It
cannot be disputed that gaming has grown to become a legitimate form
of expression and speech. Over the years, it has acquired a
legitimacy previously in dispute and constantly vied for by
developers and publishers. Now that the Supreme Court of the United
States has rendered
its ruling on the matter and sided with us, the
gamers, this is no longer a matter up for debate. Despite the fact
that we have reached this point, it seems that developers can still
be susceptible to the pressures and influences of the media and major
news outlets. It is not the norm for developers, but it does happen
often enough and gamers can get caught in the crossfire when it does.
This week's article is dedicated to these instances and what is wrong
with them. Instead of my usual format where I make a sweeping general
statement and then support it with facts, I will do things in
reverse. I will outline three different cases and then tie them
together with my point in the end. Now, without further ado:
The
first case will be talking about was somewhat controversial when it
was announced: Six
Days in Fallujah. Many of you many have
heard of this game, developed by Atomic Games, a company that
specializes in war games like the Close Combat and World At War
series. The story behind the creation of this game is a very
interesting one. One of the many divisions of Atomic Games was
contracted to create a set of training tools of the Marine Corp of
the United States. In order to do this, Marines from the Third
Battalion, First Marines were assigned to them. In the midst of
development, these Marines were deployed to the Battle
of Fallujah. After returning to continue
development, the Marines themselves requested that the developers
make a game about their experiences during this conflict. From that
request was born the desire to make a realistic and true-to-form tale
of what the soldiers go through, based on actual testimony and
experiences from returning US Marines, Military Officials, and other
experts of combat in the modern age. While actual gameplay footage of
Six Days of Fallujah, at least the footage I found, reveals
very little about the game itself, Atomic describes it almost as
survival horror game. Players were to assume the role of a company of
soldiers in the Battle of Fallujah, going through the mission in a
way that actual soldiers would go about it. This would entail
constantly being on edge and being unable to predict what could come
at the player next. The player would have gone up against tactics
used by enemy insurgents and combatants in real world conflicts. It
was to depict the physical and psychological toll that war takes on
the people involved, similar in a sense to the more recent Spec
Ops: The Line, although with an even stronger grounding in
reality. This game was originally going to be published by Konami.
However, on April 27, 2009, they backed down from the project when
faced with pressure from media in the US. The outcry came mostly from
the parents of soldiers who lost their lives in the conflict speaking
out against it for fear that they would not treat the subject with
respect. Because of all of this, the developer was left to fend for
itself. Though the game has long since been finished, Atomic has yet
to find someone willing to publish it. To this day, they have been
reduced to a minimal crew of few people and are still trying to find
someone to help them bring the game to the public.
Our next
case was much luckier than Atomic, but it is still a very telling
one. We are going to talk about the reemergence
of the Medal of Honor series, now published by EA and developed by
Danger Close Games. Before the days of Call of Duty's dominance, in
the time of World War 2 shooters, Medal of Honor was one of
the top dogs in the FPS genre. When it was going to be reawakened in
2010, people were naturally curious about the subject. However, one
design decision in particular caused controversy. In the game's
multiplayer mode, instead of making one side a generic, nameless
terrorist organization, the game was going to mirror real life
warfare by making them the Taliban. The problem arose from the fact
that this meant that many players would inevitably play as the
Taliban's forces against representations of soldiers from the United
States and its allies. Faced with pressure from different groups, and
with US military officials banning the sale of the game on their
bases, Danger Close and EA folded, changing the name of the terrorist
group in the game to the OpFor (Opposing Forces). Though the game did
reasonably well, it was far from one of the top sellers. With the
exception of the controversy surrounding it, there was nothing
noteworthy about it and it quickly faded into obscurity until the
sequel emerged.
This
last case study differs greatly from the first two. Not only is this
one not, strictly speaking, a war game, but it also did very well in
many aspects. Nonetheless, it will follow the themes laid out in this
article and needs to be discussed. One of my favorite games to
discuss and criticize, this one will be an old hat to returning
readers of my series: Mass Effect 3, published by EA and
developed by Bioware. Now, given the circumstances behind the last
two cases, I think all of you can guess what I will be discussing
here. When Mass Effect 3 was released to the public earlier
this year, it was highly praised for the most part. People were
enjoying the final chapter of the franchise. Then, all of us reached
the ending of the game. This caused people to... react... negatively.
Rather than defend their work with logical, well thought out
arguments, Bioware initially decided to hide behind the veil of
something as obscure and meaningless as “artistic integrity.”
Later on, they recanted their previous statements and released the
Extended Cut version of the ending. This was not a change to the
ending, but rather a revision of it. While this revision is generally
a good one, combined with the response from Bioware to the response
of the original ending, it called the developer's practices into
question. After the issues people had with Mass Effect 2 and Dragon
Age 2, along with the Day 1, On-Disc DLC of Mass Effect 3,
Bioware was on thin ice. The way they handled the ending of the
franchise proper was not helping to smooth this over.
So what
do these all have in common and what is this building up to? Well, it
is pretty simple. While cases like these three are fairly rare, they
do and will probably continue to happen, meaning they need to be
called out now so that developers and publishers can learn from them.
All of these games had controversy surrounding them and the developer
and/or the publisher was responsible for mismanaging the controversy
and doing for harm to the product and brand than they needed to. In
the case of Six Days of Fallujah, Konami failed to address the
naysayers and instead opted to sever ties with Atomic. They could
have easily decided to stand by the game and addressed the critiques
of the project. Going in, Konami had to have known that this kind of
reaction was possible, they are not stupid. It would have been
necessary to make a plan to address this. Since the developers seemed
to have known what they were doing, it would have been easy. Spec
Ops: The Line later proved that games can and should address the
subject of war from an pessimistic and cynical point of view as
opposed to the military bravado expressed in games like Call of Duty:
Modern Warfare. They did not support the statement this game would
have made and decided to abandon it, washing their hands of the whole
affair.
In the
case of Medal of Honor, gamers stood up for EA and Danger Close. We
as a whole felt that it was okay for them to make the move to have
the Taliban as part of the multiplayer mode. When they decided to
cave into the pressure and change the Taliban to the OpFor, they lost
any support that they had. Once they no longer stood behind their
product and their decisions, gamers could no longer do so either.
They had felt betrayed that they had stood up for EA and were then
left in the dust. This brought negative attention and spite to the
Medal of Honor brand that it could never truly recover from, even if
the game itself was not as mediocre as it was. The US Military still
refused to stock the game in stores on their bases well after the
developers made the change, meaning that it was for naught. All that
Medal of Honor left it its wake was bitterness, and its okay sales
reflected that.
As for
Mass Effect 3, like I said, Bioware initially did their best to
respond to the criticisms and stand behind the ending they created.
However, instead of using logical and sound arguments to support the
ending like the themes it was supposed to represent, the obvious lack
of resources and time, etc., they chose to use “artistic
integrity,” a useless phrase that has no meaning. Then, they
released the Extended Cut as a way to “clarify” the ending,
changing a few scenes and ret-conning the destruction of the Mass
Relays. Neither one of these reactions was good and both brought the
wrong kind of press to Bioware's doors. By hiding behind “integrity,”
Bioware opened itself to many criticisms and made itself look pretty
weak all things considered. And then when they released the Extended
Cut, they sent out another subtle message to their fans. By changing
the ending, they show, perhaps unknowingly, that they did not fully
endorse the product they were sending out initially. If this was
indeed the case, then it should have never been released in the state
it was in. Just like with the case of Medal of Honor, if Bioware
cannot support the game they release, then how can they expect fans
to do the same. One of two reactions could have helped to mitigate
the damage. Bioware could have fervently and forcefully stood behind
their ending. While, as a detractor of the ending, I would not have
liked that reaction, I would have understood it, accepted it, and
finally moved on after awhile had they supported it enough. The other
possible reaction was to simply admit that they made a mistake.
Telling the public that they took a risk and it did not pan out is
not the most pleasant thing to do, but it would have reduced
tensions. Gamers knew something was wrong with Mass Effect 3, they
are not stupid. Saying that would lay many fears to rest, since the
imagination can often times can be worse than the real thing.
The
underlying moral behind all of these issues is that people involved
were not willing to stand behind the work they did and caved in to
pressure. In all of these cases, doing so led to a generally weaker
position for each of these projects and negatively impacted them in
some way. Let us all be honest here, making games is not a science:
It is very much a creative endeavor. As such, it important to have
courage when developing games. In much plainer language, if
developers and publishers do not have the guts to stand behind what
they make, then they have no business being in this industry and need
to remove themselves before they grow bankrupt. Making safe bets and
following the leader will not work here. It takes ambition,
creativity, passion, and guts. Bowing to pressure is the biggest
indicator that companies do not belong in the industry. This is
something I feel strongly about, and I would hope you all do too.
2 comments:
You are the king, man, good job on this.
Thank you. I hope I continue to live up to the standards set for me.
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