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The Pros of Super Columbine RPG

by Chris Faylor, Mar 13, 2007 1:34pm PDT

Gamasutra has a feature up on Danny Ledonne's ultra-controversial Super Columbine Massacre RPG, entitled Soapbox: Why you Owe the Columbine RPG. Beginning with a brief retrospective on all the coverage and outcries, the article then focuses on the positive implications of the project, claiming "the media surrounding it is affecting three positive trends for games, and in the long-term, the game industry."

* It's challenging the mainstream and specialist gaming press to discuss games as an artistically potent medium. * It's introducing the notion of games as art to progressive non-gamers. * It's introducing game designers to new notions about what games can be.
Well, that's certainly one way to look at it.




Comments

14 Threads | 83 Comments


  • ... Because it mimics the hate of who? The shooters or the people being shot?

    I will be honest; I have no idea if Danny Ledonne's original intentions were to challenge the social conventions of video games or if his intentions were for some far more questionable purpose.

    On one hand, the games title, cheesy website, and the fact that he hid under anonymity for a while seem to reflect what s2jason already pointed out “everything I've seen of it makes me extremely sceptical of it as the thought provoking art piece that it is trying to be passed off as”

    On the other hand, his anonymity (he wasn’t out to make a name for himself), the fact that (to my knowledge) he hasn’t actually tried to profit off the game (either ads on the website or by selling it), and his actions afterwards to lecture and educate on the issues seem to indicate that he did have good intentions in mind right from the beginning.

    In any case, I don’t think it actually matters anymore; why he created the game is far less important than the discussion surrounding it, and the very real questions it raises.

    So let me ask you mnsnota , very plainly, and very directly, what is worse? Trying to delve into the mind of a killer to try and understand his actions, in a not for profit form? Or trying to dramatize, and fictionalize, without investigating the actions or consequences of very real, and very serious subjects, for the basis of monetary gain?

    Don’t understand the question? How about an example: Call of Duty.
    Call of Duty is a “franchise” based off World War 2; perhaps the biggest, most important event in modern civilization. Yet, Call of Duty doesn’t mention Hitler, racism, or the extermination of countless Jews. It doesn’t depict the sacrifice of countless Allied and German forces for a cause they both believe in, or are forced to believe in -- under penalty of death. It, in fact, doesn’t even mention Nazi’s as a name, or acknowledges religion as part of a driving force behind Hitler’s motivations. Call of Duty is an action game about killing “German speaking” enemies; that’s it... and it’s making millions of dollars.

    We, as gamers, kill millions of “German speaking” enemies without cause or consequence. We are neither asked to understand why we do such things or reminded about what sacrifices we had to make to get to where we are today, both as human beings on the battlefield, and as a collective society.

    My Grandfather was taken prisoner on the beaches of Dieppe where no less than 900 or so of his fellow Canadians and friends died on the battlefield. I’d like to think that the hell he went though as a prisoner was not because he was out to kill some “German speaking” enemies; though I honestly can’t imagine what today gamers view WW2 as; let alone if they really believe it was an event in actual history.

    Point is, if today’s games can’t realistically depict life then they are no closer to reaching an art form than the day they were invented. Super Columbine RPG challenges that very convention, weather intentional or not.