kimball. All rights reserved.

Positive African American Role Models in Videogames

Thursday, November 6th, 2008
xbox 360 achievement unlocked for president elect barack obama

xbox 360 achievement unlocked for president elect barack obama

A friend sent this image around and after I finished laughing, it made me wonder how many games have featured a positive African American role model as a playable character? My friend suggested two games, Shadow Man and Grand Theft Auto: San Andreas. I haven’t played either of them but after doing a bit of research on the less familiar game of Shadow Man, I’m not confident these are games that depict the kind of positive role model I am thinking of.

What about you? Can you name any playable characters that are African American and positive role models? I loosely define a positive role model as someone who inspires someone else to be a better person.

© 2008, Reid Bryant Kimball. All rights reserved.

Will Wright and Jill Tarter Conversation

Sunday, September 7th, 2008

Very interesting conversation between Will Wright, designer of Spore and Jill Tarter, an astrobiologist. I think Jill asks some important questions that Will Wright for whatever reason glosses over. For instance:

NOTE: The following has other questions and responses removed for the sake of keeping this shorter.

JT: Okay, so now they’ve got a better idea. How do they put it into effect, if it’s not already built into the structure of the game?

WW: …they can now have an intelligent debate about how they think it differs from the way the world really works.

JT: I agree with you. But, again I’m eager to understand how learning to be good at a game makes you good at life, makes you good at changing the world, and gives you skills that are going to allow you to reinvent your environment. Because, in the game, you play against an environment that’s been given to you.

WW: I don’t think of games as something to replace traditional education… If you can spark an interest in a kid, then you just have to get out of the way.

JT: I keep thinking about the generation that’s getting exposed to all this wonderful, rich opportunity of game-playing as education, and that they expect to be able to manipulate the real world the way they do the game world. How do we bridge that? How do we turn them into socially functioning members of humanity on one planet?

WW: It’s funny, because I think they are able, more and more, to manipulate the real world like the game world. If you look at the tools that they have available on their cell phones, Google Maps, and such, the amount of formalized information that we can extract from the world around us is skyrocketing. And it’s very much based upon things like game interfaces.

Here he doesn’t answer the question. I think this is a very important question developers of social issue games are trying to answer. How do we make a game that motivates people to affect change in the real world?

JT: Right. But this takes me back to what we’re doing as we use games to study evolution. I mean, are you, Will, the great Pied Piper who is leading our kids into a future where they will accept enhanced attributes in, or on, their own bodies and give up some of the biological aspects of humans as we know them now? Are you leading the way to the singularity?

WW: Well, as I said, if there’s one aspect of humanity that I want to augment, it’s the imagination, which is probably our most powerful cognitive tool…

A different but equally important question Jill asks, is basically, what do our games say to people? It’s a bit of a stretch to assume Spore is trying to get people to buy into the idea of the Singularity. Yet, it is important to be aware of the possible ways our games can be interpreted by everyone. Something I don’t particularly enjoy is that most of the games I play and develop basically say that violence solves everything. I don’t personally believe in that and wish more games had a different message.

Back to how to get players to affect change in the real world. Without making games that are directly tied to our environmental, political and economic systems a game has to make players care about the issue and motivate them to get involved directly. There’s a five step process explained in Made to Stick that has influenced my approach to social issue games. Make players:

1. Pay attention

2. Understand and remember the issue

3. Agree/believe it

4. Care about it

5. Be able to act on it

Biggest challenge is getting players to care about it, step 4. That’s why I believe character driven games can help, because with relateable characters players can empathize with them and understand the situation more.

© 2008, Reid Bryant Kimball. All rights reserved.

Braid, is it worth it?

Monday, August 18th, 2008

I’ve been playing Braid for about 4 days now and have probably put in over 12hrs. I bought it because someone said you can beat it 6 hrs. Even though I’ve put a lot of time into it, more than I hoped I would, I am enjoying the brain twisting puzzles, for the most part. Some are really frustrating, more than they should be.

The whole game is one big experiment in game design, from the game loading without any title screens to its game mechanics of manipulating time. In the game you collect pieces of a jig-saw puzzle after completing obstacles that deal with manipulating time. Some are easy, some are very hard. So far they are hard because you have to know very specific mechanics of how things work in the game, but the game doesn’t teach you these things. There are also other objects that make you immune to the manipulations of time for a brief moment. Basically, there’s a lot of shit you need to learn and apply to complete some of the puzzles, but the game doesn’t teach you. You are expected to experiment and learn about them as you play. This can take an extremely long time depending on how experimental you are. It’s hard to make this clear without specific examples but I don’t want to give anything away. I’ll just say that only by accident when I made a mistake did I learn about a new ability I had.

I wonder if that’s the whole point? Some of the writing in the game does speak about learning from past mistakes. Maybe that is the point, that by playing Braid you get life lessons, such as, it’s OK to make mistakes as long as you learn from them. Though, if someone tries hard enough they can get many life lessons from any game, “Super Mario Bros. teaches you to ‘look before you leap!’”

I’m very very eager to finish Braid with two pieces left to collect. Apparently, the ending makes the whole experience worth it. I’m skeptical.

© 2008, Reid Bryant Kimball. All rights reserved.