In a recent post over at the Georgia Tech Journalism & Games Project (Raid Gaza! Editorial Games and Timeliness), the indefatigable Ian Bogost holds up a recent editorial game, Raid Gaza!, as exemplary of the kind of critical work games (“newsgames”) can do for journalism.
Like editorial games should, [Raid Gaza] takes a strong position. But unlike so many, it also offers coherent gameplay that is related to the conflict it critiques.
His insights here are typically acute, and deserve to be read. But I have reservations about the strong position Bogost himself takes with respect to the emptiness of what he calls “tabloid” games.
“Indeed, newsgames produced very rapidly, like the many small ones about the recent George W. Bush shoe throwing incident, risk becoming tabloid games, little meaningless pointers that commemorate an event only to draw attention to it rather than to comment upon it. These games often capitalize rhetorically: the payload of a game about throwing a shoe at President Bush is the very idea of a game about such a thing, rather than any kind of commentary on the event or its meaning.”
On his watercoolergames blog, Bogost points to one such game, Gaza Defender, with disdain.
I’ve just been made aware of another game on this topic, Gaza Defender. The player is asked to “Defend The Gaza Strip from the Zionist Bombs using your AK-47.” It’s less remarkable as a game and no more thoughtful a commentary than the many whack-a-mole clone newsgames we’ve seen in the past.
Implicit in his Bogost’s dismissal of this thought-less genre of games, of course, is his faith in the advent of a procedural literacy: A savoir-lire among the people. Bogost is worried that, disconnected from any representative or simulative engagement with the world they portray, whack-a-mole clones—tabloid games—don’t provide the opportunity for any kind of critical response in the player. As games, he therefore deems them devoid of value.
the advent of a new technology and its attendant rhetorics does not require the ouster of everything that came before.
But the advent of a new technology and its attendant rhetorics does not require the ouster of everything that came before. The advent of the written word did not require us to abandon orality. Instead, the two technics became imbricated in our every signification. Bogost’s critique of Gaza Defender is unnecessarily dismissive, and ignores the fact that the game is still a political text, in spite of the quality of gameplay.
I think it a mistake, for example, to extract the game itself from the context in which it is presented. The game itself is embedded on a page that features maps depicting (one) history of the Palestinian / Israeli conflict; a link to a Donations page at the Red Crescent website; a link to download Adobe Flash; an embedded stream of music from a Palestinian musician, Mawaal Al Quds. The page includes a tool to share or bookmark the page via any number of well-known social networking sites. This is more than a whack-a-mole clone.
Admittedly, a simple shoe-throwing game may not take advantage of the complexities of the simulative, and it may not be a sophisticated form of “procedural rhetoric.” But it is a voice that asks to be heard.
What’s more, I find myself drawn again to what M. Badiou says about theater: We go not to be cultivated, but to be struck. “Theater-ideas” are experiential, not necessarily critical-intellectual. Are we certain that there no value in arming a player with a shoe and saying, “let fly”?
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Bravo! a very good review and critique of a critique!!
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[…] Raph Koster revisits his book on A Theory of Fun as he points to Loodo’s Calabouço Tétrico, a highly-polished, deeply disturbing Flash-based Tetris variant that replaces colored blocks with human beings in different states of distress. Speaking of it on his website, Ian Bogost points back to his text, Persuasive Games (wherein he rejects as inferior those games whose mechanic is not “tightly coupled” to its narrative) (see also this post). […]