Monday, 14 May 2012

Persuasive Games

In the brief, we will be looking at Persuasive Games and whether or not they can change the world. I have chosen to ask the question "What are the Ethical Responsibilities of Game Developers?". To answer thsi question, I will be looking at Bogost's 'Persuasive Games' publication, as well as the controversy surrounding certain games and the public's reaction to it.

All research is included within this text:


When it comes to creating an extensive game world, developers must take into account what sort of impact that world will have on society through players. They have an ethical responsibility to do this, since if there was no moral backbone to what they were creating, it could potentially cause a lot of upset between different groups in society. This is much more prevalent when a game is based on a realistic setting or event, such as Activision’s ‘Call of Duty’ series and Rockstar’s ‘Grand Theft Auto’ series. In these cases, they can give a very negative view of the world we live in, one filled with war and corruption. Games without any form of realism, however, such as SEGA’s ‘Sonic the Hedgehog’ franchise can be created without much worry that it will negatively impact the world on a social scale. We all have a reasonable idea of what is right and wrong in the world due to law, religion and general behaviour among society and most games like to push these boundaries, letting you do thing in the game that you would not be able to do in real-life without severe consequences. Some companies use controversy as a profitable tactic, using the ‘bad publicity is still publicity’ way of thinking. This essay aims to discuss the question – Do companies need to cut controversial content in order to make their game sell more copies, or do the complete opposite and make purposely controversial content in order to gain publicity? Is controversial content a key factor when it comes down to a game’s popularity?

Games only seem to make a huge splash in the media when they’ve done something ‘bad’, such as the controversy of Call of Duty: Modern Warfare 2’s infamous Airport mission. In the stage, the player assumes control of an undercover CIA agent who has joined the ranks of Russian terrorists. The player is positioned in the middle of an airport raid, faced with a crowd of innocent civilians being held at gunpoint by the terrorist group. The civilians are screaming, some are injured in pools of blood and some try to drag the injured to safety, resulting in deadly consequences. The player doesn’t have to shoot any civilians to complete the mission, but even if they choose to make the moral choice and not shoot at the civilians, they will be shot by the other terrorists anyway. The player also has an option upon beginning the game, before this specific mission even begins, to skip this mission entirely, due to the graphic content contained within. There is no penalty for skipping the level, so the player would only be missing out on a small part of the story by choosing not to play it. Despite all this, the mission was edited or cut entirely from the game in many territories around the world, such as Russia, Japan and Germany. The scene was discussed briefly in the House of Commons in the United Kingdom, with MP Keith Vaz being “"absolutely shocked" by the violence portrayed in the game (Emery, BBC News 2009)”. as well as all over the public media. A lot of the media used scare tactics to drive people into believing that the fact that this was featured in a video game made this completely unacceptable. In the article ‘Controversy just for the sake of it?’, Gerard Campbell describes his experience whilst playing the mission: “Personally, I didn't fire a shot as I walked - I can't run - through a Russian airport, while the men around me fired systematically on innocent civilians, filling the air with terrified screams. I don't know what it was but something just made me not want to pull the trigger. Maybe my morality chip was kicking in, I don't know, but something just held me back. (Campbell, Game Junkie 2009), ” This shows that although the person is just playing a game, where none of what the player does will have any negative effect on the real world, they still feel some emotional connection to it. They feel a drive that makes them not want to shoot the civilian characters on-screen. Campbell goes on to talk about the controversy and its inclusion in the game: “I loved Modern Warfare 2 but was the terrorist sequence included just to court controversy? Was it added just to generate more interest in a game that was going to, controversial scene or not, sell millions of units anyway? I can't help but think that it was (Campbell, Game Junkie 2009)”.

In SEGA’s ‘Sonic the Hedgehog’ series, the first games had a very vague message of ‘Machines vs. Nature’, which nature always prevailing over man-made monstrosities but this message is never pushed onto people. Sonic as a character has “always been a “good” character, portrayed to stand up for the right and just. He is kind and self-sacrificing, like many heroes. (Bogost, Persuasive Games, 2007)” However, in the later years of the series a new character, Shadow the Hedgehog was introduced who was essentially the moral opposite of Sonic, an anti-hero. In his own game, the player was given the option to use guns and vehicles to kill army officers and alien creatures. This takes the moral ethics of the ‘Sonic the Hedgehog’ franchise and flips them over to create the complete opposite of what it once was. The game has a very heavy focus on morality and choices, with ten different endings and each level contain a Hero, Normal and Dark mission, all of which have a different outcome depending on how the player navigates their through the stage.  “James gee has cited ‘Shadow the Hedgehog’ as an example of a game that teaches a moral system through play, and indeed the game’s outcomes change based on how the player chooses to progress through the game. These choices have effects – perhaps even non-trivial effects – on the game world. (Bogost, Persuasive games, 2007)”

In smaller, downloadable games that are bound to not get as noticed by the general public, the threshold for content allowance is a lot broader than it would be with a big-budget retail title. The example I’m going to use is a small game by the name of ‘The Binding of Isaac’. The title itself is a direct reference to a story in the Hebrew Bible where God asks Abraham to sacrifice his son, Isaac, on Mount Moriah. Religion is always a sensitive subject when it comes to any form of entertainment and with video games being as frowned-upon by some as they are it’s going to be a big risk creating a game based on an entirely religious image.  Fortunately, it seems that smaller games that are only available on services such as Steam have a lot more creative freedom and less limits on the content they can contain. Many game developers are taking advantage of this and creating new, original titles that bigger companies would rarely take the financial risk for. ‘The Binding of Isaac’ for instance only costs £3.99 on the Steam store and was made in Adobe Flash by two people – Edmund McMillen and Florian Himsl. This means they could set the game at a very low price point yet still make a lot of profit on it. It is very child-like and cartoony in its visuals but this is just a cover for its true tone. The game follows a story similar to the one from the Bible that it is based on, where Isaac’s mother hears a voice from above that says her son is evil and corrupted. This eventually drives Isaac’s mother to attempt to kill him, before he manages to escape through a trapdoor in his bedroom and into the basement below. The player is then put in control of Isaac, who wanders from room to room firing nothing but tears from his eyes at any of the weird and deformed creatures he comes across while collecting items of varying nature. These creatures range from tumour-ridden siblings to aborted foetuses, so you can already guess the content is very grotesque. If this sort of content were included in a big-budget retail game, it would have been banned before it was even finished because of the publicity it most likely would have got. If more strong Christian groups got word of this game, they would have fought to get it taken out of the public eye due to the views they’ve been brought up with. Each religion has its own set of rules, or doctrine, which the person of said religion should follow and abide by. Much of the content seen in this game would go against a lot of what they might believe is right and force them to do the unethical thing and push their beliefs onto people who may or may not find this game offensive whether they like it or not. This just goes to show how much Steam is a place where developers can truly be expressive in their titles. The game’s designer, Edmund McMillen, wanted the game to be ported over to Nintendo’s 3DS console and had everything set-up to do so except for Nintendo’s approval. A few weeks later McMillen made an announcement via Twitter: "After a long internal debate Nintendo has decided NOT to allow The Binding of Isaac on the 3DS…as many assumed the reasons were due to the games 'questionable religious content. '” He then went on to praise Steam and how it gave him the creative freedom he wanted: “Thank GOD Steam exists, I gotta again publicly thank Steam for fully supporting Isaac and not requiring ESRB or censoring its published games. Just one of many reasons why Steam is the top dog of digital distribution. (McMillen, Twitter, 2012)". The game itself has gone on to sell over 500,000 units and received critical praise all around, so the content of the game has definitely not stopped it from becoming a success. In fact, most people say it really enhances the gameplay and makes the game feel fresh despite its old-school inspiration - ‘The Legend of Zelda’. The game has had virtually no coverage in non game-related media and still managed to be a hit without causing un-needed controversy. It is widely agreed that Nintendo made this decision because it wants to keep it’s ‘family-friendly’ image it has going on, but by doing this they have lost out on a lot of good sales. The company is most likely worried that the game could tarnish its clean name, but I believe they could use smart marketing strategy to make sure this game only gets to the right audience. This should be an easy task, especially with something as small as being on Nintendo’s eShop.
Of course, controversy itself doesn’t determine whether or not a game sells. The previously mentioned games have sold well because the people who buy them obviously believe they are good games, not just because they gained good or bad publicity. This makes me question why some developers feel the need to either restrict their content or make it deliberately controversial on an extreme level. A big case of this was Grand Theft Auto IV where, like the previous game in the series, the title would feature aeroplanes as drivable vehicles. This, however, was eventually removed from the game before it was released, due to comparisons of Liberty City (the game’s setting) and New York City and the 9/11 attacks and the fact that people may replicate them within the game. Now, this is another very sensitive subject to many people, with good reason. I personally think this is not the right attitude to take when it comes to creating games and just because the game has an everyday vehicle and some realistic buildings in, it shouldn’t mean that these features can’t be in a game together when they are so loosely connected, if at all. There are many ethical ways to get around these issues, but it seems a lot of companies don’t want to invest the time and money to figure out how. It seems that game developers are worried about people who don’t know much about games beyond ‘they cause violence’ rather than the people who would actually be buying and playing the game, which is a real shame. I believe that if more platforms such as Steam were introduced, where freedom is a key point in creating games, we would see a whole new slew of original ideas and concepts flourish through rather than the same games we get every year, such as Call of Duty. Originality never comes easily, and more creative freedom from publishers can change this.

In conclusion, I have found out that content can easily affect the world socially in many ways. Whether that’s the perception of law and war, forcing people to push their views onto others or ethical behaviour and morality, game developers always look at every aspect of their game and how it might potentially affect the public eye before deciding whether or not to include it in their game.

Bibliography
Game Junkie (2009) Controversy just for the sake of it? [Internet] available at <http://www.stuff.co.nz/technology/blogs/game-junkie/3066392/Controversy-just-for-the-sake-of-it>. Accessed April 2012
BBC News (2009) MPs row over Modern Warfare game [Internet] available at <http://news.bbc.co.uk/1/hi/technology/8342589.stm>. Accessed April 2012
Bogost, Ian. (2007) Persuasive Games: The Expressive Power of Videogames. 1st ed. MIT Press, p285.
EdmundMcMillen (2012) Twitter [Internet] available at <https://twitter.com/#!/BlakeTheGod> Accessed April 2012