Saturday, May 22, 2010

Red Dead Gets its Own Small Controversies


Two quick bits of news on Red Dead Redemption:

In a BBC interview, a Rockstar Games writer and voice actor named Lazlow Jones was asked this question:

Question: How do you feel about accusations that games such as yours are responsible for more violence among young people?

His answer: Our games are not designed for young people. If you're a parent and buy one of our games for your child you're a terrible parent. We design games for adults because we're adults. There's a lot of kids games out there that we're not interested in playing. Just like you enjoy watching movies and TV shows with adult themes and language and violence that's the kind of thing we seek to produce.

It's a pretty reasonable answer, but most gamers would have a little bit of trouble with how strongly he put it, especially the "terrible parent" line. A commenter on a Kotaku post about the story said exactly my first thought: "There goes some kid's dream of getting Rockstar Table Tennis."

A few days earlier, Red Dead Redemption was also accused of some rather old-fashioned prejudice for including the character pictured above, a town drunk named "Irish." An Irish Herald article on Red Dead pointed the stereotype out.

The article has several funny moments: The headline is "Irish 'drunk' sours launch of hit game," yet the article has all of three sentences on the actual character. Clearly, there's not a lot to talk about actually on-topic. The rest of the article breathlessly gives us details of how awesome and popular the game is, and why we should all go buy it right now. The game is "groundbreaking," "expected to sell four million copies this summer," "retail[ing] from €49.99 with enthusiastic gamers pre-booking their copies weeks ahead of the Irish launch tomorrow," with the "appeal [lying] in the huge detail." Very excitable for a news article on a controversy surrounding the game.

Monday, May 17, 2010

Red Dead Redemption and Rockstar's Reception

Only a few years ago, Rockstar Games just could not get a break. The "Grand Theft Auto" and "Manhunt" developers were firmly within politicians' radars, and it took serious effort for them to release a game without controversy being found within it.

For instance, in 2006, Rockstar developed four games: "Midnight Club 3: DUB Edition Remix," an expansion to a mostly harmless racing game, even if it is about illegal street racing; "Grand Theft Auto: Vice City Stories," which received little attention because it was developed solely for the Playstation Portable and didn't try anything new; "Rockstar Games Presents Table Tennis," which confused everybody; and "Bully," which applied the basic story and gameplay structure of "Grand Theft Auto" to a theoretically less offensive private school setting.


Despite "Bully" being at its heart a toned-down "GTA," it still received as much if not more scrutiny from the press, politicians, and in particular Jack Thompson. Universally, ratings groups considered the game appropriate for 15 or 16 year-olds, but British politicians fought bitterly to label it for 18 year-olds, Jack Thompson sued to have the game's release blocked in Florida because it was a "public nuisance," and Brazil banned the game altogether.

The game was relentlessly taken out of context, and it just kept snowballing. In the end, a game about slingshot-and-cherry-bomb schoolyard hijinks was said to include sexual harassment, homosexual content, an implicit approval of bullying, implicit approval of violence, and it was even called "a Columbine simulator." It was as if politicians just knew something must be wrong with the game's content, because Rockstar made it, but they couldn't figure out what to object to.

Contrast that with what I found in The New York Times this morning. The Arts section is dominated above-the-fold by a huge screenshot of "Red Dead Redemption," which more or less applies that same "GTA" formula to a western setting. Seth Schiesel gives the game a glowing review, ending his review by saying "In the more than 1,100 articles I have written for this newspaper since 1996, I have never before called anything a tour de force. Yet there is no more succinct and appropriate way to describe Red Dead Redemption. Rockstar rides again."

Whereas "Bully," working from a similar concept in 2006, was intensely scrutinized for controversial scenes to pick apart before it was ever released, leading to endless courtroom battles and debates by people who had never touched a controller, here we are in 2010 with The New York Times praising a Rockstar game's writing and ability to immerse the player in a different world. It's always nice to look back and see how far we've come.

Monday, May 10, 2010

The Arcade in Kabul, Afghanistan

This past week, the Christian Science Monitor published a very short, 300-word story on a generator-powered arcade in Kabul, and it has to be the most wistful, sad gaming news story I've ever read.

Despite its short length, the article has plenty of almost implausibly sad quotes to choose from. The first quote is from a 14-year-old, who says "We come here to play games and relax from street-begging." A boy who claimed not to know his own name says the arcade is full of "beautiful machines." Another boy says "I don't want this game to finish, I want to keep on playing forever."

The article still sticks in one little dig at gaming for being violent, though... The only specific game named in the article is Mortal Kombat, and in the next paragraph we can find the line "For a generation that knew only violence growing up, these aggressive games offer a logical continuation to lives lived in hardscrabble conditions." That line goes against the grain of the rest of the article in an odd way. It's not exactly a condemnation of violent entertainment, but in the middle of a thousand optimistic quotes about how glad everyone is that these kids aren't stealing money and sniffing glue, we get this one line that the games' violence fits in well with their violent surroundings. Really? Mortal Kombat fatalities = Real life Afghanistan violence?

Unimportant side note: The above picture is reportedly from the arcade, and unless I'm hallucinating, it appears to be a Mario game. I'm pretty certain there were never any official Mario arcade games, so what is this? Not too important, but does anyone have an answer for this?

Thursday, April 29, 2010

Cub Scout Video Games Belt Loop


The Boy Scouts of America recently introduced a "Video Games" Belt Loop and Academic Pin that can be earned by those at the Cub Scout level. The requirements to earn it are pasted below the main story.

I'm an Eagle Scout, so I have a little bit of perspective here. First of all, this isn't a merit badge. Merit badges are more rigorous awards for Boy Scouts (middle and high-school kids) whereas this is a belt loop/academic pin, a non-essential award for Cub Scouts (elementary school kids). All belt loops and academic pins are extra recognition for activities not actually necessary to advance to the next rank. Other new belt loops included this year are "Reading and Writing," "Skateboarding," "Photography," and "Good Manners."

The award requirements below have a real emphasis on edutainment, understanding the ratings system, and basically every form of moderation one can have in video game play. One funny part: The 7th academic pin requirement asks that you play a video game that helps with your math, spelling, or any other part of your homework. Well, math and spelling are specifically the educational skills I think video games are worst at getting across, because they involve a lot more pure memorization and less understanding of a general system. History and science can actually use the procedural rhetoric of video games to be better than textbooks at educating, but that's for another article.

Belt Loop

Complete these three requirements:

  1. Explain why it is important to have a rating system for video games. Check your video games to be sure they are right for your age.
  2. With an adult, create a schedule for you to do things that includes your chores, homework, and video gaming. Do your best to follow this schedule.
  3. Learn to play a new video game that is approved by your parent, guardian, or teacher.

Academics Pin

Earn the Video Games belt loop and complete five of the following requirements:

  1. With your parents, create a plan to buy a video game that is right for your age group.
  2. Compare two game systems (for example, Microsoft Xbox, Sony PlayStation, Nintendo Wii, and so on). Explain some of the differences between the two. List good reasons to purchase or use a game system.
  3. Play a video game with family members in a family tournament.
  4. Teach an adult or a friend how to play a video game.
  5. List at least five tips that would help someone who was learning how to play your favorite video game.
  6. Play an appropriate video game with a friend for one hour.
  7. Play a video game that will help you practice your math, spelling, or another skill that helps you in your schoolwork.
  8. Choose a game you might like to purchase. Compare the price for this game at three different stores. Decide which store has the best deal. In your decision, be sure to consider things like the store return policy and manufacturer’s warranty.
  9. With an adult’s supervision, install a gaming system.

Tuesday, April 27, 2010

The History of the Madden Curse


It was recently announced that Drew Brees will be on the cover of "Madden 11," the next installment of the Madden NFL video game franchise. He was awarded the cover by fan vote, winning out over Reggie Wayne and Jared Allen online. Even in mainstream coverage of Brees' cover announcement, every story seemed to include a quick bit about the Madden Curse, and whether or not Brees was "worried." Brees was clearly aware of the phenomenon, saying he "[looked] at it as a challenge."

John Madden himself was on the cover of every Madden title until 1999. From every year there on out, a star player was put on the cover. Apparently nothing notable happened for the first few years, but here's a list skimmed from Wikipedia:

  • Daunte Culpepper appeared on the cover of "Madden 2002" after leading the Vikings to the playoffs the previous year. He then proceeded to throw 23 interceptions and set a single-season record for fumbles, dooming the Vikings to a 5-11 record.
  • Marshall Faulk appeared on "Madden 2003." The next year, he needed knee surgery and failed to really perform at the same level ever again.
  • Michael Vick was on the cover of "Madden 2004." That year, he broke his leg in the preseason and the Falcons bombed. Needless to say, Vick would only go on to worse things.
  • Ray Lewis was on "Madden 2005." He got a wrist injury and didn't get a single interception all year.
  • Donovan McNabb was on "Madden 2006." That year, he had a hernia and tore his ACL.
  • Shaun Alexander appeared on "Madden 2007." A foot injury took him out of six games that next year.
  • Vince Young was on the cover of "Madden 2008." He suffered a knee injury and was replaced for a large part of the season by Kerry Collins.
  • Brett Favre was on the cover of "Madden 2009," in what was originally seen as an effort not to curse any player that year. Favre had retired, but ended up coming back to play for the Vikings that year. He generally played well, but struggled through a bicep injury and had a disastrous last few games.
  • Troy Polamalu and Larry Fitzgerald shared the "Madden 10" cover, in another attempt to switch up the cover design and avoid a curse. Polamalu was injured for all but about three games the next year. Larry Fitzgerald had an amazing year, but did miss out on the playoffs due to a ribs injury.

Not that I think this really needs debunking, but it should be pointed out that Sports Illustrated covers are also considered to have a jinx. Given that a similar status symbol within sports should have the same effect gives you a clue there's something else at work here besides a curse. Both "Madden" and SI covers are awarded to a player at the peak in his career, so any other season of theirs will look disappointing by comparison. It takes really special players to have a season worthy of landing the cover of "Madden" and keep up that legendary play the next year. Regression toward the mean, and all that. Still pretty fun to look at, though.

Sunday, April 18, 2010

Infinity Ward vs. Activision: A Timeline and Summary


Amidst reports that their game had reached 25 million unique players and the upcoming release of an incredibly successful map pack expansion, "Call of Duty: Modern Warfare 2" developer Infinity Ward clearly had some sort of issue with their parent company, Activision, which led to the sudden departure of a large chunk of the development team.

(Note: If you're unaware of Activision's process with its "Call of Duty" developers, Treyarch and Infinity Ward alternate in developing new titles. Infinity Ward is considered responsible for the "Modern Warfare" titles while Treyarch develops World War II-themed (or possibly Vietnam next time) shooters.)

I've developed a timeline of this surprisingly intricate story, so it can all be seen in one place. A large portion of this comes via Joystiq and Kotaku.
  • 3/1/10: A form Activision turned in to the SEC says that "The Company is concluding an internal human resources inquiry into breaches of contract and insubordination by two senior employees at Infinity Ward. This matter is expected to involve the departure of key personnel and litigation."
  • 3/2/10: Sources claim that a "bunch of bouncer-types" show up at Infinity Ward HQ and are unwilling to divulge their purpose in being there. Infinity Ward studio heads Vince Zampella and Jason West had not been seen since a meeting with Activision Monday morning.
  • 3/2/10: Later in the day, Activision formally announces the departure of Vince Zampella and Jason West.
  • 3/3/10: An internal Activision memo says Infinity Ward will remain central to the "Call of Duty" franchise... But also says that a new wholly-owned studio of theirs, Sledgehammer Games, will now also be developing "Call of Duty" titles, but action-adventure instead of first-person shooters.
  • 3/4/10: Zampella and West file a lawsuit against Activision for breach of contract, alleging that they were fired to avoid being paid royalties for what was already the third best-selling video game of all time, "Modern Warfare 2." The suit asked for just compensation and, interestingly, control over the "Modern Warfare" brand.
  • 3/4/10: Later in the day, Activision responds with a rather patronizing statement, expressing their disappointment with Zampella and West's "meritless" lawsuit. Activision vaguely alleges that Zampella and West failed to honor their obligations to their parent company.
  • 3/5/10: Joystiq obtains Infinity Ward's court documents. They allege that Activision fired Zampella and West to avoid paying royalties, and take more complete control over the "Modern Warfare" brand. The document also complains about the increasing development pace forced upon the studio.
  • 3/12/10: An anonymous source tells Kotaku that remaining Infinity Ward developers are only staying until they receive their royalty payments, and that morale at the studio is extremely low.
  • 4/6/10: Two more development leads at Infinity Ward, Todd Alderman and Frank Gigliotti, quit.
  • 4/9/10: Activision counter-sues Zampella and West in a shockingly juvenile-sounding lawsuit. They allege that the Infinity Ward execs took "a secret trip by private jet to Northern California, arranged by their Hollywood agent, to meet with the most senior executives of Activision's closest competitor [probably EA Games]." The lawsuit actually says that Zampella and West "morphed from valued, responsible executives into insubordinate and self-serving schemers who attempted to hijack Activision's assets for their own personal gain." Further allegations: That Zampella and West threatened to stop production of "Modern Warfare 2" in late stages of development for contract leverage; That they slowed pre-production of "Modern Warfare 3" for the same aim; That they refused to meet with Activision; That they "[engaged] in a campaign to portray Activision and its management in a negative light to IW employees in an effort to solicit those employees."
  • 4/9/10: Zampella and West react, calling the counter-suit "false and outrageous." They continue the surprisingly juvenile tone of the argument, adding that any false allegations of insubordination can hardly have hurt Activision, given that "Modern Warfare 2" was the world's most successful video game.
  • 4/12/10: Webcomic Penny Arcade chimes in with the comic below.
  • 4/12/10: Zampella and West announce a new development studio called Respawn Entertainment, with a publishing agreement and funding coming in from EA Games.
  • 4/12/10: Activision respond later, saying "this agreement comes as no surprise to Activision given the myriad of improper activities detailed in the cross-complaint filed on Friday against Jason West and Vince Zampella. We look forward to continuing to work with Infinity Ward's deep bench of proven talent on exciting new projects."
  • 4/13/10: Three more IW developers, Jon Shiring, Bruce Ferriz, and Mackey McCandlish, all leave the company.
  • 4/13/10: Later in the day, another four leave: Zied Reike, Steve Fukuda, Rayme Vinson, and Chris Cherubini.
  • 4/14/10: Mark Grigsby and John Paul Messerly also leave Infinity Ward.
  • 4/15/10: EA spokesperson Jeff Brown comments on a recent Activision Q1 report's bragging, saying "This is kind of like announcing: The race horse I shot last month has won the Triple Crown!"
  • UPDATE 5/6/10: By now, around 35 former Infinity Ward employees have resigned and joined Respawn Entertainment. Activision CEO Bobby Kotick says the studio is not going to be closed down, despite the huge personnel losses.

Saturday, April 10, 2010

Controversial Classics: "Custer's Revenge"

Today's entry into my Controversial Classics series is heavy on the "Controversial" and light on the "Classic." I'll go ahead and say it's not a game worth defending by any means, but that above must be the best box art ever.

It's not a belated April Fools' Joke, no, "Custer's Revenge" is an actual 1982 game for the Atari 2600. There are a surprising number of pornographic games from that period, when you consider just how terrible the games look, sound, and play. There are very few now, (unless you count Japan, like the still-controversial "RapeLay"), which probably has more to do with the high cost of making a serious game now, rather than the presence of a market for this sort of thing. A gameplay video is embedded below, which I must warn you is crude in every sense of the word (well, it's not oil, but--).




If you don't want to see the video, or if you're not very good at charades, "Custer's Revenge" lets you play as a pantsless, erection-sporting General Custer as he evades arrows to rape/maybe-have-consensual-sex-with an Indian woman. That last distinction is important, for this vague depiction of... whatever was most controversial for depicting rape, even though maybe it's not, who can tell with so few pixels?

Wikipedia is a very entertaining source for this story. One cited source from Wikipedia claims that this game "generated many gang rapes of Native American women," following that quote up with a story about a Native American woman who was attacked by two white men, who apparently suggested that she play "Custer's Last Stand" [sic, I guess?] with them while assaulting and I assume raping her. I find many parts of that story bewildering, but let's move right along...

The game went through a number of other versions, including name changes to "Westward Ho," (heh, real funny) "The White Man Came," (dear lord) and a version called "General Retreat" in which the Indian woman apparently chases down Custer to have sex with him (empowering?). Trying to find the right gameplay video on YouTube, I found so many different versions of the same game, I can't even begin to count. The Indian woman was even made to beckon for Custer in later editions of the game, to guard against rape allegations.

As is usual with these controversial classics, the hoopla over the game's content actually served as a boon for those who made it. This was the best-selling game by far made by the porn game developer Mystique (they wouldn't last through the mid-80's game crash, though). I'm kind of sad for everyone involved in this game, including those who protested it so vehemently.