Games * Design * Art * Culture


Saturday, January 06, 2007
Super Columbine Massacre: Artwork or Menace?
Cross-posting from my blog at Manifesto Games.

All right.

As you know, we include in our inventory some free games--ones we think are particularly notable. Months ago, we decided not to include the Super Columbine Massacre RPG, because there's some controversy we don't need to court. However, this pisses me off: Columbine game pulled from competition.

The competition in question is the Slamdance Guerilla Gamemaker Competition, which runs simultaneously with the Slamdance Film Festival, and along with the IGF, is one of the few events which helps to focus attention on independently-created games--which, of course, is what we also focus on. And we therefore support the festival.

I'm not going to focus on their reasons for pulling the game, nor to assign blame; if you want to explore that further, Ian Bogost has an excellent post on the subject. Instead, I'm simply going to make Super Columbine Massacre available here--and tell you why it is a work of art, an exemplary and important game, and worthy of your serious attention.

Update: Andrew Stern, co-creator of Facade, last year's Slamdance game winner, has an open letter to the festival asking for Super Columbine Massacre's reinstatement as a finalist.

Why Is Super Columbine Massacre Controversial?

Super Columbine Massacre is controversial for one reason only: Because our culture continues to assume that games are "mere entertainment," that a game based on so horrific an event must ipso facto be in bad taste. Games are fun, Columbine was a tragedy and never the twain shall meet; a game on Columbine must by nature trivialize or cynically exploit the event. Q.E.D.

Yet we do not make the same assumption about any other medium: a documentary on the Columbine massacre, or a novel, or a New Yorker essay would, a priori, be treated with respect, at least until the viewer or reader had experienced it, after which a judgment might be made as to its merits. And if the work proved insightful, somber,and respectful of its material, the world would consider it unexceptional.

I will suggest, therefore, that no one is entitled to criticize this game until they have played it--and am morally certain that those who do have not. Because those who do will find it insightful, somber, and respectful of its material.

Within the industry, Super Columbine Massacre has come in for a share of criticism as well--primarily because our industry is sensitive (and with good reason) to criticism that it is too reliant on violence and shock value for its success. The instinctive reaction of anyone within the industry when hearing about this game for the first time is inevitably "Oh god, we don't need this." But what we don't need is games even more tasteless than, say Postal; we don't need more ammunition for the know-nothings who attack games already.

What we do need is games that challenge the stereotype of games as mindless, violent thumb-candy for boys--and games that show the potential of our medium to enlighten, to illuminate, to teach, and to move. What we need is games that approach the status of art.

Like Super Columbine Massacre.

Nuts and Bolts

Super Columbine Massacre is built using RPG Maker (as was Aveyond). Color is 8-bit, and the screen is built using 16 pixel by 16 pixel tiles. Movement is in the four cardinal directions, using the arrow keys; all actions are accomplished by facing an item onscreen and pressing SPACE or ENTER. ESC brings up a menu that allows saves (in limited places), access to inventory, or quitting. Inventory can include a wide variety of weapons, as well as other items, some of which you need to give to other characters to trigger in-game actions. The whole looks like a mid-80s PC RPG, or an RPG for a NES.

Combat is Final Fantasy-esque, in that combat transitions to a separate screen and is character-skill rather than player-skill based. (Yes, Harris and Klebold 'level up' as they kill people.) It's turn-based, although most opponents pose little threat to the protagonists (a jock may get in a hit or two), at least until the Hell levels.

Cut scenes are created in-engine, although real-world images and occasional sound-clips are used at times. The game is highly linear, and completing it pretty much requires replicating the actions of the real mass-murderers. Dialog is primarily drawn from the words of Harris and Klebold themselves, and in dialog panels, they are represented by somewhat pixelated images of themselves.

Player skill is important during gameplay mainly for purposes of avoiding NPCs (particularly during the early bomb-planting sequence, but later on for purposes of avoiding combat, particularly in Hell, less because it is dangerous than because it becomes tedious and repetitive over time--a common characteristic of Final Fantasy-esque games). There is some degree of puzzle solving, but it is fairly minor; as with most such games players need to grab every loose item they can, but at least there isn't too high a degree of "hunt the pixel."

A typical gamer will find about five hours of play, though it can be completed in roughly an hour (a video of a complete run-through here).

Enough of that.

Design Choices

Perhaps the riskiest artistic decision in Super Columbine Massacre is in casting the player as the murderers themselves--risky because we expect to identify with game protagonists, take pleasure in their actions, and share in their triumph. The emotion most games strive to evoke is 'fiero,' the joy of triumph over adversity--inappropriate, in the context of a story where there ought to be no joy, there is tragedy rather than triumph, and where there is scant adversity: unarmed children pose little challenge to the heavily-armed PCs. In another designers' hands, this choice would have been crippling.

But the insight Super Columbine Massacre provides about its subject matter derives precisely from the fact that the player is forced to take the roles of the pepetrators. The player is exposed to their world: the music, the games, the heedless cruelty of high school life, the thoughts and words of Harris and Klebold themselves. Few people of intelligence and sensitivity emerge unscarred from the relentless anti-intellectualism and the cruel cliques of the American high school, and while most of us are not driven to murder (rather more to suicide), this game does a good job of evoking the thoughts and emotions of Harris and Klebold--without glamorizing or exculpating them.

Once the massacre begins, the game becomes, for an experienced player, almost routine; encounter opponent, enter combat, select weapon, collect experience and items. Yet rather than being a trivialization of the event, this in itself is a critique of the conventions of the game qua game--the way in which slaughter becomes an end in itself and a means to advancement. No Conan, nor yet any real-world adventurer (save perhaps Tamburlane) ever personally slaughtered so many foes as a typical RPG requires, and yet we do so without thinking. In Super Columbine Massacre, you can't do so without thinking, precisely because of its connection to a real-world event. Though these are still pixels you are killing, you know they are stand-ins for the real-world victims--and it's hard to avoid a feeling of nausea after a time. Indeed, it is only the low-res, retro nature of the graphics that make it possible to continue playing: the game-ness of it helps to cloak the horror.

It's an interesting tension, in fact--between evocation of the brutality of the event, and enough distance to continue playing, between the banality of the conventions of the RPG and the anything but banal nature of the material under study.

Nor will the designer let you escape into the banality of gameplay; once the massacre is complete, he exposes you to a series of images, real world photographs of the corpses of the boys--and of the grief of the survivors and their families. The sharp-edged nature of these, in stark contrast to the pixelated images of the game itself, remind the player that this is more than "just a game"; it is a harrowing replication of a modern horror.

Perhaps this is where the game should end, but in fact there is a sort of giant easter egg to follow: the Hell levels. Hell is surely where Harris and Klebold should be, but in perhaps another risky choice on the designer's part, they seem to like it there, as it's a lot like Doom. Indeed, the monsters they encounter and fight are drawn directly from that title. In the course of their journey through hell, they encounter the outer circle (per Dante, the place where those damned but not evil, such as pagans who never received the word of God, spend eternity), where people including Jon Benet and Confucius are encountered--along with John Lennon (damned for being an atheist, presumably), who sings "Imagine" to Harris. This elicits the response "If you weren't already dead, I'd have to kill you," which does sound in character. They also encounter Nietzsche, who proves to be a Nine Inch Nails fan, which also sounds in character.

There's an element of humor here, in other words--and indeed, if an accusation of tastelessness has any merit, here, and not in the massacre sequence, is where it lies.

After solving puzzles and encountering Satan comes the final cut-scene of the game: a ceremony outside the high-school, with the game putting in the mouths of the speakers a variety of the conventional sentiments the tragedy evoked. One speaker demands gun control, another a ban on violent media, a third the need to re-Christianize society. The sentiments are enough almost to make you wish you could take Harris and Klebold back to the school, at least in their game-character guise, and murder these idiots...

...because Super Columbine Massacre does a far better job of getting inside, and trying to understand, the events of that terrible day than these speakers do.


A Work of Art?

Those who deny that games can be art generally argue that games are mere entertainment, and therefore cannot aspire to that status. This is a form of category confusion; Harlan Ellison, for example, argues that being entertaining is the mininum criterion for a story, that any good story must entertain--but if it does no more, it is not much of a story. Naked Lunch, Burrough's novel of social pathology, is entertaining in its fashion--but it's also a brutal and harrowing emotional experience.

Others claim that games are not (yet) art, because of the limited palette of emotions they can evoke: tactile pleasure, fiero, and frustration, certainly, but not (or rarely) tears or nostalgia or righteous anger, the vast panoply of emotions that film and fiction evoke. To my mind, this is category confusion again; architecture also has a limited emotional palette, but we consider it art. By this standard, however, one can certainly posit Super Columbine Massacre as a work of art: it evokes emotions rare in games--pity, horror, and repulsion.

The great strength of games as a medium, the one thing games are able to do that other media cannot, is to illuminate their subject by engaging the player directly in the action. Other media can depict, but they can't bring you inside. Reading a novel or watching a film, you may identify in some sense with the characters, but you are never unconscious that you are outside, watching; in a game, by nature, you are inside, doing. Thus a game such as Zucker's Napoleon's Last Battles can help you gain better insight into the nature of Napoleonic warfare than reading Clausewitz; a game such as Sim City can lend insight into the nature of cities that's hard to obtain in any other fashion.

And a game such as Super Columbine Massacre can lend insight into the events of that terrible day that newspaper reports, or somber and thouthful essays, cannot. Not necessarily better insights--but different ones--precisely because it makes you complicit in recreating the events.

As gamers, and those who love games, our reponse to this game, and to the criticism of it, should not be to hide, or run away, or hope that it goes away. Instead it should be to say: You do not understand, nor are you attempting to understand. This is not a glamorization of the murderers, nor yet a trivialization of the tragedy; it is a work of serious artistic intent and accomplishment, based on considerable research, that in fact illuminates and reflects the horror of that day. Just as there are novels of the Holocaust, there can be a game of Columbine, and neither need trivialize a tragedy.

Further Reading


Or you could play it.


93 Comments:

"a documentary on the Columbine massacre, or a novel, or a New Yorker essay would, a priori, be treated with respect"

No, if it was called "Super Columbine Massacre" it would a priori be thought of as a cheap cash-in, and likely rejected by many publications. I agree with your sentiment, and voices like yours, Raph's or Jon Blow's probably need to be raised, but this particular game has too many loose ends.

By Anonymous Jare, at 8:52 PM  

I think you're making an apples to oranges comparison, the conditions of publishing, at first anonymously, over the internet - for free - are very different than publishing via New York print conglomerates. The title is an intentional satire on gaming, and to an extent, the media's hyperbolization of the tradegy. To put it in perspective, today, while this story was breaking and evolving so rapidly in what may well be an elaborate publicity stunt on the part of Slamdance (and an ingenious play if so) thirty thousand children died of disease and starvation. Also, a few hundred fetuses were aborted, if that is something you consider equivilant to a child's death. Yet these tragedies aren't exacerbated by the media, and therefore the public imagination, because their contexts aren't morbidly fascinating to our social paradigm, indeed the deaths I'm describing are well outside our social paradigm and therefore most convenient to ignore.

The title's third act (hell) and its title are entirely post-modernist, soaking in tongue-in-cheek irony, and from a game design standpoint they offer the sharpest challenge to the industry and its traditional conventions. The school part challenges me as an artist, the hell part challenges me as designer.

By Blogger Patrick, at 9:33 PM  

Don't read more into my comment than what I wrote... I am happy that someone can write and publish a game like this, I was happy that an indie art festival had the balls to select it, and I think Slamdance just lost a good chunk of credibility. I'm just concerned that some arguments (like freedom of speech outcries, or the specific bit I quoted) can go too far, to the point of burying the more real issues under a mountain of ridiculous claims.

Perhaps it's just that in Spain we had this kind of controversy back in 2002. A guy wrote a free Flash game where some classic spanish catholic celebrations were turned into a zombie fest massacre. That game was also used as a sort of marketing tool for a rock band CD, but conservative sectors of this country decided that it was offensive and way out of line. Among other things, the CDs including the free game were recalled, the game was forcefully removed from many sites, and the author was taken to court. He faced charges up to 1 year in jail and 8000 euros. He was absolved and the case dropped. You can read about it (in Spanish) here: http://es.wikipedia.org/wiki/Matanza_cofrade

People are still debating if WTC photos should be erased or replaced, if movies like Flight 93 should have been made, or more to the topic, if games depicting radical Islamic soldiers fighting against US invasion forces, or tongue-in-cheek games about suicide bombers should be allowed. To see the controversy being ignited because a festival decided to drop SCMRPG! is a bit disheartening. Besides, my personal feel about SCMRPG! is that the "art" line of defense was an aferthought rather than a true motivator (or a resulting value) for the game, and I'm usually cynical about controversy-is-art debates.

Emphasize how the integrity of the Slamdance festival has been compromised. Describe how the game makes meaningful use of the medium to approach the subject matter (or how it COULD have but failed). You have all my support in that.

By Anonymous Jare, at 10:18 PM  

Actually, I think I've been very careful NOT to couch this as a free speech issue. It isn't; Slamdance is a privately operated institution, and they have the right to make their own decisions, even if I think this one is misguided. Rather, I've tried to argue the artistic merits of the work in question, because that's the real point: this game deserved its nomination.

As for the name, and the issue of anonymity: Sure, it's clear that Danny Ledonne has been courting controversy from the start, and why not? How else does an artist attract attention to his work, particularly when he's a 20-something fellow with no visibility? And yet this isn't a game of pure shock value; it has merit.

And from another perspective--it's not just a commentary on Columbine; it's also a commentary on games. (As my game Violence is, in its own way.) The adherence to RPG conventions, the sly reference to Super Mario, the hell levels, all in their own way suggest that there's something wrong in the genre conventions. And there is. And paradoxically, that's also something that the critics of the game for its subject will never get--in some ways, it's as critical as the enterprise of "the game industry" as they might be.

By Blogger Greg, at 10:42 PM  

Oh, and no... In my case, the 'art defense' isn't an afterthought, nor not a 'true motivator.' I spent the day playing the game before writing a response. You won't see a similar response from me for the Kennedy assasination game, for instance. If I'd thought it was merely exploitative, I would not have raised a peep.

Works deserve to be judged on their own merits. And you cannot reasonably judge those merits until you experience them.

By Blogger Greg, at 10:46 PM  

"Besides, my personal feel about SCMRPG! is that the "art" line of defense was an aferthought rather than a true motivator (or a resulting value) for the game, and I'm usually cynical about controversy-is-art debates."

This is unfortunate... I should actually play it though so I won't be an uninformed jackass. I love the discussion this is generating though.

I just wish there were more games (100% non-commercial more likely) that took a balls-to-the-wall approach on the art issue, something so savage and beautiful and unique we would be totally justified in fighting against its suppression. We have a lot of very cool, clever little quirky art games out there (many on Manifesto) but at some point we have to accept that some messages and ideas, that are very much worth expressing, are never going to realized if there's any vestige of commercial pressure.

Viva pure art games, I guess is what I'm saying, and the wonderful disappearing-up-own-ass levels of pretension they imply as the perfect antidote for the cynical, anti-intellectual, hyper-mercantile race to the bottom that AAA game development has become. We need the full spectrum of a healthy art form and we're not getting it right now.

By Anonymous JP, at 2:43 PM  

I remember reading the rules of a tabletop strategy game where the players played either police or protestors during a WTO meeting in Seattle. Another example I liked comes from The Forge, a multiplayer tabletop strategy game where each player plays both Native American tribespeople and US soldiers come to massacre them.

In both cases, they are good games, because they model how conflicting goals and rules can create violent conflict. In both cases, the players are forced to play the victims as well as the oppressive force. As Greg pointed out, it is the opposite of fiero, but that is the exact point. The player should feel helpless and desperate in that model to illustrate to them why such a thing is so wrong and the factors that are involved in creating it. Hopefully, they would then be more proactive in reducing oppression where they live.

By Anonymous failrate, at 3:23 PM  

And a game such as Super Columbine Massacre can lend insight into the events of that terrible day that newspaper reports, or somber and thouthful essays, cannot. Not necessarily better insights--but different ones--precisely because it makes you complicit in recreating the events.

Which is why a "First Person Rapist" game would be ok. Or how about "Klan Kommand," an RTS that has you controlling a group of KKK terrorists as they turn over school buses, bomb churches and lynch people while avoiding the FBI? New insights, right?

I agree that this is not, precisely, a 1st Amendment issue since no state action is involved. But it is still a moral issue. Contrary to what is implied with the "Artwork or Menace" subtitle, creative expressions do not occupy some kind of a conscience-free zone. A work of art might well be simultaneously technically superb AND morally despicable. Calling something "art" does not immunize it from moral criticism - assuming it even IS "art" and not mere pandering to trangressive chic, that lowest of aesthetics.

By Blogger Brummbar, at 8:27 PM  

This is an important game. It is testing the mettle, testing the bravery and the breadth of the whole notion of what indie means, and I'm watching the reaction with great interest.

Imho, the indie movement needs to be inclusive (in fact, supportive) of games like this to encourage further experimentation and reassure those individuals making fringe games that their work will get a fair shake from indie distributors --without political correctness and cultural hang-ups interfering. Well, it's either that or hypocrisy, folks.

- - - - - - - - - -

It almost seems like a gag, like one of the guys said "Yeah, let's make a Colombine game. Hahaha. That would be a trip" but after they got into it, they got sucked into the story and were swept away by it, and ended up making a game that was deeper than it was ever intended to be.

If so, I think that's great. If not, it's still what should be happening --and will be happening if the subject really catches you-- when you go from idea to game.

By Blogger Rich Carlson, at 8:45 PM  

brummbar: I think you've missed the point. It would certainly have been possible to do a tasteless and exploitative Columbine game; this isn't one. And yes, it might be possible to do a sensitive, disturbing, and important game about rape, or the KKK. Not that I have any clear idea how to do so. Although I do have an idea for a Holocaust game I'd love to do sometime.

By Blogger Greg, at 8:58 PM  

This post has been removed by a blog administrator.

By Blogger andrew stern, at 1:50 AM  

An Open Letter to Organizers of the Slamdance Film and Game Festival, from Last Year's Grand Jury Prize Winners

By Blogger andrew stern, at 1:53 AM  

Imho, the indie movement needs to be inclusive (in fact, supportive) of games like this to encourage further experimentation and reassure those individuals making fringe games that their work will get a fair shake from indie distributors --without political correctness and cultural hang-ups interfering. Well, it's either that or hypocrisy, folks.

Rich,

Nobody has less patience for PC silliness than I do, but this is what's known as the false choice fallacy. Enforcing a moral standard for content is not "hypocrisy" unless the Slamdance folks came right out and said that there ARE no content standards. Did they? And being on the "fringe" does not entitle anyone to anything.

By Blogger Brummbar, at 3:29 AM  

brummbar: I think you've missed the point. It would certainly have been possible to do a tasteless and exploitative Columbine game; this isn't one.

Greg,

Really? The "Artist's Statement" on the game's site

http://www.columbinegame.com/statement.htm

is the kind of pretentious, self-serving claptrap I thought I had left behind in college, and it pretty much makes my case better than I myself could. It fairly screams "RATIONALIZATION!"

What really stands out, though, is how this game designer, Danny Ledonne writes

Since 1999 so many mistruths have been spoken and political postures have been struck in the wake of the shooting that I didn’t want to fall into the speculative pitfalls of much of the media’s coverage.

and then proceeds to plummet head first into an ever deeper pit, having swallowed the Bullied Victims Strike Back canard of Columbine hook, line and sinker. He closes his "Meditation" (Sheesh. Someone get this guy an enema.) with this

Eric Harris and Dylan Klebold, through their furious words and malevolent actions, can be understood as the canaries in the mine—foretelling of an “apocalypse soon” for those remaining to ponder their deeds.

O RLY? So we're all about to become remorseless psychopaths with God complexes? Because that's what Eric Harris was, according to the team of psych experts assembled by the FBI. Read all about it here

http://www.slate.com/id/2099203/

How did Danny Ledonne's "considerable research" (your words, Greg) miss this?

One last thing, for now. This is from the Manifesto.com page for the game:

After solving puzzles and encountering Satan comes the final cut-scene of the game: a ceremony outside the high-school, with the game putting in the mouths of the speakers a variety of the conventional sentiments the tragedy evoked. One speaker demands gun control, another a ban on violent media, a third the need to re-Christianize society. The sentiments are enough almost to make you wish you could take Harris and Klebold back to the school, at least in their game-character guise, and murder these idiots...

Because mass-murdering psychopaths might have their faults, but at least they're not 'squares', right?

...because Super Columbine Massacre does a far better job of getting inside, and trying to understand, the events of that terrible day than these speakers do.

Said speakers having been reduced to caricatures, that doesn't sound too tough. Of course the actual mourning and remembrance ceremonies held at the school prominently featured real survivors who had seen their classmates murdered in cold blood. So much for insightful, somber, and respectful treatment of the material.

By Blogger Brummbar, at 4:15 AM  

Enforcing a moral standard for content is not "hypocrisy" unless the Slamdance folks came right out and said that there ARE no content standards. Did they?

When Slamdance says on their site that they want to look at "everything under the sun" including "interactive drama" while taking "a broad look at the different kinds of work being done by the indpendent design community," I think that it is clear that their intention is to not impose "content standards" on intake of submissions.

...being on the "fringe" does not entitle anyone to anything.

Except the same consideration that every game deserves: to be taken seriously.

- - - - - - - - - -

I just read the "Designer's Statement" linked below Greg's article. There goes my theory, out the window. ; )

But note that the actual title is "Artist's Statement." Ledonne takes a philosophical stance by explanation while demonstrating with this game what artists, writers, poets, musicians --and now gamemakers-- can do best: mythologizing the modern world so that it can be understood and embraced by our modern culture instead of being misunderstood and feared.

By Blogger Rich Carlson, at 1:39 PM  

Rich,

Fine, except that Ledonne himself is just as guilty of shovelling the BS as those shouting "Ban video games!"

This is the problem generally with "political" art of all kinds; all too often the artists themselves have a mudpuddle-deep understanding of the issues involved. The same "creative" mindset which (might) make them good artists makes them lousy analysts and teachers.

In this case, based on the "Artist Statement," the verdict is pretty much in. Grandiose poseur-speak aside, Danny Ledonne comes off as someone who simply does not understand what actually happened at Columbine, and why. This cripples the instructive value of his creation because art based on falsehoods doesn't give us what Greg called "insights" into anything - apart from having some limited exemplary value as to the urban legendry of famous crimes.

Now, as to the other matter: Slamdance pulling the game. I now think Slamdance made the right decision for the wrong reason.

Except the same consideration that every game deserves: to be taken seriously.

They considered it, found it loathesome, and rejected it. Fair dinkum.

Where they dropped the ball was in hiding behind the excuse of "protecting the organization." Nonsense. Goddamn it, guys, have the moral courage to stand behind your decision for its own sake or let the game in. THERE I would agree with you, Rich, although I would call this more akin to cowardice than hypocrisy. I can imagine the conversation:

"Well, we are okay with your game, Danny, but... well... you know. We're worried about hurting Slamdance. Times being what they are, right? Hot Coffee. 9/11. Britney driving with a baby on her lap. Nothing personal, kid. It's not like we're unhip or something. We wouldn't want to judge you. We respect you as an artist, of course. Now get out of here before someone sees us talking together."

By Blogger Brummbar, at 7:25 PM  

Haha, that's a good one brummbar.

A kind of cowardice maybe. What's odd to me is that Slamdance took the hard route instead of the easy route. ; ) The easy route being: just let the game speak for itself and allow Slamdance to be perceived as being mellow and impartial and to gain integrity over time. *shrugs* ; )

To be fair, because they deserve it, Slamdance got pitched a real curve ball with SCM. Touchy stuff. People get emotional. I suppose sponsors get twitchy. And the boss didn't like it, so...Sorry jurors. (He's allowed. He's the boss.) All and all, a real kettle of fish, whatever that means. ; ) Slamdance will move on.

By Blogger Rich Carlson, at 8:54 PM  

I observe that the makers of two Slamdance finalists (Braid and flOw) have withdrawn from the competition in protest.

I also observe that Manifesto's logo appears prominently on the Slamdance site as a co-sponsor.

What does the Central Solidarity Committee have to say ... comrade? ;)

By Blogger The Professor, at 9:46 PM  

Open letter from current Slamdance Games finalists.

By Anonymous nickm, at 12:24 AM  

Games are fun, Columbine was a tragedy and never the twain shall meet

Games are fun? If Slamdance were smart, they would've used that to disqualify SCMRPG.

By Anonymous Anonymous, at 12:40 AM  

This reminds me of the controversy regarding the recently published "War on Terror" boardgame, by Andrew Sheerin and Andrew Tompkins of Terrorbull Games.

http://www.boardgamegeek.com/game/24396

When they attempted to purchase booth space at Essen Spiele, the world's largest boardgame convention, the organizers refused.

"War on Terror" is a lighthearted game about suicide bombings, ethnic cleansing, cultural imperialism, and other friendly topics. The players represent nameless empires with holdings around the world. In order to build your position and achieve control, you need oil. Taking over oil-rich areas of the world increases your empire's power, and it can be accomplished in a number of ways, most of them very expensive and messy. Among the cheapest methods is hiring terrorists in the territory to make trouble for whoever's in charge. If the terrorists succeed, the player who owns that area may have to leave, allowing you to move in and take over. But the terrorists are still there, and now they're your problem...

Despite its jokey tone, WoT was clearly intended to make people think about the root causes of terrorism and the difficulty of ending the cycle of violence.

Unfortunately, considering how quick the average human is to judge things they know nothing of, the organizers of the Spiele convension were basically screwed. If they let Terrorbull have their booth, they'd be screwed because the outcry would make things miserable for a lot of people. If they banned them, they'd be screwed because the outcry would make them look bad. I think they just chose the option they figured would do the least amount of damage to themselves. It's only reasonable.

The world is filled with people who think they have the right to never be offended by anything they see or hear. Probably always will be, as long as there are humans.

By Anonymous Jonathan, at 2:59 AM  

I can't belive you managed to write this much bullshit, Greg.

So what this game amounts to, according your own description, is a low-rent RPG that continues with gameplay conventions that not only suck, but have finally been refined even by the very series that perpetuated them in the first place. On top of that, it's about a subject that's been talked to death already and hides no new insights from anyone who isn't a moron. In fact, even without the event the same core problems were not unknown. And even if there were some hidden truth, its target audience is exclusively the ones who don't need to know it, and it would be preaching to the choir.

This is what's supposed to poke a hole in the barrier of games being percieved as art? Something so completely pointless on every single level that it doesn't even pass as social commentary?

Are you fucking retarded?

And that's just for that little tip of the iceberg. There's no rational response to the rest of the ridiculous analogues and connections you drew. I have honestly not seen that much prattling hogshit since Tim Rogers crawled back under his rock.

By Anonymous Jon R., at 7:56 AM  

This subject is near to my heart, and I said something almost exactly the same as you a couple weeks ago during a discussion about whether a boardgame on the current Iraq war would be in good taste or not. Games can not only be fun, they can be artful and enlightening. For anyone who is a serious gamer, this should be obvious if you put some thought into it (although I think boardgames and traditional RPGs seem to do better than video games, which have to cope more with the mass-market).

But come on Greg, this is either a publicity stunt or they're just yanking your chain. This is not a good test case. The facts of the case, as they say, suck. I have not played the game, but from what you have recounted, this game is artful only in the most superficial way and only in a way that's going to appeal to and be understood by a tiny slice of the market. So consign it to the dustbin of all such things instead of giving it too much credit just for doing something different and for being particularly offensive. There is wide scope for the development of games that are more than just games, but this is not a direction I'd want to see things going in. Let's give credit to the games that manage to make small advances, but do it well, rather than games that try to break the mold but do it incredibly badly.

By Blogger Chris Farrell, at 6:06 PM  

to me, playing this game was as cool and enjoyable as would be going to the graveyard, unburying the cadaver of my grandmother, and taking some pictures with her.
also, if this guy who took some facts from internet, and putted them on a rpgmaker pack, is an artist, then I am Pablo Picasso.

anyway, that don’t remove the fact, that this game is the most abominable repulsively offensive game ever made. while simultaneously packing inside a certain real meaning that no other game has ever projected.

and finally, in my opinion, yes. all the world teenagers playing this game, does increase the probability that a extremely small portion of them become killers. particularly this game, because the reality feeling. I think that a portion of population don’t understand things very well, and tend to be carried by what they see around them. to my knowledge, nobody has scientifically proven that, but that’s my unproven opinion anyway.

By Anonymous coco, at 8:40 PM  

The world is filled with people who think they have the right to never be offended by anything they see or hear. Probably always will be, as long as there are humans.

Agreed, Jonathan, but my position is that the right to free expression does not come with a guarantee of an audience. I'd be the first one defending Ledonne from Uncle Sam regardless of what I think about this game. However, I also defend others' rights (incl. yours and mine) to have nothing to do with it and withhold patronage and support.

By Blogger Brummbar, at 5:19 PM  

Brummbar, I never suggested otherwise. The Slamdance people have every right to pick and choose who will be permitted as an entrant, and that is how it should be. However, they were placed in a position that would require them to either deny entry to an item which some believe has legitimate artistic merit, or risk the wrath of the humans I was talking about. Uncle Sam has nothing to do with this; it's all about John Q. Public.

By Anonymous Jonathan, at 1:22 PM  

Jonathan,

Ok, I see what you mean. In that case, my beef with Slamdance is that they seem to have taken the coward's way out. They made a decision then promptly excused themselves of moral agency.

"Hey, we're just trying to keep our show running smoothly. Nothing personal, man."

On the other hand, with that kind of thinking the Slamdancers are ready for the big-time games business, not to mention Hollywood.

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