Showing posts with label gaming. Show all posts
Showing posts with label gaming. Show all posts

Friday, October 17, 2014

Why gaming needs some serious CSR

Hello world,

I find it difficult to begin this particular blog post due to the negative reaction it will surely create. I've never let the opinions of others stop me from expressing my own, but the current state of gaming is anything from friendly right now. Regardless, I've felt the need to speak up for some time but wasn't exactly sure how I wanted to approach this topic. If you hadn't guessed already, I'm talking about GamerGate. Please keep in mind, I'm not looking to dissect the controversy. Instead, I'd like to offer a call to action to some major industry stakeholders that have remained shamefully silent in the last few weeks.

Brianna Wu was one of the developers
most recently driven out of her home 
If you're unfamiliar with GamerGate, I suggest taking a look at the extensive write-ups all over the Internet right now. I'd personally suggest this piece from Caitlin Dewey, who writes for the Intersect blog at the Washington Post. While I wouldn't call this article neutral by any means, it gives you a general overview recent of events with implications for not just the game industry but society at large. Essentially, GamerGate started out as a movement to correct ethics in game journalism. It has since morphed into a toxic campaign set on harassing and disenfranchising critics of an increasingly outdated and male-dominated gaming culture. These attacks have been aimed primarily at women in often frightening ways. Each time I log onto Twitter, my stomach drops at the news of yet another female game developer driven out of her home due to death threats. I've considered myself a part of the video game community for a long time, but I did not sign up for any of this. The current environment is not reflective of the world that I've come to know and love. Something needs to change. 

With the situation escalating and GamerGate clearly not going away, I can't help but wonder - where have the major players been all this time? I'm talking about game developers, publishers and studios. You know, the big names like EA, Activision, Ubisoft etc. The radio silence has been disappointing to say the least; most notably because these companies have the highest stake in whether gamers tear each other apart. In light of this, the Entertainment Software Association, a trade organization that represents many of the previously mentioned companies, released a statement this week addressing GamerGate: 


"Threats of violence and harassment are wrong. They have to stop. There is no place in the video game community - or our society - for personal attacks and threats." 

While it's certainly a nice sentiment, I just don't think it's enough. The problem here is that it's very hard to motivate game companies to enter such a controversial debate unless it offers some return on investment. That's where corporate social responsibility (CSR) comes in. CSR involves the integration of social and environmental concerns into a business operation. To save you from any more fancy jargon, it basically means that an organization makes a conscious effort to "do good" in the context of the community it serves. Let me give you a couple of examples. One of my favorites would have to be the It Can Wait movement from AT&T, which encourages individuals to use cellular products in a "safe and responsible manner." While it might seem strange that a phone carrier would ask customers not to use its cellular services, it actually makes a lot of sense. Through this campaign, AT&T ensures that the community understands the dangers associated with texting and driving. As a result, the company enhances its brand image and hopefully spots a nice little increase in profit margins (remember how I mentfioned return on investment?). 

Image via EdTechTimes
Next, let's look at a case more relevant to the topic at hand. South Korea is known for a strong mobile and online culture (particularly in gaming). Unfortunately, this culture has led to unhealthy behavior in the digital sphere, including smartphone addiction, personal anxiety and online bullying. When mobile carrier SK Telecom reached an audience of one million on social media, it teamed up with global PR firm Edelman to create the Social Relay for Clean Online Communications. For the campaign, five "social media mentors" participated in "missions" that encouraged individuals to make positive contributions online. The relay fostered an important dialogue on taking responsibility for words and actions online in addition to shifting perceptions regarding healthy Internet use.

So what does all of this mean? Well, I believe that the concepts behind CSR reign true for any industry and gaming could certainly use some help. Last month, game developer Andreas Zecher wrote an "Open letter to the gaming community"  calling for an end to the destructive behavior stemming from GamerGate. It has since been signed by more than 2,000 developers. So here's my proposition: why can't a major game company follow suit with a similar initiative? Names like Sony and Rockstar carry such weight with gamers and employ teams who could easily come up with creative ways to get loyal fans on board. It's time to end the hate and vitriol behind GamerGate, but there needs to be an organized and sincere effort to get us there. 

Until next time,
-Sarah

Thursday, January 24, 2013

Games are mine

Hi friends!

I've been on a documentary kick lately thanks to Netflix, and I wanted to talk about a film that I watched recently - Indie Game: The Movie. This Canadian documentary chronicles three different indie games through past, present and future development. So, some of you might be thinking - what is an indie game anyway?

According to Kill Screen Editor Chris Dahlen:
"Independent games are any game that a small team or an individual creator worked on to their own vision, something that they just felt like making and coding and finishing."
 Directed by James Swirsky and Lisanne Pajot
Well... that's pretty simple. One huge difference between indie games and major releases, such as Call of Duty or Mass Effect, is that blockbuster titles are made with the intention that they will make tons of money and get millions of people playing. I'm certainly not saying that this is all these games are good for, but indie games are often just the direct result of one person's big idea.

The documentary provides fantastic insight into this industry for those who may be unfamiliar with it. I got a small taste of this during my college internship at Trendy Entertainment, the independent studio that created Dungeon Defenders. During my time at Trendy, I learned about press relations, digital distribution (Steam, Xbox Live, PSN) and how a team works together from all different fronts - design, programming, communications - to produce a game.

Yet, I don't think I ever really had the chance to learn the personal stories of the creative minds behind the studio. That might be my biggest regret coming out of my internship, because this documentary really opened my eyes to just how much indie developers rely on personal expression and fulfilling a vision. The people behind each game is what made the film so interesting.

It was clear from the film that all of the featured developers and designers are individuals who grew up with games, just like you and me. According to Kill Screen Founder Jamin Warren:
 "The generation that indie game developers are coming from, and I'm part of this generation also, we're the first generation that grew up with video games but not as an active purchasing choice. For anyone that grew up basically after 1975, 1980 or so we were the first generation to grow up with our parents giving us games and for us to grow up with games as a natural and relevant part of our everyday existence."
I really clicked with Warren when he referred to games as a "natural and relevant part of our everyday existence." I could not agree with him more. I find it so funny when I encounter people that are so perplexed by my gaming hobby. To me, it's all I know. Ever since my father set me up with a Playstation and Final Fantasy VII, I've been playing games. As Revision3 Host Anthony Carboni says:
"Since I was a part of that generation that grew up with it, I feel an ownership of it. Games are mine, so this is not a weird kid activity for me, this is not like some strange, nerdy past time - this has been a part of my life."
The concept of time is central to Braid
Since I found myself connecting with the developers on this level, it was easy to celebrate their triumphs and agonize over their tribulations. First, let's talk about Jonathan Blow, the creator of Braid. The puzzle/platformer received immense praise and went on to be the highest critically-rated title on Xbox Live. Despite his success, Blow found that many people didn't really understand his vision. He believed that he wasn't able to create a true connection with his audience. As an artist, this must be incredibly frustrating. I wonder if he was too insular in expressing himself, and that's where he faltered. While Blow felt that he was very vulnerable in making the game, others got the impression that he was too pretentious. Probably not what he was going for.

Next up, we have Team Meat. I gotta say, these guys were just so damn likeable. In the film, we follow Edmund McMillen and Tommy Refenes as their platformer, Super Meat Boy, is on the verge of release. There was something about these two that just made me happy to be a gamer. They reminded me that games are meant to communicate a larger message, and we are meant to feel something for them. It was also nice to see that both designers had supporitve family members, which can be pretty refreshing in an industry that isn't always easily understood.
"My whole career has been me trying to find new ways to communicate with people, because I desperately want to communicate with people, but I don't want the messy interaction of having to make friends and talk to people, because I probably don't like them."
top: Edmund | bottom: Tommy
"It's why a writer writes I guess, it's because they can, it's the most effective way they can express themselves. A video game is the most effective way I can express myself."
Fez features gorgeous artwork and level design
Lastly, I turn to the most divisive man in the film - Phil Fish. We meet Fish as he is struggling through development hell for his first title, Fez. In 2008, Fish announced the game and turned into an indie rockstar. However, as the game took longer and longer to release, gamers got angry. Fish is personally attacked online by this "army of assholes" and vents quite a bit about it on screen. Honestly though, you've got to give the guy a break. As he says himself, major games with 1000 different collaborators took just as long as Fez. His team only has two!

I also found Fish to be incredibly relateable. In the process of making the game, his life went to shit. He suffered the loss of a loved one and his funding, was left by his girlfriend, and had a falling out with his business partner. I think it shows that the individuals who make the games we love are real human beings that deal with just as many problems as we do. While you do not get to see the release of Fez in the film, I can tell you now that it was a major success. Fish mentions in the film that Fez "...[became his] identity" and although the man is still bombarded with plenty of criticism, this "identity" has received nothing but praise.


Fish playing Cyber Vision
Looking at the group as a whole, the developers in Indie Game: The Movie had a lot in common. Each title seemed to honor or pay tribute to games of the past in some form. In a way, I think it goes back to the concept of games as ownership. When you grow up with games, you want to protect them and ensure that the industry thrives. The film helped me realize that this is why I want to work in the industry. In fact, Fish hits the nail on the head in this quote:
"I don't know, to me games are like the ultimate art form, it's just the ultimate media. I mean, it's the sum total of every expressive medium of all times, made interactive. Like, how is that not... it's awesome! I want to be part of it. I want to have a say of what becomes of video games."
If you haven't checked out the movie yet, you can catch it on Netflix. It is a great documentary that isn't just about games - it's about people. You don't even have to be a gamer to enjoy it, although you may not understand all of the references. Either way, it's a refreshing look at a new generation of artists.

Until next time :)
-The Girl Informer

Friday, December 28, 2012

What's this game doing in my anime?

Hi friends, 
 
As you may or may not know, my love for all things Japanese is not exclusive to video games. I'm also a big fan of anime and spend a lot of my spare time exploring this world. I usually discover anime by talking to friends and browsing on the interwebs. When a friend told me about a new anime that incorporated gaming into the plot, I knew I had to check it out and share some thoughts with all of you.

Last week, I watched the last episode of Sword Art Online, an anime series that began airing in July on Japanese network Tokyo MX. SAO follows a light novel series centered around players that are trapped in a Virtual Reality Massively Multiplayer Online Role-Playing Game (VRMMORPG) in the year 2022. Players access the world using advanced technology called Nerve Gear, which allows each individual to control an avatar using their mind. It's high stakes for the players, because it is said that death in game constitutes death in real life. The main character, Kirito, and his friends set out to beat the game and help all of the players escape Aincrad.

Kirito and Asuna via urusai-baka
An anime about gamers? Seriously? Sounds like a little piece of heaven to me. But as my boyfriend kindly pointed out, it isn't completely unprecedented. The series .hack//Sign did it first. I just wanted to acknowledge this fact, because a lot of hipster otakus love to rub this in the face of SAO fans. I'm not saying SAO is the greatest anime ever made. I simply chose to discuss it, since I found it incredibly entertaining and addicting. Plus, I plan on watching .hack//Sign now that I've been introduced to it's premise. Like I said, I tend to watch anime once a friend makes a recommendation!

As you can probably tell from the above paragraph, SAO seems to be a polarizing anime. Many people hype it up to be the greatest anime in years, while others claim that it is grossly overrated. The arguments run the gamut, but I felt that Kotaku had one of the most compelling and accurate reviews. I'm not going to reiterate the author's points, because that would be boring. Just know that I wholeheartedly agree with his argument regarding the faults of the second half of the series compared to the first. You can check out the first review here and the second here (be aware of spoilers, especially in the latter!)

The single thing that sold SAO for me was it's connection to the words of Jane McGonigal. If you've followed my blog for some time, you probably stumbled across a previous post titled Harness your gaming power. The post includes a link to McGonigal's TED talk, which discuss how gamers have the ability to make positive impact in the real world through the skills they use in the virtual world. You should watch the entire video, but you can jump ahead to 3:32 to understand how this relates to some of the themes present in SAO:
"We feel that we are not as good in reality as we are in games. And I don't mean just good as in successful, although that's part of it. We do achieve more in game worlds. But I also mean good as in motivated to do something that matters, inspired to collaborate and to cooperate. And when we're in game worlds I believe that many of us become the best version of ourselves, the most likely to help at a moment's notice, the most likely to stick with a problem as long as it takes, to get up after failure and try again. And in real life, when we face failure, when we confront obstacles, we often don't feel that way. We feel overcome, we feel overwhelmed, we feel anxious, maybe depressed, frustrated or cynical. We never have those feelings when we're playing games, they just don't exist in games."
I felt a strong connection with Kirito in regards to this quote. In the first half, he feels validated by his success in the virtual world. I couldn't help but feel envious of his position. As a gamer, I've always dreamed of what it would be like to take the place of my favorite characters in these fantastical worlds. To be honest, it's a form of escapism for me and countless others.
SAO cosplayers via multipack223


Interestingly enough, Kirito finds out he is not immortal in the second arc. It's a thought-provoking and humbling experience for the character and viewer, and it makes you contemplate perfection. As McGonigal says, we tend to like ourselves better in games, but what about the potential for failure in these virtual worlds? A major part of me fell in love with this series for the absurd notion that this story could really happen. And if so, would I be able to cope with the chance that the virtual world may have just as many problems as the real world? Talk about a psychological dilemma.

Enough of my rambling, do I recommend SAO? Of course! It's a thoroughly entertaining anime with plenty of action, colorful animation, and a wonderful romance. Most importantly, it delves fairly deep into the sociological and psychological issues of living in a virtual world. It's particularly fun to watch as a gamer, because you'll understand a lot more of the terminology and references. My top five favorite anime list is pretty competitive, but I'm pretty sure I've got room for this one :)

Signing off,
-The Girl Informer