games – Antenna http://blog.commarts.wisc.edu Responses to Media and Culture Thu, 30 Mar 2017 23:48:47 +0000 en-US hourly 1 https://wordpress.org/?v=4.7.5 Call of Parental Duty: Advertising’s New Constructions of Video-Gaming Fathers http://blog.commarts.wisc.edu/2015/07/16/call-of-parental-duty/ Thu, 16 Jul 2015 11:00:10 +0000 http://blog.commarts.wisc.edu/?p=27484 pic1-Atari

Vintage advertising image for Atari’s 2600 game console.

Post by Anthony Smith, University of Salford

This post continues the ongoing From Nottingham and Beyond” series, with contributions from faculty and alumni of the University of Nottingham’s Department of Culture, Film and Media. This week’s contributor is Anthony Smith, who completed his PhD in the department in 2013.

Advertisers’ use of family life as a means to market video games and hardware is by no means a new phenomenon. Hugely successful home consoles such as the Atari 2600 (launched in 1977) and the Nintendo Wii (launched in 2006), for example, were each promoted in part on the basis of the familial unity each system encourages. Television commercial spots for these platforms promised fun gaming experiences that children, their parents and their grandparents could enjoy together in living rooms (see videos below).

With this post, however, I identify how advertisers have begun to construct via their campaigns an alternate, more ambiguous relationship between video gaming and family life. Whereas advertisers have previously depicted gaming as a unifying force for the family (or, as I detail below, an activity entirely unrelated to family), recent UK ad campaigns for the Sony PS4 video game console and for Virgin Media’s broadband service suggest that video gaming might in fact be an imperfect fit for the family. In particular, each campaign establishes the father figure who is required to balance familial responsibilities with a video-gaming pastime that excludes other family members.

This is for the Players

“This is for the Players”—2013 ad for Sony’s PS4 console.

In the case of the PS4’s marketing, the discursive construction of this figure–who we might term “gamer dad”–emerged as part of Sony PlayStation Europe’s promotional campaign for the device’s launch in 2013, central to which was the assurance that this system “is for the players.” This marketing tactic helped Sony appeal to dedicated video-game players–a group that largely comprises the “early-adopter” market for home consoles, simultaneously positioning the PS4 against the rival Microsoft console (Xbox One, also launched 2013), which in contrast was initially promoted on the basis of its Skype and voice-activated TV-viewing capabilities. Sony’s poster and TV ad campaign further articulated who it envisaged these “players” to be: the PS4 serves, among others, the “rookies and the veterans. The soldiers. The survivors. The 3 am fathers and the multiplayer motor mouths. The trophy collectors. […] The once-in-a-while assassins” and “Fans of jaw-dropping graphics.”

“The players” that Sony’s marketing discursively constructs via these labels largely conform to an enduring stereotype of the “hardcore” gamer; that is, a player who is abrasively competitive (trophy-collecting, motormouth, multiplaying), prioritizes hardware that delivers strong technical performances (“jaw-dropping graphics”), and who favors games that feature fictional killing as a game-world objective (“once-in-a-while assassins”) and–more specifically–games concerning military warfare fictions (“The rookies and the veterans. The soldiers”), such as those of the Call of Duty and Battlefield first-person-shooter (FPS) series.

The marketing of console hardware more generally typically presents this “hardcore” gamer type as an adult male who, apparently without family, has free reign of the living room television (as is the case with the Aaron Paul-starring Xbox One commercial below).

Sony’s “3 am fathers” label, however, presents an unusual version of this type. The “3 am father,” the label implies, is required to pursue his gaming hobby in the morning’s early hours due to the prioritization within the day and evening of his familial and parental role, outside of which his hobby must exist. The label’s further implication is that the “3 am father” plays games that are incompatible with family life, such as violence-depicting FPS games, hence the need for their confinement to the twilight hours.

A Virgin Media commercial spot designed to promote its broadband service similarly constructs the image of a father figure who imperfectly incorporates the playing of “hardcore” video games into a familial context. The ad depicts “Nick,” an anthropomorphized seal on a living room couch, playing a militaristic FPS (Nick is a Navy Seal, apparently). The ad’s voiceover claims Virgin Media’s “superfast fiber broadband […] lets [Nick] download new games quicker,” which is, the voice-over informs, an essential feature for Nick “because every second counts when you’re not being a dad.” The ad subsequently reinforces this point, as the return of Nick’s wife and daughter to the home results in the interruption of his gaming session (see video below).

In line with the “3 am fathers” label, the Virgin Media ad suggests that a chief characteristic of “gamer dad” is the manner in which he must awkwardly situate his “hardcore” gaming hobby around his family’s requirements.

The advertising construct of “gamer dad” has the potential to be considered in relation to wider debates regarding media representations of video-game players, and more specifically players of “hardcore” games. In particular, “gamer dad” can be connected to the more general process within media culture of gendering “hardcore” gaming as a primarily male pursuit. A further component of Sony’s “This is for the players” promotional campaign, a video in which various men and women self-identify the types of players they are (see below), emphasizes this point.

The video at least to some extent avoids gendering tendencies, as it features, for example, a young woman self-identifying as an enthusiast of the FPS series Killzone. However, the apparent characteristics of the video’s one self-identifying mother are largely in opposition to those of the “3 am father,” suggesting that, for parents at least, conventional gender stereotyping continues with regard to representations of “hardcore” video-game players. “I’m a mum who plays with her son,” the woman says to the camera while holding up a placard stating her preference for Skylanders, a child-targeted game series. By suggesting that carrying out parental activities (such as playing Skylanders alongside a son) is the primary and legitimate means by which mothers achieve pleasure, Sony’s promotional campaign aligns mums with the “good mother” stereotype, of which feminists have been highly critical. Thus, while, advertisers make clear that the likes of Nick the Navy Seal and “the 3 am fathers” enjoy and are suited to game-world soldiering and assassinating (as long as such escapades are appropriately cordoned off from family life), they neglect to suggest also that mothers might desire–or can legitimately undertake–such recreational activities.

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Mario is Mobile!: Or (Nintendo’s Platform Panic?) http://blog.commarts.wisc.edu/2015/03/20/mario-is-mobile-or-nintendos-platform-panic/ Fri, 20 Mar 2015 15:18:33 +0000 http://blog.commarts.wisc.edu/?p=25857 MarioIsMobileWithin the context of video game culture, Nintendo’s corporate identity has been clear: Nintendo makes games. Whereas competitors Sony and Microsoft represent larger global technology corporations in which gaming is but one portfolio among many, Nintendo has distinguished itself through its singular focus on its home and handheld gaming consoles and making games exclusively for them.

In recent years, part of this identity has become Nintendo’s resistance to the convergence of gaming and mobile technologies. Despite consistent analyst and investor pressure for Nintendo to take advantage of the explosion of gaming on phones and tablets to help offset a downturn in console performance, Nintendo resisted, with President and CEO Satoru Iwata going as far to suggest in 2013 that “If we think 20 years down the line, we may look back at the decision not to supply Nintendo games to smartphones and think that is the reason why the company is still here.”

It was therefore surprising when Nintendo announced a partnership with Japanese mobile platform developer DeNA to move into the mobile gaming space. There had been no warning that Nintendo’s philosophy on this issue had changed, even at a recent investor briefing in Tokyo. Suddenly, Nintendo has plans to have games available for mobile platforms by the end of the year, with Mario, Link, and other Nintendo characters in games competing with the likes of Clash of Clans and Game of War. While initial speculation questioned if Nintendo would play any type of development role, or if their biggest franchises would be involved, when the dust settled it was clear: developers at Nintendo are at work creating mobile games utilizing a limitless range of Nintendo IPs, which DeNA will make available across a wide range of platforms.

fire-emblem-2015-3ds

The gameplay of the Fire Emblem series—and other Strategy RPGs from developer Intelligent Systems—is a logical fit for touch-screen gaming.

There is no shortage of response to this news: indeed, the level of mainstream press engagement with Nintendo’s decision reveals the degree to which Nintendo franchises have the potential to do extremely well in the mobile space. Within the gaming enthusiast press, meanwhile, sites immediately began speculating on what franchises would be a great fit for mobile gaming, imagining games like the Strategy RPG Fire Emblem as perfect fits for the mobile space. However, at the same time, others—like WIRED’s Chris Kohler—pointed out that those imagining a game like Fire Emblem on mobile platforms are overlooking the realities of mobile gaming, and that Nintendo is more likely to develop streamlined F2P (Free to Play) games that cost less to make, have endless revenue potential, and don’t directly compete with Nintendo’s existing handheld games (like an upcoming Fire Emblem title set to release on Nintendo 3DS later this year).

Nintendo, for their part, is remaining vague. The announcement notably came without the reveal of a single mobile game, and in a feature interview with TIME Iwata offered little detail regarding Nintendo’s specific plans beyond the fact that “we believe that we will be able to use smart devices in a very unique way so that they can be a bridge to our dedicated game systems, and at the same time, that we will be able to deliver unique experiences to the users of smart devices.” When pushed on the types of payment models, Iwata was similarly cagey, leaving the door open for “free-to-start” games —a term less common than “free-to-play,” and most recently associated with “Full Game Demos” on consoles—while simultaneously noting that “it’s even more important for us to consider how we can get as many people around the world as possible to play Nintendo smart device apps, rather than to consider which payment system will earn the most money.”

Nintendo's relationship to licensed mobile gaming could be previewed by a Mario-themed version of iOS title Puzzle & Dragons, which developer GungHo is bringing to Nintendo's 3DS later this year.

Nintendo’s relationship to licensed mobile gaming could be previewed by a Mario-themed version of iOS title Puzzle & Dragons, which developer GungHo is bringing to Nintendo’s 3DS later this year.

Here, I would argue, we see the inherent tension in Nintendo’s announcement. The reason no games were announced is because this is a business decision as opposed to a gaming one. Nintendo is effectively licensing their IPs onto mobile devices as a way of extending their franchises to new audiences—Iwata’s emphasis on global reach makes clear that this decision is about using the proliferation of mobile devices as a new awareness platform, with no plans to port existing games onto the systems (which has been a pattern for other game creators like Final Fantasy developer Square Enix). In this way, it is framed similarly to an animated film deal Nintendo was allegedly pursuing with Sony (as revealed in the midst of 2014’s Sony Hack), with mobile devices less a new gaming platform—signaling Nintendo abandoning exclusively developing for its own hardware platforms—than a new way of leveraging and promoting existing IP. This business decision was well-received, with Nintendo stock leaping 27% following the announcement.

At the same time, though, Nintendo is still committed to games. And so while from a business perspective it would make sense for Nintendo to treat mobile as a space of licensing, with other developers creating games using its franchises, the company’s larger commitment to being a “game company” doesn’t allow them to do so. In addition to announcing Nintendo’s next piece of hardware—Project NX—to renew their commitment to their own platforms, Iwata is promising Nintendo’s innovation will extend to mobile gaming, telling TIME that “while we want more people to become familiar with Nintendo IP through Nintendo’s smart device game apps, at the same time, we aim to provide smart device consumers with unique experiences with our game apps.”

Whether or not Nintendo can transform licensed mobile gaming into a space of innovation remains to be seen, but for now discursive transformation is the next best thing. Nintendo needs to acknowledge the evolution of mobile gaming as a threat against their existing handheld gaming business, but they are doing so in ways that frame mobile gaming as a lesser space that Nintendo needs to elevate, and which exists to compliment—rather than threaten—existing distribution models. The long-term tenability of this position remains unclear, but the increased mobility of Mario and the rest of Nintendo’s brand is set to give us our answer.

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Feminist Game Studies http://blog.commarts.wisc.edu/2012/03/20/feminist-game-studies/ http://blog.commarts.wisc.edu/2012/03/20/feminist-game-studies/#comments Tue, 20 Mar 2012 15:00:34 +0000 http://blog.commarts.wisc.edu/?p=12504 It isn’t difficult to find feminist game studies, or feminist gamers. The reputation of misogyny in video game culture, lack of women and racial minorities in the industry, the perpetuation of player stereotypes in games marketing and the popular press, and the dearth of non-white, female, or queer characters in games has provided plenty of fodder for feminist analysis and criticism. But over the past five years or so, we have seen significant changes in video games, and many of the “truths” I just listed are no longer so. In light of this and prompted by Elana Levine’s inaugural post for Antenna’s feminist media studies series, I offer a few thoughts on what is feminist game studies.

Feminist game studies examines how gender, and its intersections with race, class, sexuality, etc., is produced, represented, consumed and practiced in and through digital games. Analyses of the representation of gender in games constitutes a significant portion of feminist work, a sub-field of which could be called Croft-studies. Like critical analysis surrounding Madonna in the 90s, Lara Croft from the hit series Tomb Raider attracted much popular and scholarly press when introduced in 1996. At the time, Tomb Raider was one among a few games featuring a lead female character. Like Madonna, Lara’s 34D-cup breasts and double-fisted guns sparked a similar debate about female sexual empowerment, the male gaze and objectification.

While still under-represented in the game world, leading female characters are far more prevalent today, and offer gamers a wider variety of play experiences. Male characters are (relatively) more complex, and offer more diverse depictions of masculinity. These contemporary representations require as much feminist analysis as Croft, if not more so, because so many more people engage with and create systems of meaning for negotiating this symbolic material. Furthermore, feminist game studies can offer a corrective to the seductive discourse of postfeminism, which has often dominated critiques of gender in the post-Croft era.

The popularity of gaming on mobile and other portable devices has broadened where and when people game. It is no longer accurate (if it ever was) or useful to think of games and game spaces as primarily male domains. Those spaces are far more fluid, literally traveling between devices and between home, public, work and back again. How are gamers navigating leisure and work time when they play Words with Friends at the office on their iPhone or Uncharted 3 on their PS Vita in between child care and household chores?

Related to the above, the rise of so-called “casual” gaming has significantly expanded both the market for games and the industrial practices of game production. During the casual games revolution, the traits associated with casual games – who played them, what constituted casual, and how the games were made – were defined against the masculine “hardcore” world of games, and thus became (like soap operas for television) the feminized version of video games. Nintendo’s Wii, also a technology feminized through popular and industrial discourse, contributed to this bifurcation between hardcore and casual.

One area of feminist research I think is particularly interesting focuses on how gamer behavior online performs homophobic, sexist and racist hate speech. The virtual spaces where this behavior thrives exists on privately owned servers that operate as quasi-public social gathering spaces and are occupied by hundreds of thousands of players. How is behavior regulated (or not), what are the ethics of online spaces, and who is defining the rules of behavior in these public/private domains? How can online spaces be created that are safe and inviting for racial minorities, women, and GLBTQ gamers?

Feminist perspectives on video game production are a small, but growing area of research; most of it is focused on the lack of women in the industry. Mia Consalvo has written about the industry phenomenon “crunch time” – mandated extended workday hours for weeks or months on end. Through interviews with women game designers, Consalvo provides a rare look at quality of life issues that deter many women from staying in or even entering the industry. Crunch time controversies like the Rockstar and EA Spouse incidents, expose the quality of life issues vexing the industry and how these industrial practices affect the familial sphere. Feminist production and organizational ethnographies can shed light on these internal dynamics, providing strategies and policies for creating family-friendly workplaces and healthy work-life balance.

Thus far the small amount of production studies has focused on North American, white-collar creative labor, and further investigation is needed there in order to deepen our understanding of how gender, race and sexuality, etc. are produced, marketed and distributed via games. But other, less glamorous areas of labor should not be ignored, such as the hardware manufacturing and assembly of the platforms and peripherals upon which games are played. Feminist game studies scholars can build upon existing feminist perspectives about ICTs, particularly in the global South, where the majority of video game hardware is manufactured, in order to understand the role of globalization in production.

These musings are far from a comprehensive collection of all the past and current work in feminist game studies. There is much happening and much to be done, some of which you can hear at the various games studies panels on the program at SCMS this week. I hope that the feminist media studies series at Antenna is a place where we can continue to find and encourage feminist game studies as well.

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Not Dancing in Central Square http://blog.commarts.wisc.edu/2010/11/19/not-dancing-in-central-square/ http://blog.commarts.wisc.edu/2010/11/19/not-dancing-in-central-square/#comments Fri, 19 Nov 2010 17:23:44 +0000 http://blog.commarts.wisc.edu/?p=7412 Last week, Viacom announced that it was planning to sell Harmonix and had already classified the Cambridge-based development studio as a “discontinued operation.”  When Viacom’s MTV Games purchased Harmonix four years ago, the conglomerate was hoping to expand into console gaming.  Executives also likely bought into the then-popular myth that the gaming industry was recession proof.  Viacom’s announcement last week indicated that the hoped-for expansion into gaming did not go as smoothly as executives had hoped.

As I walked by the door to Harmonix on my way to buy pork chops, I thought about all the reports.  In my opinion Harmonix is one of the most innovative gaming firms around these days.  It seemed odd that Viacom would put Harmonix up for sale before Dance Central really had a chance to make a splash (the game was just introduced on November 4).

What kept bouncing around my brain was the quote that echoed through many trade press accounts: CEO Philippe Dauman’s statement that “the console games business requires expertise we don’t have.”  Dauman’s statement illustrates that firms who buy in to the games business (allegedly to target those 18- to 49-year-old men whose hands are stuck to the controller controlling an avatar more often than their eyes are glued to the television screen watching sitcoms) may have little idea of what to do once they have brought studios into the fold of their media empires.

Do conglomerates have the “expertise” to do games right?  Thinking beyond music, dance, and rhythm action games, conglomerates may believe that games may be excellent opportunities for extending intellectual properties or venues for the extension of transmedia franchises.  Regardless of whether game firms are parts of the conglomerate or independent contractors, conglomerates (and divisions) must balance the desire to protect their intellectual property by imposing rules on how characters and narratives may be appropriated and exploited and allowing game designers and game divisions to translate intellectual properties from filmic/televisual experiences to ludic experiences.  Is this balancing act too complex for conglomerates?

Development for multiple consoles, the relationship between retail sales and sales of DLC, and the fact that games only really exist as texts once they are played add layers of complexity to producing, marketing, and distributing a game that are simply not present in the film or television industry.

Despite the industrial rhetoric of convergence and synergy, are the cultural logics of television and gaming too divergent?  Can media conglomerates firmly entrenched in the logic of broadcasting, cable, film, and publishing ever really understand what makes game companies tick?  Or, are the production and economic logics of what makes something fun to play and interesting to watch too distinct?  Can conglomerates be successful at both the televisual and the ludic?  Or must they choose, as Viacom seems to have done?  Is the ludic beyond the pale, so to speak, and does this pose a problem for media firms in what independent game designer Eric Zimmerman has called the “ludic century?”

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Ethical Gaming http://blog.commarts.wisc.edu/2010/06/04/ethical-gaming/ http://blog.commarts.wisc.edu/2010/06/04/ethical-gaming/#comments Fri, 04 Jun 2010 13:00:52 +0000 http://blog.commarts.wisc.edu/?p=4570
Illustration credit: Bryant Paul Johnson

Born of a handful of events and revelations in the games industry over the past few month as well as new directions in my research, this brief post about ethical gaming is a provocation for gamers and game studies scholars. It begins in the virtual frontier of Red Dead Redemption (RDR), a “sandbox” game set in the early 20th century American West from Grand Theft Auto (GTA) creators Rockstar Games and Take-Two Interactive. RDR was released on May 18 with the hype of a summer blockbuster movie, and reviews of the game are glowing, if not embarrassingly gushing. New York Times reviewer Seth Schiesel likens the game to a Sam Peckinpah film and calls RDR a “tour de force,” lauding Rockstar’s creation of a stunning geographical environment filled with compelling characters. With an estimated development budget of 80 to 100 million dollars, RDR reinforces the hit-driven trend of big games from established studios. As both a gamer and game studies scholar, I have been dithering for weeks over whether to purchase the game.

My hesitation to play RDR reflects, in part, my disinterest in open world action games and a general dislike of the Western genre. I’ve played through the entire GTA series, including the Liberty City episodes for GTA IV, and I am a bit bored with the format, and with more action roles for horses than women, stories about the Wild West have never held my attention. Taste preferences aside, my reluctance to play RDR is largely driven by what I know about the labor conditions at Rockstar San Diego, the key studio in RDR‘s development. In January of this year a group of spouses of Rockstar San Diego employees publicly denounced the company for prolonged, mandatory unpaid overtime, which resulted in the physical and emotional suffering of their partners, forcing a few to seek medical attention. (To read more about this, see an Antenna post by Sean Duncan and a piece I wrote for FLOW.)

Unpaid overtime, commonly called “crunch time,” is a frequent point of discussion and tension among game developers, particularly when high-profile companies are accused of excessive abuse, like the Rockstar incident and similar complaints in 2004 about Electronic Arts. The industry’s professional organization, the International Game Developers Association (IGDA), has issued several white papers and best practices guidelines, recognizing that the long-term health and institutional history of the industry depends on the health and happiness of its workforce. Last month Game Developer Research released a 2010 salary report, which revealed that 71% of game developers have worked in the industry no more than 6 years, and only 13% have a decade or more of experience. The workforce is also young, with 37% of employees between the ages of 25 and 30. Widespread attrition in what is popularly regarded as a “cool job” is attributed to the incompatibility of crunch time with the responsibilities of family life and the desire for a reasonable work/life balance.

The Rockstar controversy prompted me to consider my relationship to the media products I consume, both as a player and as a scholar. If I am careful to avoid clothes made in sweatshops, why not apply the same labor concerns to the games I play? I am not suggesting that working conditions for North American or European-based game developers are the same as working conditions for exploited apparel manufacturers. I am suggesting, however, that if the conditions of production (including labor) of the material objects we consume influence our choices – whether they be local, organic, sustainable or fair trade – why not the same principles for the immaterial products we consume – movies, music, television programs, video and computer games? If IGDA issued a “fair trade” label for games, would it encourage better labor practices and, at least, allow consumers to exercise an informed choice? Following the call of Toby Miller and Richard Maxwell for scholars to pay attention to the “ecological context” of the technologies we study, I am also thinking about gaming hardware: the console systems, handhelds, Wii peripherals and RockBand guitars that fill my living room. Under what conditions was the Xbox 360 manufactured? If I ever part with my PS2, how should I ethically dispose of it? Lisa Parks’ contribution to the future of media studies issue of Television & New Media (January 2009), made me wonder how games studies should also intersect with environmental and labor studies. I have no answers, just lots of questions that I am eagerly investigating. I also welcome your thoughts.

Post-script: As I edited this piece, an apropos link to PBS’s MediaShift came across my Twitter stream, “The Mediavore’s Dilemma: Making Sustainable Media Choices”. While author Don Carli does not specifically mention gaming, the column is illustrated by the game over screen of Pac-Man.

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The Plight of the Rockstar Wife http://blog.commarts.wisc.edu/2010/01/24/the-plight-of-the-rockstar-wife/ http://blog.commarts.wisc.edu/2010/01/24/the-plight-of-the-rockstar-wife/#comments Sun, 24 Jan 2010 14:46:51 +0000 http://blog.commarts.wisc.edu/?p=1262 Rockstar San Diego's Red Dead Redemption

In the past few weeks, a fresh controversy about the working conditions in the industry of game development has arisen, this time centered on Rockstar San Diego.

Rockstar are best known as the developers for the Grand Theft Auto series, with Rockstar San Diego’s current project the upcoming western-themed sandbox game, Red Dead Redemption. A sequel to 2004’s underrated Red Dead Revolver, and highly anticipated as one of the more interesting open world game settings in recent years (think “Grand Theft Horse“), the game’s multiple delays have had fans and industry folks a tad concerned.

In a Gamasutra blog post on January 7th, we see what might be a cause of these delays. A set of anonymous “Rockstar wives” have levied claims of mismanagement and unethical workplace conditions on Rockstar San Diego:

To whomever it may concern,

In response to the unfortunate circumstances, some wives of Rockstar San Diego employees have collected themselves to assert their concerns and announce a necessary rejoinder, in the form of an immediate action to ameliorate conditions of employees.

The turning for the worse came approximately in the month of March of 2009. Till present, the working conditions persists to deteriorate as employees are manipulated by certain hands that wield the reigns of power in Rockstar San Diego. Furthermore, the extent of degradation employees have suffered extends to their quality of life and their family members.

Conclusively, if these working conditions stay unchanged in the upcoming weeks, preparation will be made to take legal action against Rockstar San Diego. This is the course that naturally presents itself, as either these conditions were manufactured from unawareness and actions to improve conditions will prove such innocence. Or if no action is seen after this letter, it clear that other aspects are the cause of the deteriorated conditions of Rockstar San Diego employees and must be further addressed. Rest assure, all that is desired is compensation for health, mental, financial, and damages done to families of employees.

With all due respect,

Determined Devoted Wives of Rockstar San Diego employees.

The “Rockstar wives” allege Rockstar San Diego’s management has instituted mandatory six day, 12+ hour work weeks, not provided appropriate pay for overtime, and created a culture in which stress is causing very real health problems for its employees (and their families). Rockstar has responded to these claims, and this is, of course, not the first time “industry wives” have been the ones to blow the whistle on allegedly damaging working conditions (the EA spouse scandal, started with a post on Livejournal in 2004, later revealed to be Erin Hoffman). EA’s case was resolved after a class action suit, and working conditions have apparently improved.

The underbelly of game development is one that rarely gets much discussion in public or academic discussions of games — assuming the “Rockstar wives” claims are accurate (and there’s some off-the-record indication there may be), these sort of claims arise periodically, then spur on “that’s just what we do in this industry” rejoinders until another class action suit is brought. It’s been six years since Erin Hoffman’s scandal, but these sorts of workplaces persist in the game development industry.

Assuming the “Rockstar wives” have something legitimate they’re on about, what needs to change about our reaction to this kind of industry scandal? How should news about unethical development conditions temper or shape what sense we make out of a media artifact?

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Important Games of the 00s http://blog.commarts.wisc.edu/2010/01/18/important-games-of-the-00s/ http://blog.commarts.wisc.edu/2010/01/18/important-games-of-the-00s/#comments Tue, 19 Jan 2010 02:42:01 +0000 http://blog.commarts.wisc.edu/?p=1113

What makes a game important?  Is it commercial sales, the ways a game showcases how skilled a designer or studio is at their craft, the visceral response a game gives you, the player communities spawned by a game, the ways designers construct character/story/space, or the ways that games open up new genres, new modes of play, or new sectors of the industry?  I’ve selected the games below for the reasons I just listed, and I’m hoping that you have additional criteria and games you’d like to add.
  • Wii Sports: Wii Sports made my mom buy the game console before me.  Effectively launching the Wii and showing us all the joys of the Wiimote, it made me feel like I was sitting in front of the NES in my Spiderman PJs trying to save the princess again.
  • Uncharted 2: Among Thieves: Debates about whether embedded or emergent narratives are better and what role carefully crafted stories will play in games will continue to be staged.  After playing Uncharted 2, most critics agreed that well-designed embedded narratives will have a place in the industry, even as social gaming and virtual worlds continue to grow.  Now, if only that Twitter gaffe had never happened.
  • Guitar Hero: Amplitude and Frequency were brilliant early experiments in music game design, but GH proved that music games were going to be a cultural and economic force.
  • World of Warcraft: The most recognizable MMORPG (MMOG if you prefer), WOW spawned player communities and intimate connections.  While those who doubted the potential viability of virtual communities had to eat crow, debates over gold farming signaled divides in the global gaming industry.
  • Deadspace: The sound design in this survival horror game is amazing — ambient, atmospheric and more than a little unnerving.  The use of sound files to communicate information to the player and the in-game interfaces are additional stellar features of this game’s design.
  • Mirror’s Edge:  Taking parkour games to the next level, Mirror’s Edge is beautiful to look at (and listen to) and vertigo-inducing for some players.  This platformer gave us one of the most interesting women characters in a long time and an alternative to the Lara Croft type of female avatar.
  • Grand Theft Auto: San Andreas: Okay, I’m probably going to get in trouble for selecting this GTA and not another one, but this incarnation of the franchise raised the most concerns about cultural visibility.   The music, the sandbox play, and the gritty urbanity made every GTA a success, but Carl Johnson made debates about race and games visible.
  • Anything by Valve (Portal, Half Life, Half Life 2):  Where to begin?  From Ken Birdwell’s account of the cabal design process on Half Life to the modding communities that were spawned, Valve has taken an interesting approach to design and to interacting with players.
  • Katamari Damacy:  A surprise hit that’s spawned more than a little cosplay and some not-so-great sequels, Katamari Damacy surprised everyone by being a transnationally successful game.  Even though your father treated you like dirt, it was still fun.
  • Halo franchise: Let’s be honest.  If it wasn’t for Halo, would millions of people have Xboxes or go online to play?
  • Braid/Flower/World of Goo: These independent games game us an interesting take on the time manipulation mechanic, the sheer poetry of flower petals in the wind, and the zaniness and originality of goo balls.  They also illustrated the potential diversity of games allowed by digital distribution and XBLA, WiiWare, and PSN.
  • The Sims franchise: Even though Chuck Klosterman expresses ambivalent feelings about his character’s materialistic tendencies in Sex, Drugs, and Cocoa Puffs, The Sims drew tons of players and their avatars into plenty of awkward situations.  The franchise also illustrated the commercial potential of sandbox games, cemented Will Wright’s position as a design guru, and proved that gaming was no longer a boys’ club.

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