Games ~ Nirvana or Doom Part III
March 10th, 2008
For the past two weeks I talked about the impact of games on people and I presented some attitudes designers take when confronted with the topic.
So what is the moral of the story? Do game designers think about the impact of their work on our society? Do they aim to make the world a better place? Do they start with such noble goal in mind?
The answer is Yes and No. I picked the three designers above to talk about because they all had interesting things to say. Many others (I won’t mention names), have simply said that their games have a positive impact on our society because they present the player with accurate knowledge about the world, such as the historical events of World War II. I, for one, do not believe that presenting our players with accurate information should be considered to have a significant positive impact on our society. Yes, playing as a soldier in Normandy on D-Day can teach one some important history lessons, but we should not aim for that. Knowledge and information should not be our goal. If all else fails, it is a great place to land on, but I don’t think we should start with that.
I consider that the three designers above rank higher than average when it comes to how they assume responsibility towards society. They all recognize the potential impact of games on society and I believe most of their games have a positive impact on people who play them. Civilization inspired many people to study history, Bioshock raised many questions about how safe is it to be convinced that something is “right”, and Fable and Black and White made us realize that we are all naturally good.
However, none of the three designers seems to start by thinking of the impact of their games. Their achievements seem to come naturally from their talents. Their beliefs seem to come out through their games unintentionally. It may be that at the early stages of design they are not even aware of what their players will learn through their games.
I believe there are two things to be said about this:
1. Congratulations to Sid Mayer, Kenneth Levine and Peter Molyneux for making games which have a positive impact on people while still keeping their mass market appeal.
2. If Sid Mayer, Kenneth Levine and Peter Molyneux are able to make games which have a positive impact on society without thinking about it, it makes one wonder: what if they started with that goal in mind.
The question to be asked is: What if designers started with a goal of having a positive impact on society, and then build a game on top of it, how much more impactful the game could be?
I agree that it is dangerous to think that you have your head screwed on straight to teach others something valuable; however, isn’t that in itself a lesson worth teaching? Shouldn’t we at least aim to make the player question his convictions about that? What about racism, poverty, sexism, drug use, politics and wars? What about environment? We don’t need to tell people what is good and what is evil. However, we could show them at least how little they know about good and evil, by making them reassess their values, and question their beliefs. Watch the movie Crash if you haven’t seen it already and you will see a perfect example in cinematography of what I am talking about. The movie doesn’t try to convince the viewers of any right or wrong, but it lives them baffled and afraid to judge. Out of all mediums I believe games to be the most impactful form, since games are interactive. Thus we could project powerful experiences through games. We could reduce the crime rate, decrease drug usage and bring world peace. The reason while this sounds so foolish and unrealistic is because we never take the subject seriously enough to try to do something about it.
The only thing that keeps us away from the Promised Land is ourselves.
