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Super Columbine Massacre RPG - Part 1 Article

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Article by Simon Parkin

22 January, 2007

Squeeze the R-trigger and you peer around the seat in front. On either side of a sweet-wrapper-strewn gangway passengers yawn at in-flight movies or snore from beneath grey blankets. Stewardesses giggle huddled and preoccupied ten metres behind you. Tick tock and Carpe Diem: the moment has arrived. You tap A and the seat belt and adrenaline unclasp.

Easing the analogue stick forward inconspicuously inches you towards the cockpit. Select brings up a mundane but deadly inventory. Bic razor equipped you slip through the door, mash the X-button to slit the pilot's throat then hit B to praise Allah for an ideological multiplier. Lock the door and L-click to engage the flight controls. The camera switches to a third-person view following the plane, lens-flared HUD as sparse as your character's emotion. New York's twin towers stand 25 minutes and 100 achievement points away.

Before the Daily Mail staff enjoys a collective brain haemorrhage from outrage/delight, as yet there is no such videogame: to many people the idea of any interactive media that allows you to role-play as a real-life 'villain' recreating historical atrocities is simply taboo. United 93, a film which hired actors to act out the type of roles described above in order to help viewers dissect the events of 9/11 might receive worldwide critical praise and accolade but with videogames think of the children! How on earth could a 'toy' meaningfully comment on or communicate about the darker side of humanity's behaviour?

It's attitudes like this ­- the kind that reveal the disparity between freedom of expression in videogames to that in books and movies ­- that resurfaced last month when the Slamdance Independent film festival announced it was removing one of the most controversial games from its Guerrilla Gamemaker prize short-list. The cutesy 16-bit Final Fantasy style graphics of Super Columbine Massacre RPG!, mask its macabre and challenging content: you play as Eric Harris and Dylan Klebold, the two ostracised teenagers who visited their school, Columbine High, on Tuesday, 20th April, 1999 and shot and killed twelve students and a teacher before committing suicide in America's most deadly school shooting.

'Super Columbine Massacre RPG - Part 1' Screenshot 1

The festival organisers blamed the decision on fear that a public backlash against the game's inclusion (it had already attracted acres of negative column space before being short-listed) could scare off sponsors, or even attract a civil lawsuit (as Slamdance upped the ante by amending their official statement to read on Friday), something which could throw the festival's future into jeopardy.

But the Columbine massacre has been the subject of much creative investigation: Michael Moore's Bowling For Columbine and Gus Van Sant's Elephant, films which respectively dissect and recreate the day's events, were awarded the Palme d'Or in consecutive years, not to mention the countless books published on the subject. So what is it that makes a Columbine-based videogame so unpalatable to the media? Does the interactive element of videogames change the parameters of what is and isn't permissible in art? Or is it simply that games are seen as being for children and should leave tough subject matters to the elder mediums? Eurogamer spoke to the game's (until recently anonymous) creator, Danny LeDonne, and Ian Bogost, assistant professor at the Georgia Institute of Technology and a staunch supporter of the game and its importance in the videogame canon, in order to untangle the issues.

LeDonne, now in his mid-twenties, was attending another high school in Colorado at the time of the killings. Confused as to why boys of a similar age, location and situation (he too was bullied) would express themselves in such a destructive manner, LeDonne decided to make a homebrew videogame using the PC program RPG Maker to try to make sense of the events leading up to and during that day. Eurogamer asked Bogost what he thought the relevance of such a game might be to a wider audience. "The game is about the experience of Harris and Klebold before and during the Columbine massacre," he explained. "It's primary purpose is to give the player an experience of the lives these two led, the horrific and tragic acts they perpetrated, and their eventual demise by their own hands.

'Super Columbine Massacre RPG - Part 1' Screenshot 4

"The main point of the game, as I see it, is to provide players with the killers' perspective - their feelings of alienation and loneliness, their withdrawal into an isolated world in which they misused media - including videogames, but also music and books - to rekindle their feelings of alienation. This game is certainly not meant to make us excuse Harris and Klebold, or to forgive them. But it does ask us to empathise with them, to try to understand the situation they perceived themselves to be stuck in."

The plotline follows the events of the day with meticulous detail amassed from newspaper reports and sheriff records. Such attention to minutiae (your characters have the exact same number of bombs and weapons as Harris and Klebold for example) has seen LeDonne described as obsessional, perhaps even glorifying the attackers' acts. So why go to such great lengths? "I felt like if I wanted to make a serious game, I ought to take my subject seriously," said LeDonne. "This wasn't going to be something I'd sink months of time into unless I was going to tell the story the way it happened (while still allowing for an open-ended environment for interaction - a challenging balance to strike). Without the attention to detail, I think SCMRPG would run a much greater risk of trivialising the shooting (as some critics allege) and would undermine the game's primary purpose of showing the player a story they only thought they knew before."

Motivations, disillusionment and rage are all discussed through the lens of the day's events. While the game never shows footage or stills of any of the victims, it does intersperse real photographs of the boys, quote things that they said and, finally, displays a graphic image from the coroner's office of their own lifeless bodies at the scene. What drove the decision to display such a graphical image? "That decision was an easy one: to connect the limited graphical reality of the 'game' with the deeply serious consequences of the game's subject matter. They killed people. They killed themselves. This isn't Mario Bros. This really happened. Here are the crime scene photos to prove it. The player must now account for what has happened thus far in the game. I felt like a documentary approach filled with real quotations and real photos was the best way to confront the shooting on honest terms.

"Videogames often sanitise their violence and thereby shortchange the player in terms of understanding the ramifications of his/her actions. I wanted to challenge that. This is a subject that demanded as much."

'Super Columbine Massacre RPG - Part 1' Screenshot 3

The game was released onto the Internet for download on 20th April 2005, the sixth anniversary of the shootings. For a while it went mostly undiscovered, but when exposed and written about by Ian Bogost on his blog in May last year it began to gain platform and media notoriety. Much of the mainstream US press decried the game for making entertainment out of others' suffering. LeDonne is adamant that this is not the case: "I don't regard this game as entertainment. Many have written about how morally challenging this game is to play. A review in Salt Lake City said: 'I hate this game with all my heart not because it was made, but because the real Columbine massacre occurred'. And, that, I think, is the real point.

"There are moments in the game that push the idea that games can be emotionally difficult, that they can be satire, that they can be critical social commentary. If all people want is entertainment, this isn't a very good choice; the graphics are sub-par at best, the gameplay is clunky and limited, and there is so much reading involved that someone looking for a 'murder simulator' would best look elsewhere. But entertainment aside, is it 'wrong' to make a film that centres on another's suffering? What about a book? A painting? A song? A theatre production? Why are games different? If there are films about the suffering of Christ, why could there not be videogames? Videogames absolutely should be able to approach the same issues other artforms do albeit in the manner that is inherently unique to gaming."

It's this 'inherently unique' aspect to videogames that is the cause of so much consternation when it comes to their depicting sensitive issues and events. While the films Bowling for Columbine and Elephant addressed many of the same issues as SCMRPG, there is a key difference in that here you role-play as the antagonists. Surely the interactivity and participatory nature of SCMRPG neuters any real meaningful comparisons between those films and this game?

'Super Columbine Massacre RPG - Part 1' Screenshot 2

"I disagree with the contention that, because videogames are interactive they must somehow be treated differently to other creative media," argued LeDonne. "This is a dangerous line of argument because of course every medium is in some way distinct from the others. Is film an inappropriate medium for a subject of photography simply because viewers are shown twenty-four photographs per second? Is music too interactive a medium because sound waves actually strike against us? Are books too interactive a medium because they compel us to envision the author's description in our heads?

"Surely this tired concern about how 'interactive' games are is merely a reaction to their infancy as a medium. I can't think of a single medium that hasn't had a share of controversy for whatever unique expressive qualities it has. The concern exhibited here was actually the very same that was put forward to criticise role-playing games like Dungeons & Dragons in the '70s and '80s: that assuming a character is simply too dangerous a proposition. I suppose the same arguments could be wheeled out against an actor who plays an antagonist (such as Bruno Ganz as Hitler in the 2004 Oscar-nominee Downfall) or children playing cops and robbers.

Bogost agrees: "Interactivity is one of the core features that differentiate games from passive media like film. In a game we play a role. Most of the time, the roles we play in games are roles of power. Space marine, world-class footballer or hero plumber. Isn't it about time we played the role of the weak, the misunderstood, even the evil? If videogames remain places where we only exercise juvenile power fantasies, I'm not sure there will be a meaningful future for the medium."

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Comments: 1-50 of 115 in total | next 50 »

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Danbojones [staff]
22/01/07 @ 14:26
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Play nicely now.....
Nova5lag
22/01/07 @ 14:27
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I actually quite like the idea of playing the anti-hero. Fable I was evil... City Of Vilians made me smile GTA I killed pro's and stole cars. The idea of wielding power in a game is great. However, this doesnt mean Im gonna go and be evil in the real world... the issue is much much deeper that video games being interactive rather than passive. Its the emotions that it stirs up in people.

Some are unable to draw lines and define their own boundries, these people need help and its society thats failing them not the games industy.

Just IMO obv.
Furbs
22/01/07 @ 14:27
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Why give it any attention?

I dont agree with censorship, but giving this crap more publicity than it deserves is a shame.
Edited 1 times, most recently on 22/01/07 @ 14:28
Adam_T
22/01/07 @ 14:29
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Is there going to be a review of the game?

I do hope so.
Xerx3s
22/01/07 @ 14:29
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(such as Bruno Ganz as Hitler in the 2004 Oscar-nominee Downfall)

The English version of "der untergang"?
Nova5lag
22/01/07 @ 14:34
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Agreed that the Columbine boys cant be described as anti-heros however, the article is clearly more about the effect games have on people rather than the actual game itself.

The Columbine boys played games where they took the role of an anti hero and due to emotional and mental instability they couldnt draw a line between that fantasy and their reality.

My point is that it isnt the games fault for letting them act out anti hero fantasy its more society's fault for not helping those boys. That is not to mean I understand why they did what they did because its awful and shouldnt happen. Im just saying games do not cause mental instablity.
captbirdseye
22/01/07 @ 14:35
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Very well-written Simon, i am currently writing an academic journal similar to this subject.
Azazel
22/01/07 @ 14:37
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I had to look twice at that title.
Furbs
22/01/07 @ 14:38
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The worst thing about the twats who thought it would be clever to code it (then come up with the lamest justification ever) is they would probably describe themselves as gamers and love the hobby, yet produce the sort of shit that plays right into Jack Thompsons hands.

If they are genuinely creative, lets hope they mature a little soon.
Edited 1 times, most recently on 22/01/07 @ 14:39
AcidSnake
22/01/07 @ 14:40
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This could be a positive influence to help gamers see the difference between reality and fantasy, but more to the point to illustrate the severe consequences when this difference is not perceived...

However I can see how a lot of people will be offended by this game, even knowing its intent...
Shinji [mod]
22/01/07 @ 14:40
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Have you played it, Furbs? You seem quite vehement about the whole thing - I'm interested to know if you've actually played the game to reach this conclusion.
the_dudefather
22/01/07 @ 14:40
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that 9/11 game sounds fun, like hitman crossed with a flight sim

(loads up RPG maker) :P
LeD
22/01/07 @ 14:42
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Furbs - have you read the article? It seems you're misunderstanding it or the point of the game that was made by LeDonne, which is unusual coming from you.

Very strong article I thought, asking the right questions. More please!
captbirdseye
22/01/07 @ 14:44
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Games are fundamentally turning our society into a hyper-real one, where the less stable minded person is perceiving this medium as actual reality.
Edited 1 times, most recently on 22/01/07 @ 14:45
bcolter
22/01/07 @ 14:47
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This game is crap... the idea is crap.... Eurogamer should be focusing attention on topics that are worth while instead of trying to draw hits with controversial subjects.
Trip SkyWay
22/01/07 @ 14:47
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Interesting read.
captbirdseye
22/01/07 @ 14:50
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captbirdseye - wow! That's an extremely broad conclusion, and I can't think of a single piece of evidence that could possibly back it up...

You can have bonus points for using the phrase "hyper-real" though, which is a piece of post-modernist nonsense vocabulary that no-one, but NO-ONE actually knows the meaning of

Chill out man, im only making an assumption based on the work of Baudrillard and Borstin which i have read and what is exactly wrong with using 'hyper-realilty' as a definition for videogames.
Edited 1 times, most recently on 22/01/07 @ 14:54
trevd72
22/01/07 @ 14:55
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if i had super powers i would use them for bad and evil, i am sure of it.

I would be a disciple of the dark side. I am a disenfranchised 30 something and I can totally understand where this game can attract people.

I have a little switch in my head, like most of us, that stops us carrying out atrocities. So why not have a go in a game as long as its a good game, gotta be better than turning up to work with a bag full of nasty toys and inflicting some real damage. Violence in film, games and music only add a certain artistic tinge to the people without the "switch", in that they may dress up as someone from the matrix, kill someone in a certain way etc. At the end of the day they are mad , bad and dangerous to know and would do it anyway. society created columbine not the media. the jocks, the in crowed, American culture of elitism in general, freedom to own guns created the perfect storm of columbine.
posh_geordie
22/01/07 @ 14:56
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Well-written and very interesting article, cheers Simon/EG.
Eraser
22/01/07 @ 14:57
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Pulling a game like this up to some morale platform is bullshit. I doubt the game developer's sincerity when they say they want to tell the tale of these two boys and give people insight into what happened. This is the first time I hear about the game, but even when I read this article, I am inclined to think that it's simply about the shock factor of it all.

Bowling for Columbine was an informative documentary. It was (arguably) only giving facts. It didn't put the viewer into the position where they had to execute the killings. Additionally, I don't think that videogames are the correct platform for something like this. They aren't called videogames for nothing. They're games, nothing more. Yes, some games can be a form of art. They're beatifully constructed and in some ways even extremely graceful, beautiful to look at full of emotion, but I really don't consider it to be a platform for sensitive subjects such as this, certainly not when it's message is wrapped in such an amateurish looking design. This is even more so true when one considers that videogames are already portrayed in such a bad light these days.

Playing an evil person isn't always a bad thing. A clear "green" area for this is a purely fictional character (Black & White, Dark side in Knights of the Old Republic, Fable, Hitman). A grey area is where you're playing an evil character which is based on a real person. Now it depends on the actions. Playing as a nazi german (maybe even Hitler himself) in a WW2 based RTS game is a different story than an FPS where your goal is to kill as many jews as possible.

I think this game crosses that line where it turns from that grey area into the area marked with a great big "NO". In the end, I really question the sincerity of the authors in this. If you really wanted to explain what happened, other mediums are a far, far better way to express your views, ideas and to inform people. If your main goal is to inform people, then choose the best medium suited for that. If your goal is to make use a medium (any medium) to portray a controversial subject, then videogames are better than documentaries, because of their non-acceptance by the media when it comes to controversial subjects.
smoison
22/01/07 @ 14:58
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I don't think you can consider Video Games an Art and then decide to censor the ones you don't like.

I'm glad games like this are being made . Its the only way we can get Video games recognized as a form of Art.
goz
22/01/07 @ 14:58
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bcolter: The game might be crap and the idea might be crap but the issue that it brings into the spotlight is incalculably 'worthwhile' and, whether you like it or not, will have a direct bearing on the kinds of games we may or may not be playing in the future.

Personally, I find Super Columbine Massacre interesting because it’s one of the few games that gamers don’t instantly know what to think of. With Bully we say: ‘The tabloids never played it. It’s handled sensitively. Besides, it’s not for children”; with the Hot Coffee mod we say: “Why are we so happy for maiming acts of pixel violence but when it comes to romance and sexuality we freak out? Besides, again, it’s not for children ‘.

But here, where we’re asked to take on the roles of murderous, dysfunctional teenagers and re-enact the massacre of actual school children the stock apologetics don’t flow so freely. We actually have to engage with freedom of speech, censorship and whether we believe there’s any kind of ineffability in art. In short it’s an actual uncomfortable videogame with real uncomfortable subject matter and, for all the incendiary headlines and hot-aired, political wrangling surrounding most violent videogames, truly difficult games like this come along very rarely. We should talk about them when they do.
Eraser
22/01/07 @ 14:59
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"This could be a positive influence to help gamers see the difference between reality and fantasy"

So is this game real or fantasy?
el_pollo_diablo
22/01/07 @ 15:02
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I hope Uwe Boll does the movie of the game.

captbirdseye
22/01/07 @ 15:03
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I hope Uwe Boll does the movie of the game

It cant be any worse than Van Sants version .
Edited 1 times, most recently on 22/01/07 @ 15:04
Eraser
22/01/07 @ 15:05
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"I don't think you can consider Video Games an Art and then decide to censor the ones you don't like.

I'm glad games like this are being made . Its the only way we can get Video games recognized as a form of Art.
"

I'm not sensoring anything. I just simply don't think that taking any controversial subject turns a game into art.
I consider a game like Twilight Princess or Metal Gear Solid to be a piece of art. Not because of it's contents, but because of the dedication and genuinity of the developers, the superb cinematic feeling to them, the absolutely undeniable level of skill and creativity involved with them.

A game like this columbine game is no art. I don't see much creativity or innovation. I don't see any real dedication from the developers to make it a really intruiging and emotional experience. I don't see any genuinity from the developers. This is not art.

Videogames aren't art per se, some videogames raise themselves to the level of art. Most of them are simply games, nothing more.
Carpathian
22/01/07 @ 15:06
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Simon/EG +1

Eraser +1
goz
22/01/07 @ 15:19
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rotj: that's absolutely not what the game does.

It's interesting that when Jack Thompson campaigns against a game he's clearly never played, the gaming community is up in arms. He says he doesn't need to play it - that the synopsis is enough to judge it as inappropriate content/ subject matter for an interactive game much to our scorn and disdain.

Then a game like SCMRPG comes along which is shocking in its synopsis and gamers are only too quick to treat it in exactly the same way.
Royal Fool
22/01/07 @ 15:20
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I don't think there are many American gaming websites that would dare tackle this subject. Not many game websites at all, period. Bravo.
MrAtheist
22/01/07 @ 15:21
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Thing is, I'd only find this game 'informative' and of artistic merit, if it was looking at the causes behind the massacre, and not just charging you with popping off as many students as you can for points! If the developers had researched the lives of the two killers, gone into the project with a passion to document the cause of the effect, I think I'd find a Bully-style game that sought to let the players 'understand' worthy of greater merit than just plonking you down in the school with an AK in-hand, charged with fragging away.

You havent played it have you?
dufftownallan
22/01/07 @ 15:21
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when i watched bowling for columbine, and saw the cctv footage of the actual attrocities taking place, i cried my eyes out, it obviously effected me powerfully on an emotional level.

i think one of the most pertinent questions regarding this topic is; would playing this game illicit the same response?
AcidSnake
22/01/07 @ 15:25
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So is this game real or fantasy?

Excellent question...I'd say that that would be the point of the game itself...
It walks the thin line between them and shows the (possible) consequences of doing that...
captbirdseye
22/01/07 @ 15:35
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Birdseye - the fact that its meaningless, just like everything Baudrillard and Boorstin ever wrote, said or thought about.

Kudos for a good wikipedia search, but your argument (such as I understand it) is bizarre and counter-intuitive. Post Modernism would have NO problem with this game, and there is no "hyper-reality" in it, as the creator of the game has gone out of his way to prevent any kind of imaginary world for the player to exist in, the game repeatedly and deliberately reinforces to the player again and again that this is a game, and actively prevents the creation of any kind of internal universe.

In short, the concepts you are throwing around willy-nilly have no relevance what so ever to this debate, and your short burst posts only

I am on about the links that should be made between hyper-reality and videogames (and no i didnt use wiki) because Since the introduction of 3D graphics and CGI into the public realm. There has been a huge drive from the computer game industry and Hollywood toward a notion of hyper-reality, a reality that is more real than the one in which we exist for instance computer manufactures and games companies are continually informing consumers that their products are literally pushing the boundaries of technology to present us with huge worlds of imagination and representation. That function on the basis of reality like, realistic car handling, realistic damage and realistic weather. The idealistic notion of the real that these industries tell its consumers can not be made more obvious with videogame titles such as Gran Turismo: the real driving simulator and Real world golf 2007 everything about this entertainment medium continually relates back to realism.

Hog-lumps
22/01/07 @ 15:39
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notion of hyper-reality, a reality that is more real than the one in which we exist

Okay Morpheus, in that case I'll take the red pill.
absolutezero
22/01/07 @ 15:39
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I mulled this over when it was in PC Gamer some point last year.
malteaserhead
22/01/07 @ 15:40
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dubious muslim = terrorist opening paragraph
Furbs
22/01/07 @ 15:41
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Shinji - I've read quite a few comments about the game from its target audience - the "ZOMG THIS IS TEH AWESOME GAMEZZZ I GET TO SHOOT INNOCENT PEOPLE" crowd, and whilst they predictably get off on playing the stars, they are all united in their opinion that its utter bollocks in terms of quality as a game. So I'm not coming from a "dont know anything about it but will condemn it anyway" position. I certainly wouldnt waste my precious bandwidth on something so shit.

Regardless of content matter, if you're making something which is all about causing offence and shock, ahead of quality, regardless of how you try to dress it up, I think it makes you look a bit of a twat. Coming up with a "shock game" and then building up a "well it has its merits" argument after the event is lame in the extreme (I'm talking specifically about the devs here).

Its an interesting article, but like when Ellie did the "racist game" news article last year, I really dont see the sense in giving these immature attention seekers front page coverage, anymore than if back in Acclaims heyday they'd offered to let Pat take pictures of a live animal sacrifice to promote some shitty game.
Edited 1 times, most recently on 22/01/07 @ 15:44
MrAtheist
22/01/07 @ 15:47
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Better pass me that shovel Furbs, before that hole you are digging yourself in gets any bigger.
Hog-lumps
22/01/07 @ 15:49
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Furbs, the way I interpret your argument is ‘if we don't talk about it then the bad games will go away’.

Surely you dont mean this?
Edited 1 times, most recently on 22/01/07 @ 15:50
Furbs
22/01/07 @ 15:52
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No, its more "if you dont give publicity to bad games just designed to shock, the programmers might move on to something better, or even better, get a job outside the industry".
AcidSnake
22/01/07 @ 15:53
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You can have bonus points for using the phrase "hyper-real" though, which is a piece of post-modernist nonsense vocabulary that no-one, but NO-ONE actually knows the meaning of.

You should use wikipedia, because what you think "hyper-reality" means, isn't what the word ACTUALLY means.


So does it have an exact meaning or doesn't it?
Just pointing it out, not saying anything about your comments...
PlugMonkey
22/01/07 @ 15:55
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Furbs - But what if this game wasn't just created to shock? What if it was created to give a harrowing new perspective of a real-life tragedy and to push the envelope of the medium? I think I might play it to find out and then praise/condemn it rather than do so on the basis of my preconceived ideas about it...
Schiraman
22/01/07 @ 15:56
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Good article, makes some interesting points.
Biggles
22/01/07 @ 15:58
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Furbs, I think forming an opinion based purely on one group of people's comments is a mistake. The group you mention are certainly not the target audience. As a piece of gaming, yes, it is rubbish. As a piece of social commentary, doccumentary and even, yes, art, it has merits.

The 'devs' are one person who has never made a game before and has stated he has no intention of making any more. This very much tackels the subject matter head on, it does _not_ merely apply a columbine skin onto another game and say 'hee hee, isn't this cool?'. even though it may appear so at a first glance.
haowan
22/01/07 @ 16:00
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I've done this debate in several places on the internet already so I'll just summarise my position here:

1. Yes it's perfectly possible to make adult, serious, challenging, video games, to such an extent that they might no longer be called games, rather something else, such as interactive documentaries

2. This particular specimen isn't the correct vehicle to champion the way forward for this type of product.
Furbs
22/01/07 @ 16:01
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If its not designed to shock, whats with the "ZOMG DEAD KIDS HEHEHEHE" name? Mix in some cartoon graphics and its blatantly a piss take, and targeted at completely the wrong crowd.

Personally, I think forming an opinion based on the opinions of people who its aimed at is perfectly valid. Its why I trust the opinions of my peers on the forum when it comes to say, impressions of a new game.
haowan
22/01/07 @ 16:04
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Precisely Furbs; the name is the first thing that's wrong with the game, but far from the only thing by many accounts.
polymorph
22/01/07 @ 16:04
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Im not getting into this debate.


Great article. Thought provoking stuff.

More like this please.
goz
22/01/07 @ 16:05
#49
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Furbs: So, here SCMRPG is a way in to talk about the wider issues of censorship and free speech in games. This is not a review - it's a feature. The piece is not critiquing the game but rather using the wider implications of its content (as well as last week's decision by the Slamdance festival to ban the game from their competition) as a springboard to talk about the bigger issues.

It's not about giving a bad game platform and publicity. Rather it's about giving an under-investigated topic (one that's crucial to videogames' maturing as we depict scenarios and environments with ever more clarity and realism) some platform and publicity. And this is a topic that has been cast under the media spotlight by the game in question. The fact that the game's creator and supporters are generally thoughtful and can talk eloquently and helpfully on the subject is a bonus.
superdelphinus
22/01/07 @ 16:05
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gr8 article

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