Another popular base for modders are games made on the Unreal Engine. Albanian survivors of widespread "blood feuds" co-created Medieval Unreality with Lindart by modding and skinning Unreal Tournament. Lindart sat down with individuals involved in the blood feuds and helped them visualize their interior/psychological spaces inside the game. The model for citizen journalists to derive from this would be that of a modder interviewing people and then deriving an in-game version of their stories or perspectives. 9/11 Survivor, a game that places players in the shoes of someone trapped in an upper story of one of the WTC towers as the building collapses into flames around them, is also a UT 2003 mod. Doug Wilson is making a game about terrorism and paranoia (don't want to spoil anything) using Unreal as well. Mods based on shooters have the strengths of being able to either immerse a player in a first- or third-person perspective within a dynamic 3d environment. Being able to skin spaces allow modders to alter pre-built structures to look and feel the way they want them to. A major weakness of basing newsgames off of shooters, as evidenced best by the KumaGames we've played, is that such games almost always carry shooting into the mod as the primary mode of interaction with the game space (there are notable exceptions).
If shooters and their game mechanic-related limitations aren't one's cup of tea, then RPGs are an obvious alternative. Their main strength would have to be the increased emphasis on dialogue between the player and NPCs. There are already many communities built around designing outfits and facial skins for characters in PC RPGs, allowing simple and deep NPC customization. Professor Nora Paul of the University of Minnesota has already created a newspaper reporting simulator, Disaster at Harperville, in the Neverwinter Nights level editor. The value of using older RPGs as the base for one's work are that the decreased emphasis on graphics suits the mode of micro-development we're looking at. The only obstacle is the fact that an isometric view implemented in older RPGs has obvious weaknesses in the area of optical immersion as compared to 3d shooting games. One could imagine building a newsgame in Oblivion's level editor, but the amount of work that would go into lighting everything and making the textures look proper would far outweigh the benefits of the enhanced graphics at this point in time. The two most accessible amateur build-a-game kits are RPGMaker and RPG Sim Maker. The ultra-controversial Super Columbine Massacre RPG and its Virginia Tech shooting clone were both made using RPGMaker. This is obviously the most accessible method of building a game, because all it requires is time and the ability to drag objects around with a mouse. Another strength is that games made with these programs can be exported by the developer and then downloaded by people who don't have the RPGMaker software (unlike most mods). They can also be sold, if finances are important to the citizen journalist/developer.
So we haven't really made any progress into citing specific examples of how to make breaking newsgames; however, I think these examples show that a notion of the citizen journalist game developer is both viable and desirable. Discussion of journalistic independence and originality forthcoming.
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