Archive for the ‘Social Issue Games’ 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 – 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.

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.