On that note:
So, how does a game designer influence “larger society” (the
world outside of the game community)? Apart from Mr. Schell’s (quite frankly
frightening) vision of the “gamification” of every action we take living our
lives, I would argue that any game designer that actually manages to contribute
a game that enters into the lexicon of pop-culture (and thus our culture) has
already affected larger society. The games a society plays speak volumes about
that society- the Greeks valued physical perfection, and enjoyed both watching
and playing games that pushed the human body (even Socrates, as recorded by
Plato in The Symposium, is recorded
to participate in the occasional bout of wrestling); the Romans valued war,
conquest, and the rule of law, their sporting events involved actual bloodshed
and many a condemned man met his fate in the local coliseum; Medieval Europeans
enjoyed battle and strategy and were great lovers of tournaments and chess; the
American frontiersmen gambled with their lives and gave the world poker.
Think for a second- in film, what is the visual metaphor most
often used for any two intellectual opponents and their conflict? From Professor
X and Magneto to Sherlock Holmes and Moriarty, no movie about two smart guys at
odds would be complete without a scene at a chessboard. There’s even a movie (The Seventh Seal) that is entirely
centered on a game of chess. Moving on to other games, we have movies like Maverick and Casino Royale (poker), 21 (blackjack), not to mention the endless
list of sports movies. Stories centered around games predate film- an early
tale of King Arthur has almost all of its action take place around a chess-like
game called gwyddbwyll (The Dream of Rhonabwy). Games appear in the oddest places- one
might expect a reference to games in the myth of Jason and the Argonauts, but particularly
jarring is the reference of soldiers playing a game of chance for the clothing
of Jesus Christ at the foot of his cross. More, think of how many ways we
express ourselves in game terms in conversations- “checkmate,” “bluff,” “score,”
“make a move,” “get out of jail free,” and a recent entry: “game over”.
The “how” of our influence is quite simple- humanity is a
culture-creating species. Some animals have instinct to help them through life;
we require a slightly more complicated approach. We create things to help us pass
on our accumulated knowledge and values: graphic arts, music, stories,
buildings, and games- but these things appeal to us at a level far beyond the mundane
utilitarianism of a conscious desire to create something “for the benefit of future
generations.” Indeed, those works that have that as the goal from the outset
tend to be those that fall flat- outright propaganda rarely survives- with a
few exceptions. A man creates a work of culture because that is what he enjoys,
if he enjoys the finished product enough he shares it with his loved ones (or
if he has already established a career in the creation of culture he shares with
his publisher, patron, agent, etc.), and from there the work spreads to the community.
The reaction of the community to games is much the same as
the reaction of the community to any other form of culture. Old and respected
games are part of the cultural framework, newer games can be viewed with
suspicion, and as a society’s values change so can its outlook on the worth of
certain games. For example, even so innocent a game as chess earned a scathing
rebuke from the Roman Catholic saint Peter Damian in the 11th
Century-the game being a relatively recent import into Europe at the time)-
which makes the targeting of games such as
Dungeons & Dragons and Doom by
social watchdogs of recent years less surprising.
Influencing larger society is as much chance as it is planning
(as evidenced by Schell’s reaction to Facebook in the video presented to us). Before
the Beatles could seek to shape their culture through their music rock’n’roll
had to come from seemingly nowhere- I doubt Bill Haley and His Comets or Chuck
Berry thought they were starting a cultural revolution, and even the Beatles
themselves had no idea of the impact they would have when they were playing
pubs in Germany or flying to America to appear on the Ed Sullivan Show. Likewise, Allan Alcorn had no idea just what effect a virtual table-tennis game
would have on the world. With this in mind, we as prospective game designers
should be less concerned with how we can
affect larger society and design as if we will
influence larger society- that magnum
opus which will introduce revolutionary and innovative gameplay might flop,
never to be heard from again, while a short throwaway game might take the world
by storm and be considered an enduring classic.
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