Video Games Get Real
Today's joystick jockeys are as likely to be dealing with current events as fighting off alien mutants
July / August 2004
Anastasia Masurat Utne magazine
Back in the day, video games were literally unearthly
experiences. From the futuristic, intergalactic settings of
Space Invaders and Asteroids to The Legend of
Zelda's enchanted, monster-plagued hinterland, games kept
players more or less in hyperspace, light years away from
Earth.
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In this respect, video games have changed dramatically in the
past few years. As technology has advanced and players have aged
(the average gamer now is pushing 30), video game subject matter
has moved closer to home. Since the 2000 release of The
Sims, realistic game scenarios have become extremely popular.
The game allows players to tinker with the relationships and
activities of a suburban family, including taking out the trash,
making small talk at the office, and paying the bills. The
Sims is just one of the many games that have begun mirroring
our own world, complete with complex moral dilemmas, bureaucratic
obstacles, and unsavory social realities drawn from the
headlines.
Kuma Reality Games may lead the pack of companies blurring the
line between video gaming and reality. As Bill Werde reports in
Wired (March 2004), Kuma uses sources like
declassified military intelligence reports and satellite photos to
recreate violent current events. In Kuma: War, missions
include a 2002 firefight in Afghanistan, the hunt for Saddam
Hussein's sons, and the 2004 capture of the Iraqi dictator. The
look and feel of the games is so real (down to the number of steps
soldiers climbed as they searched for the junior Husseins) that
Kuma's CEO Keith Halper 'sees his company not as a hyperrealistic
competitor of Nintendo, but as a highly interactive alternative to
CNN,' according to Werde. He quotes Halper boasting that his games
'let you experience the news in ways the networks cannot.'
But don't cancel your cable subscriptions just yet. These are
still games, and the designers don't let the drabber elements of
reality get in the way of play. In Kuma: War, players move
briskly into exciting, decisive encounters -- no dull patrolling or
KP. Designers also chose not to focus on the unpleasant aspects of
combat. Players won't have to endure lengthy, nerve-shattering
mortar barrages, because, as Halper told Werde, 'What fun is
that?'
Ultimately, however, the degree of realism in video game story
lines may be less important than the newly 'real' ways in which the
games interact with their players. As Kevin Parker writes in
Reason magazine (April 2004), 'It may be the
scripted parts of the games that explicitly state political
notions, but what is ultimately more important is the ways games
can communicate by demonstration.' The notoriously violent
Grand Theft Auto III is a case in point. Its lurid
'reality' quotient of hookers, drug dealers, and guns may be
offensive, but it contains a bonus: Gamers can opt out of the
plot-advancing missions in favor of a free-form game experience.
Exploring the meticulously rendered depths of Liberty City can be a
game unto itself.