game design
In "Creatively Dead" Industry, Change Comes From The Outside
Posted by Leigh Alexander at 7:40 AM on June 4, 2008
In mid-1980s Nicaragua, a woman stood beside a burnt out bus in a tiny, remote town. Game designer Jim Gasperini was in the region to visit his brother, a journalist covering Contra issues during the Reagan administration.
The bus, the woman told Gasperini, had been provided by the Nicaraguan government, and she had relied on it as her only means of visiting her sister. The Contras - anti-government guerillas funded by the U.S. - had destroyed the bus. The woman, passionate about American democracy, told Gasperini that if he could just tell everyone back in the States about what had happened to her bus, Americans would vote to help, the Contras would cease their attacks, and she could travel to her sister's again.
Touched by her plight and by her faith, Gasperini wondered what he could do to disseminate information about the Contra situation. In the end, he decided to do what he did best: Make a game.
That game, a 1989 mouse-and-keyboard HyperCard adventure on an 800k floppy disk, was titled Hidden Agenda, and it was a huge critical success, discussed on All Things Considered and in Newsweek, among others. Incidentally, the face of the man in the screenshot was modeled on Gasperini's apartment doorman.
Games For Change is an organisation developed to support academics, activist groups, educators and the non-profit sector in creating games that act as agents of social change. At the organization's 2008 event in New York, panel moderator Celia Pearce introduced Gasperini, as well as another of the first social game designers, Balance of Power creator Chris Crawford, who's also credited with instigating an informal event in his living room in 1987 that would grow to become the Game Developers' Conference we know today.
The idea of developing games for other audiences than the core gamer, and with other goals than simple entertainment, is often hailed as a "new" phenomenon, as is the idea that games will "one day" be treated in the mainstream as a serious and valuable pursuit. But Gasperini and Crawford are notable for beginning this work long before there was a game console in every home.
"In digital culture, people always assume that they're doing something for the first time when in fact that is very seldom the case," said Pearce.
In fact, back in 1985, Gasperini met Electronic Arts founder Trip Hawkins, still leading the company in its earlier days, and received some advice from him on being successful in the industry: Make a game that your dad would want to play.
Gasperini's Dad loved Face The Nation and 60 Minutes, so at the time, Hidden Agenda definitely fit the bill. Years later, though, Gasperini met up with Hawkins again during the time when EA was specializing in sports sims. They had just released a volleyball game titled Lords of the Beach, and so Gasperini asked him: whatever happened to making games for Dad?
"Well," laughed Hawkins, "My Dad likes watching girls in bikinis playing beach volleyball."
Crawford's 1985 game Balance of Power, a geopolitical simulator where the object was to prevent a war, actually preceded (and helped inspire) Hidden Agenda. But Crawford said that if it wasn't for massive economic losses in a game industry that looked to be about to tank, no one would ever have published his title, which decades later still inspires activist groups to develop social games.
"People only change when they're in pain," said Crawford, explaining why MindScape, a startup publisher, was willing to pick up his game after Atari's collapse left the industry "at death's door." EA, Broderbund and the era's other market leaders took a pass, he said.
Crawford and Gasperini both have faith, though, that a new game industry can be built alongside the existing one, to build games that provoke thought on world issues, that educate and encourage activism. It'll take time, though.
"It's a slow, steady process," said Crawford. "No industry develops suddenly. You have to develop public awareness of it. I figure it'll take at least five years for this to get off the ground, maybe 10 years before we have a real industry."
And unless the game industry ever finds itself in such dire straits again, Crawford said it's still unlikely that social games will ever reach success through commercial channels. "The games industry is creatively dead," said Crawford. "It is 'marketingly mature'. They know exactly who they're selling and the people they're selling to... You're not going to wreak any major changes in this industry."
[You can see the games discussed at the links provided in this article.]

Comments (AU Comments · US Comments)
There are currently no AU comments for this post.
Shiryu
Posted 8:08 AM 4/6/08
Amazing read as always, Leigh. Kudos! v ^_^
Shiryu
Krondonian
Posted 8:07 AM 4/6/08
Those games are sadly before my time. The problem today will be that successful games take so much money and effort that to create something for such noble purposes would require resources that could be more usefully applied directly to help the situation.
Having said that, some issues aren't going to go away any times soon. Any game that can highlight solvable issues that merely need attention are very welcome, and could easily be incorporated into existing game mechanics.
@A Pimp Named DaveR: I guess it's sadly accurate then.
Krondonian
Surlaw-the-Mai
Posted 8:06 AM 4/6/08
Wow, great read. Trip always says crazy stuff though, its like his calling card
Surlaw-the-Mai
yummygrubs
Posted 8:03 AM 4/6/08
@Torgen got his apology faceplate but not his fixed GH3 disc: How does Supremacy work?
yummygrubs
Green-clad Gamer Dude
Posted 8:01 AM 4/6/08
I'm all for games having a message behind them, but in the long run I think this will sadly fail. If done wrong, the games will be more of parodies than anything. If done right, well then what? There's no guarantee anyone will ever begin to support something or accept any sort of message because they played a video game about it.
Regardless, this was a nice article.
Green-clad Gamer Dude
Torgen got his apology faceplate but not his fixed GH3 disc
Posted 7:58 AM 4/6/08
@A Pimp Named DaveR: In such cases, it's important to consider the possibility that that's the point. Ever played the board game Supremacy? There's a reason it won a prize for being an educational game despite having no obvious educational aspect.
Torgen got his apology faceplate but not his fixed GH3 disc
mentalboy11
Posted 7:57 AM 4/6/08
i basically play the opposite of Balance of Power, its called Medieval II: Total War, where i try to kill everyone else, and unify the known world under a single religion and government as i kill anyone who gives off a sign of rebellion. I went up all the way to the year 1984; even going personal and meeting this guy who was afraid of rats, boy did i have fun with him!
mentalboy11
A Pimp Named DaveR
Posted 7:49 AM 4/6/08
Balance of Power II was frikkin' impossible to succeed in. I don't think I ever made it through more than 3 years before a war broke out...
A Pimp Named DaveR
monkeyman1981
Posted 8:14 AM 4/6/08
Man, all through the first three parapgraphs I thought the game he came out with was going to be Contra.
monkeyman1981
Cloral
Posted 8:58 AM 4/6/08
I think it will end up being like films. Every so often you have a film that makes you think about a serious subject, but the vast majority are just for entertainment.
Cloral
quen
Posted 8:55 AM 4/6/08
@Garro: My post crossed over yours but I just want to add, I definitely agree with your point: fiction can inspire people. On average though I think games are spectacularly bad fiction in that respect.
quen
Torgen got his apology faceplate but not his fixed GH3 disc
Posted 8:54 AM 4/6/08
@yummygrubs: There's a commodities market that is intentionally unbalanced such that you can help the person to your left make a ridiculous amount of money without spending much yourself. Alliances are allowed, but are non-binding, although you can win as an alliance.
If you haven't built nukes before your turn, the money you spend on them gives you die rolls; if you roll a six on any, you get a nuke. If you've built nukes before, you can just buy more, up to 12 maximum. You can also built orbital defenses, but they suck. (Each has a 1 in 6 chance of shooting down a single nuke strike against you.)
You can attack with ground forces. They suck, but they're the only way to conquer terrain. If you're attacked in any way (ground forces or nukes) you get a chance to counterattack, even if it's not your turn. You can counterattack against any combination of players, not just the one who attacked you. You can counterattack with nukes even if you weren't attacked with nukes. If you're nuked off the face of the earth, you can still coutnerattack with nukes. If 12 squares on the map are nuked (and impassible), everyone loses. If you conquer someone else's whole region as well as your own (excluding nuked spaces), you win. If you all agree the game is a stalemate, you all win.
Torgen got his apology faceplate but not his fixed GH3 disc
quen
Posted 8:53 AM 4/6/08
@Green-clad Gamer Dude: Depends - in some cases I think it's more about the information, or raising awareness, than an actual message. If you didn't realise something was going on (whether it's the US government supporting terrorists, as in this case, or I don't know, environmental degradation caused by Chinese factories, whatever) or didn't know the details of how it affects people, then a game could inform you - even if it's a perfectly normal game that's entertaining at the same time.
I agree though that if a game is just trying to hammer home some obvious message then it will probably fail.
To be honest I don't think it's just humanitarian or ethical meanings like this that are lacking in modern games (even in an ideal world you wouldn't expect that very often). It's any kind of meaning at all. When you read a good book - not just literary fiction, high-quality genre novels too - you often feel like you've understood something. I don't mean factual information, I mean like 'in that situation people might really behave like that' or 'a person like that could really exist'. There's some kind of real truth in there (even though the story is totally fictional and might well be set in a nonexistent world or something). You don't get that very often in games, even when they have (relatively) good stories. Obviously, some games do attempt it, and some are successful, but it's not as common as it should be.
quen
Garro
Posted 8:41 AM 4/6/08
The games industry is creatively dead but marketingly mature? This guy seems pretty arrogant. I'm sure games for social change will be great, but it's nothing to get a fat head about. Jeez, I think fiction in general inspires people just as much as anything specifically targeted at people to induce change. Hell, I'd say even more so. Just watch, we'll get the "art house video games" and there will be entire sections of "gamers" who are "smarter" because they "care" about society and the environment.
Garro
thebigsmoke
Posted 8:32 AM 4/6/08
@yummygrubs:
It was a boardgame kind of like a slightly futuristic "Risk", and if/when players decided to use nuclear weapons it was very common for the game to end in a "nuclear winter" scenario where all players were annihilated.
thebigsmoke
celery
Posted 9:05 AM 4/6/08
Hidden Agenda has aged very well (at least compared to some other games that are best left as childhood memories). It remains surprisingly playable, and is still relevant even today. Definitely worth a playthrough if you've never tried it before.
celery
Omatic
Posted 10:32 AM 4/6/08
For a moment, I thought the game made was Contra, which would have been a poor way to preach anything political.
Anyway, I never played any of the games mentioned. Maybe it's time to do some sleuthing.
Omatic
yummygrubs
Posted 10:32 AM 4/6/08
@Torgen got his apology faceplate but not his fixed GH3 disc: and also @thebigsmoke:
Thanks! Sounds like a challenging game. There's a specialist borad game store near my Uni - I'll have to go ask them about tracking copy down.
More in relation to the topic, though - I don't think I've played an educational game that had a good gameplay mechanic. That's probably where we need to start - the information can be layered over the top of that. As quen says further up, it's probably going to be a lot like cinema. There are documentaries that will educate, but won't entertain, and fims that entertain but don't educate. It's a fine line between the two.
Maybe game evelopers could look at David Attenborough's the Life of (...) series for some pointers.
yummygrubs
ReidKimball
Posted 10:28 AM 4/6/08
I'm hopeful that games have an added element, interaction that helps people understand an issue to a much greater depth than reading a book or watching a movie about it. This greater immersion into the issue I hope would create a stronger drive to change things for the better.
One of the biggest challenges for serious games devs is to attract people who either don't know about the issue or have opposing opinions on the issue. Serious games need to go beyond preaching to the choir.
Final thought, do you need to present a solvable issue, do you need to have the answers? Can't you simply say something or question it in someway and let others come to their own conclusion?
ReidKimball
kidnicky
Posted 10:10 AM 4/6/08
LOL,I thought the game he made was Contra!
kidnicky
Musenik
Posted 1:03 PM 4/6/08
A lot of stories written to inspire social activism conclude their narratives with victorious solutions to the problem. This might work against the author's intention by providing 'relief' to a reader's concern.
A game requires its audience to work at a solution and hopefully realize that action is necessary, as opposed to stories that 'solve' it for them. I fear the latter case may result in a sense that someone else is already on the job.
@Krondonian: "The problem today will be that successful games take so much money and effort that to create something for such noble purposes would require resources that could be more usefully applied directly to help the situation."
I agree with regards to the core game industry. Casual games, however, appeal to a much larger audience and they are often written by small game companies and indie developers. These are a great place to offer experiences with improving society. Unfortunately, preachy games are not going to sell, even if they are accepted by the portals.
In fact, I will claim my company's new game provides more social awareness than 99.9% of all casual games, and it's a satire on issues that gave rise to feminism in the 1920s. (issues that still plague us today) The good news is, it looks like the game will be a minor hit. We have a whole week of sales data from the Mac version! :-)
Musenik
fuchikoma
Posted 1:51 PM 4/6/08
And so if I believe everything on Kotaku,
Japan is coming out with lots of interesting original games + Western developers have surpassed Japanese devs = "The games industry is creatively dead!"
I love it. It cracks me up when I hear people make authoritative statements about gaming as a whole.
fuchikoma
Jazhuis
Posted 1:50 PM 4/6/08
@Jazhuis: Not to reply to myself, but this was too funny. I just Googled for "soak board in lighter fluid" and came up with this guy's blog post that directly referenced the same thing. Apparently, the game was NATO.
Jazhuis
Jazhuis
Posted 1:47 PM 4/6/08
I played plenty of Conflict back in the day. It was a game where you played as Israel and spent the game trying to balance (or unbalance) the Middle East around you.
Sadly, the most effective strategy at times seemed to be to immediately invade Lebanon and then start a war with Syria (while convincing Iraq to stab Syria in the back). I'm sure there was a more peaceful option, but I kept finding you had to be aggressive before Egypt steamrolled you. Maybe it wasn't so helpfully educational from a non-expansionist standpoint. :(
@thebigsmoke: I remember a board game from years ago, where there was a section in the rulebook that went something like this:
When all else fails, nuclear escalation may be inevitable.
SIMULATING NUCLEAR WAR
1. Soak board in lighter fluid.
2. Ignite.
3. Send $X to (address) for a replacement board.
That wasn't Supremacy, was it?
Jazhuis
Captain Impulse
Posted 1:42 PM 4/6/08
"People only change when they're in pain."
Truer words have never been spoken.
Captain Impulse
Torgen got his apology faceplate but not his fixed GH3 disc
Posted 8:51 AM 6/6/08
@yummygrubs: Don't buy it. Here's what happens: Everyone forms alliances with their neighbours, gets a bunch of money, and pours it into nuke research. Then everybody builds the full compliment of nukes, and then you stare at each other for a few hours while trying to figure our how you can attack someone without them nuking the world (you can't), then you realize that the game has just taught you why the real world didn't end in nuclear winter, then you never play again.
Torgen got his apology faceplate but not his fixed GH3 disc