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> <channel><title>Comments on: Games as propaganda, games as statement</title> <atom:link href="http://www.raphkoster.com/2006/09/18/games-as-propaganda-games-as-statement/feed/" rel="self" type="application/rss+xml" /><link>http://www.raphkoster.com/2006/09/18/games-as-propaganda-games-as-statement/</link> <description>Raph Koster&#039;s personal website: MMOs, gaming, writing, art, music, books</description> <lastBuildDate>Sun, 12 Feb 2012 06:02:55 +0000</lastBuildDate> <sy:updatePeriod>hourly</sy:updatePeriod> <sy:updateFrequency>1</sy:updateFrequency> <generator>http://wordpress.org/?v=3.3.1</generator> <item><title>By: Ambiguous</title><link>http://www.raphkoster.com/2006/09/18/games-as-propaganda-games-as-statement/comment-page-1/#comment-21735</link> <dc:creator>Ambiguous</dc:creator> <pubDate>Thu, 21 Sep 2006 23:30:09 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=709#comment-21735</guid> <description>&lt;!--%kramer-ref-pre%--&gt;[...] Where is games&#039; Alan Moore? I was reading Raph Koster&#039;s post about my article where I quote him, (proving the media really does talk to itself too much) and it got me thinking about games as evolving along similar lines as comics. He talks about games outside of the usual formats ranging from political statements to audio poetry. And he makes a very good point- a computer game is a medium. He&#039;s starting to make that point before the medium has grown up, whereas I think Scott McCloud made that point (very articulately) about the funny picture books in Understanding Comics well after the medium had really matured. [...]&lt;!--%kramer-ref-post%--&gt;</description> <content:encoded><![CDATA[<div
style="padding:15px; border-left:1px solid #dedede; border-bottom:3px solid #CCEBF7; background-color:#fcfeff"><p>[...] Where is games&#8217; Alan Moore? I was reading Raph Koster&#8217;s post about my article where I quote him, (proving the media really does talk to itself too much) and it got me thinking about games as evolving along similar lines as comics. He talks about games outside of the usual formats ranging from political statements to audio poetry. And he makes a very good point- a computer game is a medium. He&#8217;s starting to make that point before the medium has grown up, whereas I think Scott McCloud made that point (very articulately) about the funny picture books in Understanding Comics well after the medium had really matured. [...]</p></div> ]]></content:encoded> </item> <item><title>By: Rik</title><link>http://www.raphkoster.com/2006/09/18/games-as-propaganda-games-as-statement/comment-page-1/#comment-21711</link> <dc:creator>Rik</dc:creator> <pubDate>Thu, 21 Sep 2006 22:16:45 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=709#comment-21711</guid> <description>Yea, it really is a lot like the Sims, except your characters get raped, killed, and/or starve to death.  As far as &quot;Darfur is Dying&quot; convincing me to call my Congressman, no, it made me feel like it was too late for that.  I didn&#039;t see any solutions, and I don&#039;t see Congress writing a check as helping.</description> <content:encoded><![CDATA[<p>Yea, it really is a lot like the Sims, except your characters get raped, killed, and/or starve to death.  As far as &#8220;Darfur is Dying&#8221; convincing me to call my Congressman, no, it made me feel like it was too late for that.  I didn&#8217;t see any solutions, and I don&#8217;t see Congress writing a check as helping.</p> ]]></content:encoded> </item> <item><title>By: Prokofy Neva</title><link>http://www.raphkoster.com/2006/09/18/games-as-propaganda-games-as-statement/comment-page-1/#comment-21518</link> <dc:creator>Prokofy Neva</dc:creator> <pubDate>Thu, 21 Sep 2006 09:53:20 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=709#comment-21518</guid> <description>I went to click on &quot;Darfur is Dying,&quot; prepared to give it the benefit of the doubt, and found I came to be revolted by the idea of making this subject into any kind of rote game.
I tried to force myself to go through the menus...and it was too contrived, and too awful -- the idea that you&#039;d be conned into thinking you were &quot;doing something&quot; or &quot;raising your awareness&quot; by this strange little removed and remote exercise. The drop-downs of appeals to your Congressman were strange useless artifacts, bereft of the realization that you don&#039;t get to Congressman that way, really; calling and faxing are more effective.
Seeing the generic family with their names, lined up like Sims, I felt really  turned off. I just don&#039;t think this works -- at all. I&#039;d feel a deep sense of shame if a real Darfurian refugee family saw me minimizing their plight like this with this hugely artificial notion that I was helping them by doing this game.</description> <content:encoded><![CDATA[<p>I went to click on &#8220;Darfur is Dying,&#8221; prepared to give it the benefit of the doubt, and found I came to be revolted by the idea of making this subject into any kind of rote game.</p><p>I tried to force myself to go through the menus&#8230;and it was too contrived, and too awful &#8212; the idea that you&#8217;d be conned into thinking you were &#8220;doing something&#8221; or &#8220;raising your awareness&#8221; by this strange little removed and remote exercise. The drop-downs of appeals to your Congressman were strange useless artifacts, bereft of the realization that you don&#8217;t get to Congressman that way, really; calling and faxing are more effective.</p><p>Seeing the generic family with their names, lined up like Sims, I felt really  turned off. I just don&#8217;t think this works &#8212; at all. I&#8217;d feel a deep sense of shame if a real Darfurian refugee family saw me minimizing their plight like this with this hugely artificial notion that I was helping them by doing this game.</p> ]]></content:encoded> </item> <item><title>By: Wolfe</title><link>http://www.raphkoster.com/2006/09/18/games-as-propaganda-games-as-statement/comment-page-1/#comment-21498</link> <dc:creator>Wolfe</dc:creator> <pubDate>Thu, 21 Sep 2006 08:40:59 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=709#comment-21498</guid> <description>How about games such as nuclear war which was popular among my crowd about 15 years ago. At least to me and my friend it gave a sense of how productive nuclear weapons are when used with the purpose &lt;em&gt;to win&lt;/em&gt;.
Games like this can help with the process of teaching a lot of people how to discard bad ideas quickly. A modern type of gameplay might be able to prove that certain types of conflict sollutions are not worth investing your voting power into.</description> <content:encoded><![CDATA[<p>How about games such as nuclear war which was popular among my crowd about 15 years ago. At least to me and my friend it gave a sense of how productive nuclear weapons are when used with the purpose <em>to win</em>.</p><p>Games like this can help with the process of teaching a lot of people how to discard bad ideas quickly. A modern type of gameplay might be able to prove that certain types of conflict sollutions are not worth investing your voting power into.</p> ]]></content:encoded> </item> <item><title>By: StGabe</title><link>http://www.raphkoster.com/2006/09/18/games-as-propaganda-games-as-statement/comment-page-1/#comment-21013</link> <dc:creator>StGabe</dc:creator> <pubDate>Tue, 19 Sep 2006 18:08:37 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=709#comment-21013</guid> <description>Scientifically, a simulation is a model of some external process.  It doesn&#039;t have to be fun, it is judged on its ability to capture the actual properties of that process.  For example, a good model would be one that actually had an ability to predict future events.  In scientific analysis and understanding it is important here that the simulation conform to understood and verified scientific principles and not just whatever is convenient or what are the personal beliefs of the simulationist.
Games may use simulations in order to encode interesting external systems into them but I do not think that they are themselves simulations.  And typically the simulations that games use are poor when judged by their predictive power.  The priority to create something that is managle, understandable by a player and works well within the framework of the game overrides the necessity of correctly modelling something real.
In this sense, when using somewhat compromised simulations, the creators personal beliefs become important.  Simulating the economy of a 3rd world country is simply too hard to do correctly for a game and might be too complex to be fun for a player and so a game like &lt;em&gt;Hidden Agenda&lt;/em&gt; is going to have to cop out and create a crude and inaccurate representation.  As it&#039;s up to the creator to figure out where to take shortcuts and what assumptions to make, the creator&#039;s ideas get transferred into the game.
Ideally a learning game needs a more scientifically verified simulation to back it up.  I think that a game like &lt;em&gt;Fish Banks&lt;/em&gt; would want to claim to have this.  A simulation relying on verified, peer-reviewed techniques which are known to have a  certain degree of accuracy can be reasonable believed to be independent of outside bias.  Unfortunately, such techniques are going to be very sparse for some of the more interesting conflicts and ideas that a game might like to explore.</description> <content:encoded><![CDATA[<p>Scientifically, a simulation is a model of some external process.  It doesn&#8217;t have to be fun, it is judged on its ability to capture the actual properties of that process.  For example, a good model would be one that actually had an ability to predict future events.  In scientific analysis and understanding it is important here that the simulation conform to understood and verified scientific principles and not just whatever is convenient or what are the personal beliefs of the simulationist.</p><p>Games may use simulations in order to encode interesting external systems into them but I do not think that they are themselves simulations.  And typically the simulations that games use are poor when judged by their predictive power.  The priority to create something that is managle, understandable by a player and works well within the framework of the game overrides the necessity of correctly modelling something real.</p><p>In this sense, when using somewhat compromised simulations, the creators personal beliefs become important.  Simulating the economy of a 3rd world country is simply too hard to do correctly for a game and might be too complex to be fun for a player and so a game like <em>Hidden Agenda</em> is going to have to cop out and create a crude and inaccurate representation.  As it&#8217;s up to the creator to figure out where to take shortcuts and what assumptions to make, the creator&#8217;s ideas get transferred into the game.</p><p>Ideally a learning game needs a more scientifically verified simulation to back it up.  I think that a game like <em>Fish Banks</em> would want to claim to have this.  A simulation relying on verified, peer-reviewed techniques which are known to have a  certain degree of accuracy can be reasonable believed to be independent of outside bias.  Unfortunately, such techniques are going to be very sparse for some of the more interesting conflicts and ideas that a game might like to explore.</p> ]]></content:encoded> </item> <item><title>By: Allen Sligar</title><link>http://www.raphkoster.com/2006/09/18/games-as-propaganda-games-as-statement/comment-page-1/#comment-21011</link> <dc:creator>Allen Sligar</dc:creator> <pubDate>Tue, 19 Sep 2006 17:54:34 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=709#comment-21011</guid> <description>When I was in Business School we used an actual interactive 2D game to simulate logistics/inventory/cost limitations, it was pretty slick, but I cant remember who made it.</description> <content:encoded><![CDATA[<p>When I was in Business School we used an actual interactive 2D game to simulate logistics/inventory/cost limitations, it was pretty slick, but I cant remember who made it.</p> ]]></content:encoded> </item> <item><title>By: JuJutsu</title><link>http://www.raphkoster.com/2006/09/18/games-as-propaganda-games-as-statement/comment-page-1/#comment-20996</link> <dc:creator>JuJutsu</dc:creator> <pubDate>Tue, 19 Sep 2006 17:15:45 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=709#comment-20996</guid> <description>Since the discussion is at least partly about games as an educational tool I&#039;ll feel free to comment.
For a number of years I used something in MBA and undergraduate classes which is a game and a simulation [both in its descriptions and in the sense that Slyfiend used]. The current incarnation can be seen here
http://www.bsg-online.com/
I no longer use it. Why? In a nutshell, its a very good tool but not the best tool. People here are gaming professionals and &#039;insiders&#039; so I can understand the enthusiasm about expanding the outer bounds of games and gaming. But in your enthusiam try to remember that there are other media, other mechanisms. Games and simulations can be very good tools but there are other tools in the toolkit.</description> <content:encoded><![CDATA[<p>Since the discussion is at least partly about games as an educational tool I&#8217;ll feel free to comment.</p><p>For a number of years I used something in MBA and undergraduate classes which is a game and a simulation [both in its descriptions and in the sense that Slyfiend used]. The current incarnation can be seen here</p><p><a
href="http://www.bsg-online.com/" rel="nofollow">http://www.bsg-online.com/</a></p><p>I no longer use it. Why? In a nutshell, its a very good tool but not the best tool. People here are gaming professionals and &#8216;insiders&#8217; so I can understand the enthusiasm about expanding the outer bounds of games and gaming. But in your enthusiam try to remember that there are other media, other mechanisms. Games and simulations can be very good tools but there are other tools in the toolkit.</p> ]]></content:encoded> </item> <item><title>By: Bart Stewart</title><link>http://www.raphkoster.com/2006/09/18/games-as-propaganda-games-as-statement/comment-page-1/#comment-20990</link> <dc:creator>Bart Stewart</dc:creator> <pubDate>Tue, 19 Sep 2006 16:46:31 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=709#comment-20990</guid> <description>That&#039;s the primary difference I see between games and simulations as well. You play a game to win; you run a simulation to see what happens. One is about dominance; the other is about learning.
(That&#039;s not a hard-and-fast distinction; it&#039;s possible to define &quot;seeing what happens&quot; as &quot;winning,&quot; in which case you could reasonably discuss a sim as a game. Most of the time, however, the two approaches are distinct.)
I&#039;m also open to defining &quot;fun&quot; as something other than a struggle for dominance, but that&#039;s just me. Most gamers aren&#039;t like me -- most gamers (I believe; I&#039;m open to data showing otherwise) are Achiever-types who most certainly do define fun as &quot;winning,&quot; as beating an opponent, and who expect their games to be rules-based competitions that can be won.
If game propagandists want to focus on me, then sure, they can define fun as something other than the thrill of victory over a foe and still have a chance of getting their message through. But I&#039;m just one guy; persuading me won&#039;t accomplish much. It&#039;s persuading the masses that matters... and to do that, you have to deal with the masses on their own terms.
And their terms are that &quot;games&quot; are a dominance-oriented entertainment experience -- they&#039;re about having fun through beating an opponent. To focus on providing something other than that as your primary product but still insist on calling it a &quot;game&quot; is to mislabel your product.
Which is the kind of thing that tends to upset consumers once they realize it, so it&#039;s probably not an optimal strategy for persuading people to your point of view. Calling it a game may attract the masses to hear your message, but if they decide that you weren&#039;t honest about what they were buying then they can only be more likely to ignore or reject your message.
It may be hard to accept that being honest about what you&#039;re offering means that fewer people will try your product. But what if doing so increases the probability that those who try your product will listen to the message?
Or are those with a message to push so convinced of the rightness of their cause that any means of reaching users -- including deliberately mislabeling their educational message as a game -- seems justified?
Is &quot;It&#039;s for their own good&quot; thinking OK for game developers if it&#039;s not OK for others?</description> <content:encoded><![CDATA[<p>That&#8217;s the primary difference I see between games and simulations as well. You play a game to win; you run a simulation to see what happens. One is about dominance; the other is about learning.</p><p>(That&#8217;s not a hard-and-fast distinction; it&#8217;s possible to define &#8220;seeing what happens&#8221; as &#8220;winning,&#8221; in which case you could reasonably discuss a sim as a game. Most of the time, however, the two approaches are distinct.)</p><p>I&#8217;m also open to defining &#8220;fun&#8221; as something other than a struggle for dominance, but that&#8217;s just me. Most gamers aren&#8217;t like me &#8212; most gamers (I believe; I&#8217;m open to data showing otherwise) are Achiever-types who most certainly do define fun as &#8220;winning,&#8221; as beating an opponent, and who expect their games to be rules-based competitions that can be won.</p><p>If game propagandists want to focus on me, then sure, they can define fun as something other than the thrill of victory over a foe and still have a chance of getting their message through. But I&#8217;m just one guy; persuading me won&#8217;t accomplish much. It&#8217;s persuading the masses that matters&#8230; and to do that, you have to deal with the masses on their own terms.</p><p>And their terms are that &#8220;games&#8221; are a dominance-oriented entertainment experience &#8212; they&#8217;re about having fun through beating an opponent. To focus on providing something other than that as your primary product but still insist on calling it a &#8220;game&#8221; is to mislabel your product.</p><p>Which is the kind of thing that tends to upset consumers once they realize it, so it&#8217;s probably not an optimal strategy for persuading people to your point of view. Calling it a game may attract the masses to hear your message, but if they decide that you weren&#8217;t honest about what they were buying then they can only be more likely to ignore or reject your message.</p><p>It may be hard to accept that being honest about what you&#8217;re offering means that fewer people will try your product. But what if doing so increases the probability that those who try your product will listen to the message?</p><p>Or are those with a message to push so convinced of the rightness of their cause that any means of reaching users &#8212; including deliberately mislabeling their educational message as a game &#8212; seems justified?</p><p>Is &#8220;It&#8217;s for their own good&#8221; thinking OK for game developers if it&#8217;s not OK for others?</p> ]]></content:encoded> </item> <item><title>By: Slyfeind</title><link>http://www.raphkoster.com/2006/09/18/games-as-propaganda-games-as-statement/comment-page-1/#comment-20857</link> <dc:creator>Slyfeind</dc:creator> <pubDate>Tue, 19 Sep 2006 08:43:18 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=709#comment-20857</guid> <description>&lt;blockquote&gt;I can’t believe I’m getting into another potential definition tussle, but meh. Can’t resist, either.&lt;/blockquote&gt;
I think you just defined this particular blogosphere right there. :)
I like how games are a subset of a simulation; I&#039;d add that games need victory/defeat conditions, while simulations don&#039;t.</description> <content:encoded><![CDATA[<blockquote><p>I can’t believe I’m getting into another potential definition tussle, but meh. Can’t resist, either.</p></blockquote><p>I think you just defined this particular blogosphere right there. <img
src='http://www.raphkoster.com/wp-includes/images/smilies/icon_smile.gif' alt=':)' class='wp-smiley' /></p><p>I like how games are a subset of a simulation; I&#8217;d add that games need victory/defeat conditions, while simulations don&#8217;t.</p> ]]></content:encoded> </item> <item><title>By: Michael Chui</title><link>http://www.raphkoster.com/2006/09/18/games-as-propaganda-games-as-statement/comment-page-1/#comment-20800</link> <dc:creator>Michael Chui</dc:creator> <pubDate>Tue, 19 Sep 2006 03:21:20 +0000</pubDate> <guid
isPermaLink="false">http://www.raphkoster.com/?p=709#comment-20800</guid> <description>&lt;i&gt;what’s the difference between a game and a simulation&lt;/i&gt;
I can&#039;t believe I&#039;m getting into another potential definition tussle, but meh. Can&#039;t resist, either.
I would say that all games are subsets of simulations. However, in terms of connotations by the words, games are frequently more abstract and simulations more specific; neither should be a definitional requirement. What makes a simulation a game, I think, is the ability to determine your own destiny, but the extent to which you can do that goes across this amazingly long continuum such that there frequently isn&#039;t a noticeable difference.</description> <content:encoded><![CDATA[<p><i>what’s the difference between a game and a simulation</i></p><p>I can&#8217;t believe I&#8217;m getting into another potential definition tussle, but meh. Can&#8217;t resist, either.</p><p>I would say that all games are subsets of simulations. However, in terms of connotations by the words, games are frequently more abstract and simulations more specific; neither should be a definitional requirement. What makes a simulation a game, I think, is the ability to determine your own destiny, but the extent to which you can do that goes across this amazingly long continuum such that there frequently isn&#8217;t a noticeable difference.</p> ]]></content:encoded> </item> </channel> </rss>
