Sunday, July 28, 2013

A Game that Needs to be Made

Sometimes when I look at what games I will be playing in the future, I get a little bummed out. Video game developers have found a few themes and settings that work well within the confines of an interactive experience, and they’ve clung to them for dear life. I have played one too many games set within a zombie apocalypse. Too many times have I stormed the beach at Normandy or laid siege to a village in the Middle East. And if I have to gather the four elemental McGuffin’s to save the world one more time somebody is going to hear about it.

From my perspective game producers are trying to take themselves more seriously every day. I am happy to say that each year more and more games are released from AAA studios that transcend mediocrity in storytelling. Nevertheless, I believe that there is still a long way to go. That’s where I come in. Every now and then I find myself deep in thought, and when I finally snap out of it sometimes I’ll be left with a brilliant idea.

Recently I had one of those moments.

It happened shortly after I finished my review for Naughty Dog’s The Last of Us (Link here). I was going through my usual routine of internet time wasting when I found myself on imdb.com. I noticed a new trailer that piqued my interest. 12 Years a Slave looks like a great piece of Oscar bait if I do say so myself. Being a sucker for anything that has or will receive critical acclaim, it immediately shot to the top of my list of must-see cinema. The film is a historical drama based on the true story of Solomon Northup; a free black man who was wrongfully sold into slavery in 1841. He managed to win back his freedom in 1853. Later, he recounted his story in a memoir which is the basis for the film.

If the film industry can base some of its entertainment on dark moments in our nation’s history what is keeping game developers from doing the same? The only historical games that have been created by major studios either focus on wars i.e. Call of Duty 1-3, Brothers in Arms, etc., or are some form of revisionist history like Assassin’s Creed 3. I believe that it is important for a maturing industry to begin tackling these topics. I think it is time for a triple A game set on the Underground Railroad.

Slavery is a stain on the United States’ history, but don’t go busting out the bleach just yet. It is important that we understand what has occurred in the past so that we can learn from it. In today’s society there is such a disconnection to the past that some people are of the mind that racism and racial inequality have disappeared. That is not the case. Racism is just as alive today as shown by recent events in the news.

One of the greatest aspects of playing a video game is the sense of escapism from the real world. When gaming, I become the character on the screen. Up until this point I have had the thrill of becoming hero after hero after hero; however, the medium of games is not limited to that paradigm. Imagine a game that puts the gamer in the shoes of a slave. In the beginning the player would find him or herself working on a plantation in the south. There wouldn't be a cotton picking mini-game to detract from the gravity of the situation. Instead the player would be forced to arduously pick cotton all day long and if they chose to walk away from their work, the foremen would see to it that he or she got back to work; resorting to violence if necessary. Afterwards the player’s character would somehow get in trouble with the master of the plantation and choose to escape. The rest of the game would comprise of the player trying to make it north and all of the unfortunate encounters along the way. Run-ins with slave traders, bounty hunters, and opportunistic civilians could account for drama and action throughout the story.

I mentioned that I had this thought shortly after I had played The Last of Us. This is important because the gameplay elements in that game would translate beautifully to this new adventure. Naughty Dog’s masterpiece relied heavily on stealth gameplay due to limited resources and weapons. In my proposed game, even though it wouldn't be a post-apocalyptic world, resources would be equally difficult to acquire. Therefore stealth would be a necessity. There is a possibility that the protagonist could acquire weaponry during his journey, but it would only be able to be used as a last resort.

Having a younger young companion join the protagonist on this journey would also lend itself to great story arcs and set-piece moments. The child could be captured necessitating in a rescue mission, or the hero itself could become sick or wounded requiring the player to take control of the child. I know that both of these examples are virtually pulled note for note from The Last of Us, but that is the point I’m trying to make. The gameplay and scenarios for that game are a Cinderella fit for this an Underground Railroad story-line.

Most importantly, a game with this setting would give the gamer an experience unlike anything else. If done well, it could instill in the player the sense of loneliness and fear that fugitive slaves most likely felt. It’s survival horror without monsters, unless human beings fit the description. There is no game like that accomplishes this.

To be fair, there are two games I found that are already set within this era.

The main hub for Freedom!
Freedom!, released in 1993, is a game by MECC the same company that created The Oregon Trail. In it the player controls a slave who decides to run away from a plantation which is very reminiscent of the game I described above. However, that’s where the similarities end. This edutainment game features gameplay very reminiscent of MECC’s other game, The Oregon Trail. Players must monitor their nutrition, health, stamina, and whether they are currently injured throughout the course of the game. These four factors influence the success of their escape. A lot of time is spent hiking through woods, and swimming in rivers in order to stay out of the eyes of bounty hunters. The game is won when the player successfully escapes to the North and it can be lost either by dying due to exhaustion or malnutrition, or by being recaptured.

An example of the "phonetic" dialogue
At the time of its release the game was not well received. It was quickly removed from schools because it was considered racially insensitive. An article from the


New York Times published on August 28, 1995 tells the story of an eleven year old African American student who was bullied by his white peers due to the game. In an interview the parents said, “He was hurt that people were making fun of the characters in the game…He was upset that he was being thought of as a slave.”

It isn't hard to see where the parents were coming from in this case. Much of the dialogue is very derivative as it is written phonetically; an attempt to recreate an insensitive view of the slave’s vernacular. Nevertheless, I feel that judgment was passed too quickly. In an article for Compute! published in September of 1993, a school librarian named Helen Cartier defended the title saying it was “an exciting vehicle that enabled students to understand some of the challenges that African-Americans faced when fleeing captivity.” This is the same sentiment that I believe the game I have proposed could express.

Sarah, the daughter of the master of the house,
scolds Lucy for showing up late.
The second game is another edutainment title, this time produced by the Corporation for Public Broadcasting. MissionUS is a dialogue and choice driven game set within different periods of United States history. The first mission casts the player as a printmaker’s apprentice during the Revolutionary War, while the second mission is set within the south immediately following the fugitive slave act. The player controls Lucy, a young girl who decides to run away from her master and make a new life for herself in the North.

Lucy remembering the family
she left behind.
What makes this game unique is the level of choice within it. The opening screen states, “These are some of the decisions you will face as you guide Lucy through the game. Remember there is no ‘right’ answer, but some of the choices you make will have lasting consequences. As you make choices, you unlock Journey Badges you will use to determine Lucy’s ultimate journey in the game’s epilogue. At the end of each part you will see which badges you unlocked…and which you did not.” As I played through the game, I often chose to play it safe, more often keeping a low profile. For instance I was given the option to burn down my master’s smoke house after he yelled at me and gave me twice as much work to do. Instead I chose to do the work he gave me, just not to the best of my abilities. These choices I made helped me create my own story for Lucy. In the end, my Lucy became a conductor on the Underground Railroad, managing to bring many people safely into the north. Her last mission took her deep into the south to rescue her father. I highly recommend playing through this free game because even though it does not have the production values I believe a game of this nature deserves, it handles the sensitivity of the subject very well. (Link here)

While the setting I’ve may not be the most original, I still stand behind my decision. There still has not been a non-educational game that allows players to live through that kind of adversity. The games that we do have are more akin to a documentary on slavery, not a film like 12 Years a Slave. Video games have the power to draw you into the experience, allowing the player to feel what the protagonist is feeling unlike any other medium. By allowing me to feel even a fraction of the emotional toll runaways on the Underground Railroad felt, I believe this game needs to be made.

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