The Politics of the Video Game
illuminata writes "Can the video game industry keep its mittens out of the political slugfest? According to Kevin Parker's article Free Play, they sure can't. In it, he cites Dreamcatcher's Gore and Sega's Legacy Online and Jet Set Radio Future as main offenders. He even goes on to point out how some people want video games to convey their favorite political message in the future. Are there any particular titles or game companies that you think lay on the politics too thick, or is it all just a bunch of foof?"
This isn't insightful, it's totally obvious. Is there any doubt that the game is anything but a recruiting tool? What other purpose could it possibly have? The DoD spends $x (don't know how much, don't care to find out) because it thinks there's a shortage of good, free first person shooters out there?
Jet Set Radio? You mean the games about street gangs on rollerblades, each one based on a ridiculous* theme like sharks, love droids, and 3-year-out-of-date raver culture stereotypes, sticking it to the man via rail grinds, graffiti and pirate radio?
The one that ends (depending on the game in the series) in either a skyscraper rooftop battle on a giant spinning record against an evil dj booth, or a battle with a three story disco mind-control robot?
Is Kevin Parker seriously trying to say that game has an overtly political message? This just goes to show; some people have a vivid imagination, but little common sense.
*holy fucking shit, Slashdot posters, what's with all the high mod posts with the mis-spelling of this word as 'rediculous' lately? Buy a damn dictionary.
Even Jesus hates listening to Creed.
Unless you have played a game similar to planetarion, or similar game, you have no idea how much on-line games can have huge political conflicts.
The entire game was a "strategy" game but it really involved simple uot and out politics. There were two kinds of successfull players.
1. Players that were good at the game, and good at the politics (the top tier)
2. Players that were bad at the game, but good at the politics.
Being Good at the game, that involves management of resources, being on till 3 am and getting up every 2 hours via an alarm clock.
Being good at politics was to find a lot of friends to help you.
When I started in round 3 of the game, you simply did not have to be good. All that you required was that you had friends that would CRUSH ANYONE THAT FOUGHT YOU.
I was a "good" player, which means I stayed up way to late, and got up way to early to monitor my fleet. I got crushed several times because I was picking on players who were not as good players but had better political connections.
The next round I actually got a couple friends together and we constantly were sending messages/e-mails/sitting in chat to constantly improve our political situation. My goal for that round was to get my galaxy (which i controlled a group of 25 people) to get into the top 800, instead we got into the top 400, mostly because of strong strategic alliances.
The game was pure rampant capatilism, except all companies had the same product and a few got a relative monopoly (the top 400 galaxies controled well over 90% of all resources)...
The game always reminds me as the best argument for government controls on large companies.
Planetarion sucked later on, but it really was exciting during that time.
If you don't vote, you don't matter, so don't waste your time telling me your opinion
I think the author of the article has conflated "politics" with "economics" in the first few paragraphs. While I appreciate that Parker is critical that recreational pastimes like gaming may be taking themselves too seriously, I'm not sure what the hell his point is.
Is he also critical of Monopoly, with it's trvialized depiction of pre-tax-reform US industry and culture? Are fat little men in top hats really in charge of all public utilities, and able to charge whatever they want for rental of their slums? Shocking!
Singling out the so-called massively multiplayer games like Asheron's Call for being too "real" because the players are demanding a certain level of reality in their game play is a pretty weak argument that games, in general, are getting too political. Microsoft is in the business of selling software and subscriptions. Whether or not they are "scrambling" to offer what their subscribers want is hardly relevant.
People who design software and systems know that how the software is used in the wild is often very different than the your own idea of how it should be used. It's not surprising that people who pay good money to play Asheron's Call and Star Wars Galaxies want to create simulated economies, culture and history. As far as I'm concerned, this is just a more sophisticated versions of old BBS culture.
People grow culture. It's what we do.
I'm not convinced that any of this has anything to do with his other contention, that the software manufacturers themselves are getting over-political. Which is it? Are the customers demanding more immersive worlds, or the designers injecting overwrought politics into gaming? Are these really the same thing?
The other games he mentions seem to fall easily into the post-apocalyptic near-future scenarios that share dystopic fictions with a whole range of popular culture. Comics, anime and (of course) science fiction stories have mined this vein for decades. Placing your otherwise undemanding first-person shooter in some kind of science fiction setting to explain why you happen to be a hyper-muscled uber-soldier tearing holes in the "bad guys" seems perfectly reasonable to me.
How is this different from, say, Escape from New York or even "Buffy"?
While the author brings up some interesting points, he seems to miss the mark on every target he aims at. Maybe he needs to just relax and play some Unreal Tournament.
-- clvrmnky
Witness "The Passion", which was an enormous success largely because it got people out to movies that normally can't stomach them.
Anyone who can stomach the ultraviolent Passion, but not The Daily Show, has more serious problems than just being politically offended.
Games are (generally speaking) a work of fiction that involve humans, and being fiction you need a story. I would argue that it's almost impossible to tell a story that involves human beings that would not become "political" if it has any degree of elaboration.
Example:
"Bruce Wayne's parents were shot in the alley one night." OMG ANTI GUN AGENDA!
"Your parents were poor and sick, and being unable to afford medical help died when you were at a young age..." OMG SOCIALIST MEDICINE AGENDA!
Both of these are fairly standard boiler-plate backgrounds, but fall under the article's scope of questioning.
One night while inebriated and playing Vice City, I came to a realization: it subtly reenforces society's morals on the player. If you kill someone, they send cops. And if you kill the cops, they send more cops! Rob a store, cops come. Bump your car into a cop, cops chase you. It's through the operant conditioning of cops chasing you making the game harder, that it pushes the messages of not killing, stealing, and driving responsibly.
-no broken link