Monday, August 17, 2009

A Case for Mods (Part II)

In Part I, Simon Ferrari, a graduate student in Digital Media at Georgia Tech, gives a short review of “OSGON,” or “one-session games of narration.” In Part II, he suggests that mods might be the way to convince publishers that advocacy games are commercially viable.

Putting aside the idea of an OSGON, I'd like to suggest another type of small-scale project that, if successful, would serve as a proof-of-concept for the public's willingness to engage seriously with an advocacy game: the mod. Mods have always enjoyed a curious existence on the fringes of mainstream gaming. One reason for this is that they are, to date, available only to PC gamers. The other is that they are only advertised on personal blogs and forums. Every once in awhile, a publisher will observe the quality and quiet success of a mod and decide to purchase the idea—the best example being Counter Strike. The makers of another mod, Killing Floor for Unreal Tournament 2004, found funding after the mod gained popular attention in gaming magazines; eventually the makers polished the mod into a standalone game and sold it on Steam this year.

Of course, you can see some problems here: the best examples of profitable mods are shooters, and as online games they demand the kind of replay addiction Reid avers. What hope does a political or educational game have in such a market? On the other hand, mods have been popular in the academic and artistic game design circles for quite a while. Mary Flanagan's [domestic] is another Unreal mod that takes players through the interior of one of her traumatic childhood memories. One day, while walking home from church, she saw smoke billowing from her home in the distance... she knew her father was inside. [domestic] allows players to move through an expressive 3D recreation of her burning home, the walls textured with prose and the ever-present FPS gun replaced by a fire extinguisher. Escape From Woomera (Source mod, I believe) was designed by an Australian art collective in order to expose the machinations of a government-run camp for illegal aliens. The press wasn't allowed inside the camp, so the game was pieced together from accounts by those who had been interred there. Finally, Medieval Unreality (Unreal mod) is an abstract trek through a nightmarish landscape designed collectively by some of the victims of the infamous Albanian blood fueds.

All of these games take less than an hour to play, and the replay value is fairly little. Also, they fall into the problem of being a bit too “serious” or “boring” for the average player (with the exception, perhaps, of Woomera). Another possibility would be to build the political mod into the existing structure of an open-ended game. Humana, the health insurance company, recently realized that it pays to keep their customers healthy rather than letting their health deteriorate to the point that supporting them becomes cost-prohibitive. Thus, they have begun inviting student interns to design health advocacy games for them. Many of these are ARG-types, but one is a mod for (you guessed it) The Sims that helps elderly men and women understand the importance of basic monitoring and medication. The mod also makes it easy for the player to understand the purposes and uses of any medical devices the insurance company or doctors may have suggested for them. Again—this is an admittedly boring example, not exactly what you'd show a publisher to pitch a larger game. But who's to say that somebody like Reid couldn't make a similar mod that simulated the lifestyle choices he had to make on learning that he had Crohn's disease? Such a mod could be used, at the very least, to prototype mechanics that would prove that it would be intriguing to have a AAA protagonist with a disability, disorder, handicap, or disease (this was, I believe, attempted in Condemned 2 with alcoholism).

One of the reasons I only have boring examples to show you is that, for the most part, these mods weren't made by working game designers. Although the lives of most designers are already strained by hours on the job, more and more professionals are leaving the big companies to start their own or work independently. In the coming years, I think we'll see more short-length mods with mainstream appeal and “serious” aspirations coming down the pipe. People are already willing to pay between $1-$8 dollars for an iPhone game... so I think the acceptance of micro-sized, niche-interest games can only be considered to be on the rise. Thanks for reading, and if I've gotten any specifics of the life of working designers and publishers incorrect here I hope you'll take the opportunity to educate me instead of flaming: I'm only a wide-eyed, naïve student filled with hope for the future, after all.

Simon Ferrari is a graduate student in Digital Media at Georgia Tech. He works closely with Ian Bogost on the Knight Foundation's News Games project. His primary research interests are political games and MMOGs.

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