Politics and Story lines in Video Games - Overused Motifs?
by Brian "Ayavaron" Ross II · in General Discussion · 06/20/2005 (4:20 pm) · 10 replies
In the planning stage of development for the project, DeathCon, we've been disagreeing on a lot of things. I understand that is normal, but most of the disagreement comes surrounding the story.
Originally, we were going to use a storyline that involved a supersoldier type military project, terrorist groups and military corruption. However, the other members of the team talked to someone about the storyline. The personreminded them that most of those motifs are overused. In addition, he explained that most people who play military-themed shooters are politically aligned as conservatives. Such a storyline as we had planned would probably irritate conservatives and thusly, we would have alienated a part of the audience.
It may not seem like much, but there is a lot there to think about.
The supersoldier motif is totally overused. (We weren't really utilizing it too well though. It mostly was a motive for the character.) Should this mean that we aren't going to use it? Many classic games feature supersoldiers and so do a lot of new ones. You may not realize it in a lot of games because it isn't mentioned directly in the story, but big blockbusters like Halo 2 feature supersoldiers which in turn spawn waves of imitators which further saturates the market with this motif.
I can't help but think of games like Quake or Timesplitters 2 which had almost no storyline but had fun gameplay which generated huge sales and status as gaming classics? However, there is the opposite end of the spectrum where games are made memorable largely because of story such as the Half-Life series and the Halo series.
What motifs aren't overused? Will using an overused motif cause you to lose sales? Will it affect anything? Does the storyline in an FPS game really matter at all in the long run?
Real world politics, even when incorporated subtly, drive away the potential customers. If we have a game in this day and age, featuring terrorist groups pitted against the U.S. military and we show any sympathy to the terrorists, (which we intended to do a lot,) then we'll just get people mad at us, losing potential sales in the process.
The markets for sci-fi fragfests and military shooters are totally different markets with a couple of exceptions like Counter-Strike. But when you think about it, Counter-Strike defies a lot of the established thinking in this post. Counter-Strike Source is included with Half-Life 2 which would be classified as a sci-fi fragfest. Counter-strike being military themed attracts both buyers because you have to buy both to get one. Also, in Counter-Strike you get both ends of a political spectrum fighting each other. Some people will play as terrorists which automatically creates sympathy for terrorists, and others who (probably) are conservatives will fight back against the terrorists by playing against them. In this situation, both groupd are satisfied by the gameplay and political atmosphere.
Does the use of real-world politics actually affect sales? Are there solutions to the problems presented here? Am I analyzing things wrong?
I'm hoping to generate some lively discussion, so your input is appreciated.
Originally, we were going to use a storyline that involved a supersoldier type military project, terrorist groups and military corruption. However, the other members of the team talked to someone about the storyline. The personreminded them that most of those motifs are overused. In addition, he explained that most people who play military-themed shooters are politically aligned as conservatives. Such a storyline as we had planned would probably irritate conservatives and thusly, we would have alienated a part of the audience.
It may not seem like much, but there is a lot there to think about.
The supersoldier motif is totally overused. (We weren't really utilizing it too well though. It mostly was a motive for the character.) Should this mean that we aren't going to use it? Many classic games feature supersoldiers and so do a lot of new ones. You may not realize it in a lot of games because it isn't mentioned directly in the story, but big blockbusters like Halo 2 feature supersoldiers which in turn spawn waves of imitators which further saturates the market with this motif.
I can't help but think of games like Quake or Timesplitters 2 which had almost no storyline but had fun gameplay which generated huge sales and status as gaming classics? However, there is the opposite end of the spectrum where games are made memorable largely because of story such as the Half-Life series and the Halo series.
What motifs aren't overused? Will using an overused motif cause you to lose sales? Will it affect anything? Does the storyline in an FPS game really matter at all in the long run?
Real world politics, even when incorporated subtly, drive away the potential customers. If we have a game in this day and age, featuring terrorist groups pitted against the U.S. military and we show any sympathy to the terrorists, (which we intended to do a lot,) then we'll just get people mad at us, losing potential sales in the process.
The markets for sci-fi fragfests and military shooters are totally different markets with a couple of exceptions like Counter-Strike. But when you think about it, Counter-Strike defies a lot of the established thinking in this post. Counter-Strike Source is included with Half-Life 2 which would be classified as a sci-fi fragfest. Counter-strike being military themed attracts both buyers because you have to buy both to get one. Also, in Counter-Strike you get both ends of a political spectrum fighting each other. Some people will play as terrorists which automatically creates sympathy for terrorists, and others who (probably) are conservatives will fight back against the terrorists by playing against them. In this situation, both groupd are satisfied by the gameplay and political atmosphere.
Does the use of real-world politics actually affect sales? Are there solutions to the problems presented here? Am I analyzing things wrong?
I'm hoping to generate some lively discussion, so your input is appreciated.
#2
I'd still like to see some debate here, but we've probably already got enough for solving our problems.
06/21/2005 (9:40 am)
You're probably right. If I can complement the abilities of the writer, to the point where the sum of the parts is greater than the whole, then people will like our game. I'd still like to see some debate here, but we've probably already got enough for solving our problems.
#3
06/21/2005 (10:50 am)
You should also consider the possibility that having a politically charged plot line could gain you attention (free press) thus boosting your sales. You can't buy that kind of publicity. Let the big guys worry about being politically correct. The ability to experiment is one of the clear advantages of creating an independent game.
#4
Case in point: There's been a bit said about parallels between the latest Star Wars movie and current events in American politics and world policy. Parallels are undoubtably there - but if you look hard enough, you could find parallels ANYWHERE. But people are free to see it or disregard it. And it deals with universal issues: twenty years from now, when today's current events are summarized in a single page in a history textbook, Star Wars will still be a fun and enjoyable show (IMO) in it's own right that still has a good story to tell.
That's pretty much where you want to be. Feel free to ASK hard questions of your player - but don't force the answer down their throat. Suggest but don't enforce.
I hope that makes some level of sense.
06/21/2005 (11:52 am)
I think having a politically / philisophically charged game is a GREAT idea. The trick is not to get preachy about it. People don't like to be preached to. But if you have a game where people are free to draw their own conclusions, and you don't overstate your case, you can spark a great deal of interest and enthusiasm (and debate).Case in point: There's been a bit said about parallels between the latest Star Wars movie and current events in American politics and world policy. Parallels are undoubtably there - but if you look hard enough, you could find parallels ANYWHERE. But people are free to see it or disregard it. And it deals with universal issues: twenty years from now, when today's current events are summarized in a single page in a history textbook, Star Wars will still be a fun and enjoyable show (IMO) in it's own right that still has a good story to tell.
That's pretty much where you want to be. Feel free to ASK hard questions of your player - but don't force the answer down their throat. Suggest but don't enforce.
I hope that makes some level of sense.
#5
otoh, i also have zero interest in historical gaming, while obviously lots of other folks do.
06/21/2005 (12:06 pm)
Personally i find the inclusion of current events / real-world politics in games a big turn-off, i think mainly because i always have the suspicion i'm being preached to, and as Jay said, folks don't like being preached to.otoh, i also have zero interest in historical gaming, while obviously lots of other folks do.
#6
06/21/2005 (12:09 pm)
Also consider the Japanese-based RPG's, which are a huge market there. How many of them do NOT have the premise of "a small child who lost his/her parents grows up to discover his/her true destiny as the prophesized 'Chosen One'". Oh yeah, and he always has wacky, off-beat friends. :)
#7
06/21/2005 (12:40 pm)
Ok, Im going to be really honest with you. To me as "Mr. Jaded consumer majority" a company with a $20 million dollar budget can do that over used motif, and make it work alot better than a group with a shoestring budget. What Im trying to say here is that I as a consumer turn to the indie market to find something new and adventurous. Thats why Im more inclined to purchase gish over Lore, I just dont see anything special or different about lore from the mainstream. Grrr, it doesnt sound right, im finding it very difficult to explain what I feel here. Big studios copy each other but find a way to make it attractive or give it that "shiny" factor, as a little studio you dont really have that option, so to respond you have to make something that I wont find in the mainstream. As for politics, yeah I dont like being preached too, and Id probably not play a game where I was being preached to about the "plight"(cough *bullpoo* cough) of terrorists.
#8
06/21/2005 (12:42 pm)
My guide is always. Does it make the game better? If you take out the politics is the game better? Could you make the game better by having a story not based in reality? Again if it doesn't make the game better don't waste your time on it.
#9
Get a general perspective of where you are going (Futuristic? Class-based combined arms? Vehicles? etc) and begin protoyping the game itself. I'd worry about a story when you have a working prototype and are beginning mission design.
06/21/2005 (1:08 pm)
I'd say focus on the gameplay for now. "Techno-Babble" can fill in the gaps and justify anything you have implemented in the game. As long as you can justify it within the gameplay. Storyline is only as important as how it is used in the game. If you stress the importance via a singleplayer experience (story based missions, campaigns, etc), then I can see how it would be important to lay the groundwork to bring the story together and make it fluid. If you're just fleshing out the background for a multiplayer game, you've already spent too much time and energy worrying about it. You will lose most after the first paragraph (if they even crack the manual). ;) Get a general perspective of where you are going (Futuristic? Class-based combined arms? Vehicles? etc) and begin protoyping the game itself. I'd worry about a story when you have a working prototype and are beginning mission design.
#10
06/21/2005 (5:04 pm)
I wasn't expecting anything so helpful to this degree. Thanks everyone who contributed to the discussion.
Torque Owner N R Bharathae
You should look at the strengths of your team. If you have a good writer but your artists aren't so great focus on developing a superb stroyline that will be memorable. But if the opposite is true then have your artists create incredible graphics and make sure your gameplay is outstanding. If the storyline isn't fantastic so what. Its been said before, there's nothing original about Halo's concept. It was the execution of the game, I think, that made it a big seller.
As far as offending a particular segment of the population I wouldn't worry about that. You can't please all the people all the time. As an indie you're marketing to a specific niche anyway so if the niche you want to appleal to doesn't care much for the U.S. Military then give them what they want. And don't be affraid to make a political statement with your game. Art is all about politics. Sure there will be people who get upset over your game's message but that will always be the case. Besides, you might get lucky, generate some controversy and get some prime-time exposure.