Archive for the ‘newsgames’ Category

Newsgames: Procedural Rhetoric meets Political Cartoons

Friday, December 11th, 2009

I just got back from presenting a paper at DiGRA 2009 about newsgames. You can find the paper here and the abstract below:

Video games have been created about political and social issues since the early days of the medium. In recent years, many developers are rapidly creating and releasing games in response to current events. These games are being referred to as newsgames. With an increasing number of people citing the internet as their primary news source, it would appear that newsgames could become an important part of how people understand current events and could rise to be an important and expressive video game genre. However, the word “newsgame” is currently only quite loosely defined, resulting in the term being applied to many forms of serious, or nonfiction games. Also, despite the quantity of games that relate to current events, very few newsgames can be said live up to the defining claims that newsgames are the video game equivalent of political cartoons – a well developed and established medium for political expression.

This paper fleshes out the political cartoon comparison in order to learn from the long history of political cartoons and give direction to the current state of fledgling and unsophisticated newsgames. It also suggests clear and flexible definitive criteria for newsgames as well as a re-declaration their expressive power.

Just a note, A Moose’s Love is probably the most obscure newsgame ever made.

A Moose’s Love – Global Game Jam

Friday, December 11th, 2009

I helped organize Santa Cruz’s branch of the first annual Global Game Jam this weekend and also participated. In case you aren’t familiar with this, this is an event where small groups of people get together to make a game in 48 hours and it took place in 20+ countries and 50+ locations. The experience was overall a good learning experience for all involved and my team and I (Teale Fristoe and Bill Manegold) ended up creating a game I am quite happy with: A Moose’s Love.

moose_title
Play it
before reading. Its short.

This is another game that began with an idea and the rules and gameworld emerged. I’m still experimenting with this design strategy as it completely underemphasizes gameplay and fun. Though, this game ended up much more entertaining and coherent than my previous Relationships game.

To sum up its creation, I wanted to create something political, my team members and I were of different political persuasions though we all agreed that we were pissed about California’s proposition 8 that recently banned gay marriage. The intention was to try and make the game actually about the broader issue of people judging and trying to control others, but there is no time in 48 hours for such things!

I’m pretty sure the metaphor we were going for stacks up in all cases. I haven’t yet heard of an exploit that communicates some possibly hilarious unintended message. This is always a risk with creating rule systems as metaphor. What I am most happy with about this is that this game presents a not particularly complicated metaphor. There is hardly anything understood about communicating with rules (just a few examples) and progress is going to come through simple, allegorical games like this.