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Speaking of Controversy..

Started by November 05, 2000 09:23 PM
33 comments, last by Peddler 24 years, 3 months ago
quote:

Wavinator:

Here''s my concept: An RPG-like where you play Cherokee or Apache in the 1800s. It''s completely historically accurate, and does not flinch from the reality of the times; people speak the way they spoke then, and act the way they acted from the historical record.



I like the idea, but I''m not sure how conttroversial it is. What it seems to come down to is Good-guy tries to survive with all odds stacked against him. In the "Controversial game ideal?" thread I think you had a better idea.

quote:

Wavinator:

I know you''re probably joking (or half-joking???) but there''s a huge difference controversy and obscenity. What you''re talking about really is juvenile obscenity, in that it''s goal is to offend rather than provoke (like Maplethorpe''s cross in urine, which was more a hit at religion rather than a thought provoking statement).

To take your example, if you want controversy, cast the player as a young person of color an economically abandoned American inner city. Create an economic and cultural model that rewards killing, car jacking, and drug dealing to pregnant women. Make all other paths insanely difficult. Graphically show it all, especially the consequences, and offer it up as a defiant social protest.

Oh yeah, and make sure just about every gameplay option ultimately ends in poverty, prison or death.

Now __THAT__ would be controversy that you could defend in front of Lieberman and Capitol Hill.




If you cast a character in such a role then you have an instance of Good-guy forced down the wrong path. Of the two ideas, I think the second would send a stronger, more obvious message.

An idea I came up with was to start out with a character and follow him as he''s drawn into a neo-nazi orginization. Circumstances, enviroment, and peers cause him to believe the doctrines more and more strongly. Any other route is insanly difficult. The player is shown things from the characters eyes. A jewish NPC at first seems like a normal good citizen, but as the game progresses the same NPC appears to be more and more evil.

If implimented just as I''ve described it could easilly come accross as nazi propaganda. But I think it''d also stand as a good portrait of a mind sort of thing. Wouldn''t you like to know how an otherwise intelligent person can buy into all that nazi crap? I think such a game would do it.

If it''s too much as is, replace everybody with elves and dwarves and such. Change the uniforms and symbols and it might get past publishers.

Does this idea loose it''s "moral center"? I have no idea what the end conditions would be for such a game. The character could potentially either wind up in prision or go to pass his hatred onto his kids. The bad guy isn''t necissarilly punished for his evils.

I''d never make a game like this though. I don''t think the intelligence and sophistication of the average gamer is high enough to appreciate the message ("this is how people get sucked in"). They''d rather find patches to apply to Lara Croft.


quote:
Original post by kseh

I like the idea, but I''m not sure how conttroversial it is. What it seems to come down to is Good-guy tries to survive with all odds stacked against him. In the "Controversial game ideal?" thread I think you had a better idea.




Thx. You''ve made me realize something that''s important to controversy. Something is controversial when it confronts the status quo and gets us to identify with a perspective we''d otherwise be uncomfortable at looking at. Uncle Tom''s Cabin, or the Century of Dishonor, were two books that showed an America dominanted by people who thought their country was fair and just a side of their nation that many would rather not see.

Our problem is that in games we''re not just spectators, with a safe layer of observation between us and the offensive material (as in books and movies). We''re participants. Good books get you to emphathize with the plight of a character, but in the end, IT''S NOT YOU. In a game, unless it''s happening elsewhere or to another character, it is you.


quote:


If you cast a character in such a role then you have an instance of Good-guy forced down the wrong path. Of the two ideas, I think the second would send a stronger, more obvious message.



Agreed. Gives me an idea: To make things a bit more grey and realistic, you shouldn''t entirely be the good guy. Otherwise, it''s nothing more than the empty simplicity we have in games right now.

quote:

An idea I came up with was to start out with a character and follow him as he''s drawn into a neo-nazi orginization. Circumstances, enviroment, and peers cause him to believe the doctrines more and more strongly. Any other route is insanly difficult. The player is shown things from the characters eyes. A jewish NPC at first seems like a normal good citizen, but as the game progresses the same NPC appears to be more and more evil.



Damn. This is good. I can see the skeletal outline, but it would take someone with true skill to pull this off. Someone with literary training.

quote:

If implimented just as I''ve described it could easilly come accross as nazi propaganda. But I think it''d also stand as a good portrait of a mind sort of thing. Wouldn''t you like to know how an otherwise intelligent person can buy into all that nazi crap? I think such a game would do it.



It''s my personal belief that sharing perspectives can create profound human connection. As an aside, this is why I think it''s so important for Neo-Nazis to dispute the Holocaust (and why I''m happy to hear when they''re sentenced after a hate crime to read the Diary of Ann Frank). Psychological reasearch shows us that is it VERY difficult to stay sane and know that you''re doing evil. Better to ignore or redefine evil as good.

quote:

If it''s too much as is, replace everybody with elves and dwarves and such. Change the uniforms and symbols and it might get past publishers.



NO! NO! NO!

What you''re talking about, I think, is the true access to games or "electronic simulation" as capital A Art. Allegory may work, but I think it''s FAR too weak to hold it''s own against boldface expression. Look at all the science fiction that addresses the human condition, and how it''s largely ignored by the literary world (mostly because of the predominance of blast-em up fiction).

quote:

Does this idea loose it''s "moral center"? I have no idea what the end conditions would be for such a game. The character could potentially either wind up in prision or go to pass his hatred onto his kids. The bad guy isn''t necissarilly punished for his evils.



You can hold your moral center and still not punish the bad guy. But as an author, you''ve got to somehow comment, and say "the situation expressed here doesn''t reflect my personal view... I''m showing you someone''s life, and letting you step in their shoes..." That''s a matter of authorial skill.

quote:

I''d never make a game like this though. I don''t think the intelligence and sophistication of the average gamer is high enough to appreciate the message ("this is how people get sucked in"). They''d rather find patches to apply to Lara Croft.



Games either are going to go the way of comic books, or film. The cynic in me looks at the audience, the developers, and the industry, and says that tits and guns are our future.

But some folks in this forum give me hope. All that is needed is the SimCity, or Myst, or whatever break-through game. Give the technology time to mature. It''s too hard to represent anything other than combat and puzzle solving right now. But AI, character representation, gameplay, and story constrictions may give way as our processors and tools become more advanced. I''m hopeful.


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Just waiting for the mothership...
--------------------Just waiting for the mothership...
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quote:
Games either are going to go the way of comic books, or film. The cynic in me looks at the audience, the developers, and the industry, and says that tits and guns are our future.




One does not remove the possibility of the other.

Rambo does not preclude Ran.

Die Hard does not preclude Taxi Driver.

And as an avid movie buff, it is possible to enjoy both types of film.
quote:
Original post by Kernaghan

One does not remove the possibility of the other.

Rambo does not preclude Ran.

Die Hard does not preclude Taxi Driver.

And as an avid movie buff, it is possible to enjoy both types of film.



Hmmmmmmm... Excellent point. You''re right, ultimately, but I''m just looking at the short term and how it currently tends towards the juvenile. Though there are plenty of excellent graphic novels out there, you don''t tend to think Art when you think "comic book." Whereas with film, this is completely different.

(Ack! I can''t believe I''m arguing on behalf of "A" Art...)



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Just waiting for the mothership...
--------------------Just waiting for the mothership...
That''s true, Wav, but I think games are going in the direction of being more and more for adults as well. It''s a slow but steady progress. Here where I work (at tech support) this guy called in talking seriously about how he''s getting into making levels for Quake. He treated it as a serious business and how he wanted to make sure he had the good equipment for it. He sounded as though he was at least 30 or older.


"All you touch and all you see is all your life will ever be --Pink Floyd
Quidquid latine dictum sit, altum viditur.
Need help? Well, go FAQ yourself.
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
I think that it is a progression. As the generation of gamers grow up, they take their love for games with them. This is why it is becoming more popular with older people, because the older people used to be the YOUNG GAMERS.. Even if my dad only ever played space invaders and now just plays solitaire and the other card games on his compuer.

*Sigh*... Oh for the days of text based adventure... *Dwarfsoft slips into reminiscence about the days of lore, yore, and more...*

-Chris Bennett of Dwarfsoft - Site:"The Philosophers'' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          
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Very, very good point, dwarf. I never thought about it that way. It's easy to forget just how relatively new video games are.



"All you touch and all you see is all your life will ever be --Pink Floyd
Quidquid latine dictum sit, altum viditur.
Need help? Well, go FAQ yourself.


Edited by - Nazrix on November 9, 2000 7:16:24 PM
Need help? Well, go FAQ yourself. "Just don't look at the hole." -- Unspoken_Magi
I wondered why nobody really thought about it. It was only 8years ago that my dad got his 486. And 11 years ago that we had an XT (which I own, but gave to my grandfather. I still have a 486 as well as my K6 333.. looking for better than a 633 now [my dad decided to get a new PC after so long with a 486 ]). It isn''t a long time for game industry...

If that guy was 30, he might have played his first game (and the first gen games) at around 18... Which is how old I am... Doesn''t surprise me

-Chris Bennett of Dwarfsoft - Site:"The Philosophers'' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          
I need to make a distinction, tho''

There''s a difference between age and maturity. Someone who plays Diablo at 30 could be as immature as your typical 14 yo,when it comes to gaming, and someone who''s 14 could be as mature as we expect the 30yo to be.

That affects what gets churned out. Quake XXIV is what you''ll get if the maturity level stays where it is now, no matter WHAT age gamers are.

BTW, no offense to Quake players, 14 or 30 yo''s anywhere, just making a point. I wager your that the more adrenaline a given gamer wants over time, the less open they are to complex, so-called Artistic experiences. There are exceptions, of course, but fans of Kundun and The Terminator are rare (I know, I''m one of them and boy am I in the minority!!!!!)

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Just waiting for the mothership...
--------------------Just waiting for the mothership...
That was also a distinction that I didn''t want to draw. Personally as a more creative individual, I prefer RPG-likes. The less creative people tend to like FPS''s for the adrenaline (note that I still like DoomII for great multiplay experience, but I didn''t like Quake<Insert Number from 1+> at all...). I think it has to do with femenine and masculine wiring in the brain. As a creative programmer, I have feminine wiring (a bit) but as an avid math person, I also take masculine wiring. I think it is also something to do with the different sides of your brain. I think I use both wheras masculine people only use one side and feminine people only use the other side... Hmmm

-Chris Bennett of Dwarfsoft - Site:"The Philosophers'' Stone of Programming Alchemy" - IOL
The future of RPGs - Thanks to all the goblins over in our little Game Design Corner niche
          

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