Molleindustria's McDonald's Videogame

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Sitting in a McDonald's the morning after I had stayed up until 2am playing Molleindustria's McDonald's Game, I was more angry at McDonald's for switching out their breakfast menu at 11:00 am­ than for corrupting my youth. Something that Molleindustria never mentions is the fact that all McDos have free wireless internet. This is perhaps not worth noting if you live in a concret­e jungle or have enough money to pay for internet service at Starbucks, but in smaller towns McDo and Dairy Queen are some of the only places people can go to get free web access. What I'm implying is that an Ivory Tower attack on McDonald's will likely ignore the value of low prices, speed, and convenience (of location and amenities) to people without abundant resources. I'm sure the intellectual attitude against McDonald's is amplified in Europe, where American fast food has been invading the turf of locally-owned creperies or trattorias. This is what a McDonald's looks like in Europe:

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As you will see below, I don't think Molleindustria's game is a bad one by any stretch. It does what it sets out to do remarkably well, and I wouldn't go into such depth to analyze a game if I didn't love it in many ways. 

What I want to explore is how a journalist working under a discipline of verification (getting the facts right) would see this game. My goal is to use the following observations to help teach potential future newsgame developers how to carry a tradition of verification into their ludic work - if being taken seriously by news journalists is even important to them (which it might not be, for understandable reasons).

The McDonald's videogame is basically an exploration of the "corruption" (or, at the very least, "distasteful goings-on") involved in the management of a multi-national fast food juggernaut such as McDo. Molleindustria shows this in four interconnected units of play: the cattle and soy field, the processing plant, the retail location, and the corporate office. Any of these individual sections could be expanded into their own game (a nice conceptual exercise for budding serious game designers), but it's the interaction of these units that makes Molleindustria's game masterful and unique in their signature way. Players must rapidly switch between the different production levels in order to keep the food coming and the customers, government, and shareholders happy. For the most part, the experience is soulcrushing: maintaining profitability is hard even when one plays the game as evilly as possible - let alone trying to break even while avoiding the more perverse play options.

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The game starts out calmly: you have to buy up plots of land in South America in order to grow soy and raise cattle. This demand for land quickly infringes on a nearby city and the rainforest, and eventually the player must deforest and despoil in order to maintain a steady profit. At the time of the game's release this was an actual practice of McDonald's and Kentucky Fried Chicken. Greenpeace and others raised so much fuss about it that in mid-2006 McDonalds agreed to cease Amazon deforestation for soy production. So we can see some change being enacted by the combined cultural influence efforts from Molleindustria and like-minded activist groups.

But mis-steps begin in the next section. Molleindustria here allows the player to manage a feed and slaughter factory for cows. The object is to grow the cows quickly and to incinerate them if they develop mad cow or become ill from poor feeding. Molleindustria ignores the fact that McDonald's was one of the first large corporations to press for humane slaughter from their meat suppliers. Temple Grandin, an autistic savant working for McDonald's whose passion was easing meat stock into the afterlife,

designed this system herself. The cows walk into the plant single file, up a curved ramp--she says curves comfort cattle, it makes them think they're going back home. Then, as they're moseying along, the animals ease onto a conveyor (they don't even seem to notice), a moving harness cradles their stomachs and ribs, and lifts them gently off the floor. Suddenly, a man presses a machine between the next cow's eyes, there's a pop, and a retractable bolt shoots into the steer's brain; and the animal slumps, silently. Grandin says when she started these audits a few years ago; the workers who shoot the bolts were missing, a lot. In fact, federal inspectors cited this slaughterhouse for skinning animals that were still alive, although Excel executives disputed the charges. On this day, the slaughterhouse gets a perfect score.

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Anyone who's read a newspaper during a Mad Cow or Foot & Mouth Disease crisis knows that you kill an infected animal with a bolt gun and then quarantine the entire herd. McDonald's has never been shown to have violated this procedure, so I don't know why Molleindustria uses the charged "mad cow" to illustrate dealing with disease in a cattle factory. The problem with adding questionable materials to the animal feed is more complex, and it takes an understanding of meat trade between the EU and the US in the past six years to grasp completely. We can discount the "industrial waste" option as humor, I hope, because either it's hyperbolic comic flair or a misinterpretation of the use of sewage sludge as "organic compost"  on some American farms.

The criticism of rBGH use in this game is much more honest. This has been a contentious issue in American food production for awhile now, leading to the aforementioned ban on US beef in the EU. I have firsthand food retail experience on this matter, because only this year did Starbucks stop using milk tainted by rBGH. The problem here isn't so much McDonald's use of hormones in their cattle feed, but in the FDA's staunch approval of its usage despite research done in the EU (remember that Molleindustria is an Italian company). I totally agree that this is adequate enough of a controversy to support its implementation in the game.

I think the McDonald's store segment suffers simply from a lack of personal experience by the staff of Molleindustria in the workplace of fast food chains. This could even be another instance of the US/EU divide. Many states are "right to work" states. A retail manager can fire an employee for any reason (other than race, creed, etc). Because this has been passed in legislation, without being overturned at the national level, a worker's rights organization has no recourse to protest this outside of lobbying government officials. For all the states that aren't "right to work," there's the simple fact that if a manager sees an employee spitting in food (which is what they do in the McDo game) there's no reason to fear rebuttal for firing said employee. The disgruntled employee is the one in trouble here, because he'll probably never be able to get another corporate retail job (ie, the ones with health benefits for full-time employees) after being fired for food contamination.

What I'm getting at with all this is that the mechanic of having to bribe labor officers because of worker's rights protests is complete nonsense. Also, the game mechanic of either chiding or rewarding an employee to make them more happy or productive, and only being able to do either of these actions once before firing an employee, doesn't come anywhere close to constructing the actual practices used to influence workplace morale. For these reasons I find this section to be the most threadbare. A book shouldn't be able to simulate low-end retail labor so much better than this game - because games depict spaces and processes so much better - but Nickel and Dimed is far superior in its sharing of this particular experience.

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The final segment is the most problematic for me, because doing my preliminary research I couldn't find a single substantiated claim that McDonald's bribes health, environmental protection, or government officials. One McDonald's executive did accept bribes from a Chinese cattle supplier in 2007, but this was a year after the game was made and isn't what Molleindustria is talking about at all. The idea that bribing a health official would even make a dent in the already negative public opinion of McDo products is ludicrous. The same can be said for the effects of bribing a single government environmental protection enforcer (on the issue of deforestation, for instance). Unless one can verify that McDonald's has bought the entire Environmental Protection Agency of this country or of a South American nation, then a journalistic game developer shouldn't make game mechanics like this. The ad department that develops marketing strategies based on appealing to children or manipulating packaging to be reminiscent of the food pyramid are apt and effective by contrast. I think more emphasis should've been placed here than on the tenuous bribing scenario.

What's the upshot of all this? Molleindustria's work here is important, and its a brilliant model for pointed journalistic game criticism of particular companies in their manifold offenses. The problem is the uneven attention to verification and nuance in various game segments. I'm proposing a model based on Alberto Cairo's abstraction practice in infovisualization work to deal with covering aspects of a game like the McDonald's game when the verification work simply can't be done.

Let's take a look at Ian Bogost's Oil God game (recently mentioned in passing in relation to timeliness) Why can't I criticize this game on the same grounds? Certainly one can't verify that a deity is responsible for causing wars and disasters in oil-producing countries and their importers in order to drive up the price of a gallon of crude. But Bogost has abstracted where he can't point fingers. Certainly this game plays off popular liberal opinion (and substantiated historical evidence) that the United States, through the CIA, has fomented civil war and supplied weapons to antagonistic nations in order to create opportunities for US companies to move into a disordered nation and grab up oil contracts. But Bogost doesn't even go this far. He allows the player to explore the controversy without necessarily alienating staunch pro-American-business-and-government players.

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I think this is important when one desires to persuade a player than there might be a problem with the way, for instance, that the world economy works. The game allows for different levels of interpretive work in the player. Molleindustria's McDonald's game doesn't, and it also stands on the questionable verification grounds that I mentioned throughout the article. So, by all means, form a game development company and do important work like Molleindustria at going after corrupt corporations. Or integrate a unit like this into your media holdings if you're a news provider. But remember to keep the discipline of verification intact when you construct simulations like this game. And if you can't verify something that you want to include in the game in order to deepen the controversy and visibility of the problem, practice a method of abstraction (as Bogost does) and allow interpretive depth to do the work for you.

In my post on choice in newsgames I note that I see Oiligarchy as a major step forward for Molleindustria, and I'm sure somebody will eventually write a proper analysis of that game on this blog.

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3 Comments

Paolo here.
First: I totally agree with the abstraction as a strategy to deal with inaccuracies and substantial simplifications. That's something we tried to do in oiligarchy which is slightly more precise in term of sources and references and more abstracted when it takes specific “poetic licenses” (i.e. the influence on politics represented as a race between mechanical monsters).

Second: I don't usually intervene in the blogosphere but a general clarification is needed. Fact checking a game as it was a newspaper article is an intriguing intellectual exercise but it can't be done without considering how the game is presented and contextualized. The McDonald's video game is a satirical work and satire or parody by definition are not committed to truth. The game appears in casual games websites and art venues not on websites devoted to information.
There is a clear disclaimer at the beginning and ultimately, the most inaccurate element of the McDonald's video game it is the fact that the game itself is not a McDonald's game.
There are a lot of games that claim accuracy, realism and newsworthiness and are more apt to be fact checked. Kuma War, America's Army, JFK reloaded, Peace Maker are some examples. The whole Molleindustria project comes from media-activism (mainstream journalism as power to counter) and net.art (deconstruction of truth, identity an language) and tries to articulate a certain critique to the infotainment and pop culture as ideological devices (you know, the Berlusconi era).
But I can totally understand you motivation, you created a new field of study about games-as-journalism before any actual proof-of-concepts and now you have to blog about something.

Third: how the meaning is constructed in a non linear text is still quite debated. It seems that you assume that providing the player the possibility to perform an action is equivalent to an enunciate in a linear text, and, in this case, every option is an indictment. Giving the player the option to corrupt the climatologist means that the game claims that McDonald's corrupted climatologists (they probably didn't, Oil and car companies were already working on it). I don't agree, and by the way the algorithm doesn't really force you to use every trick.

Fourth: notes about the facts themselves.
Industrial waste has been used to cut fodder, it's mentioned in "Beyond Beef: The Rise and Fall of the Cattle Culture" by Rifkin. Fact-check that.
You're right about the soy-deforestation connection, it might be obsolete now (unfortunately corn for biofuels took the soy's place)
The corruption is obviously an satirical exaggeration, the department is Public Relation which is different. And there are more effective to ways for corporations to deal with health standards than corrupting officiers (the Rumsfeld – FDAA – Aspartame affair is an example).

The store is the most important part. I worked in a fast-food but that's not relevant, what I know about labor rights doesn't come from that experience. You write:

“Many states are “right to work” states. A retail manager can fire an employee for any reason (other than race, creed, etc). Because this has been passed in legislation, without being overturned at the national level, a worker’s rights organization has no recourse to protest this outside of lobbying government officials.”

So you're basically saying that if something is not within the context of law (US law), a good game designer shouldn't include it into the design?
Well in case you didn't notice the game is not really intended to be an educational product for a social study class. I belong to an area of workers' right organizations that advocate and organize pickets, wildcat strikes, sabotage and collective shoplifting actions.
The idea here is to point to the disaffection (the spitting in the hamburger is a popular iconic representation) and the antagonism within the chain stores, not to provide useful information about food contamination.

Fifth: Yes, McDonald's in Europe, especially in big tourist cities tend to mock, sometimes with hilarious results, the mood and features of the cities. It's a sort of reaction to the well known critique of McD's as homogenized spaces and vector of cultural imperialism. You have a fancy minimal design restaurant in Madrid, a fast food disguised as a library in Paris or one with fake Mantegna frescos in Mantua. So Americans tourists can have their indispensable soda without feeling too much imperialists.

Paolo, thank you for taking the time to read the post and write such a thorough reply. You recognized that I was obviously trying to take a square peg and shove it into a circular hole with this one - taking satire and using it as a potential model for more traditional journalistic game creation.

About your third point - inclusion of a mechanic not being the same prescribing that mechanic. You're completely right, and I hadn't even thought of it. This one sentence of yours will probably lead me to write another one of these exploratory blog posts on this very topic (apologies or thanks, however you'd like to take it).

I apologize for missing the Rifkin book when I looked for historical evidence of industrial waste being used in fodder. One thing I struggled with in writing about this game is that I was never sure what was based in fact and what was hyperbole. I didn't feel like writing this would have a place in the post - but it would definitely be a goal in a more journalistic newsgame to always post citations such as this along with the game. If I could have gone to a page linked to the game and seen the Rifkin citation, I wouldn't have made this error. Of course, this is my fault for being lax and not yours for not anticipating my desire for a "sources" page on your game.

As far as the store location criticism - I apologize for assuming you hadn't worked in fast food. That is definitely the one place where I'd say I overstepped my right to comment. I suppose my "right to work" diatribe was more a desire for realism rather than appreciating your satire and iconography on a fair level. Sabotage is certainly a valid (depending on your viewpoint) mode of labor organization and protest, but I don't think it's something that McDo execs would have to bribe a labor official over. Contamination just isn't seen as something that stands to be negotiated with in the U.S. - this would be seen as an attack on innocent consumers (insofar as one can consider consumers innocent) instead of the company itself. Perhaps I assumed wrongly in thinking this would be seen the same way elsewhere. But yes, I missed the point that the image of "spitting on the hamburger" is iconic and not to be taken literally. And of course I'm leaving out the whole fact that the spit isn't going to harm a consumer nearly as much as all the crap the company is stuffing in there.

Again, this is just another example of my using your game in a way that you hadn't intended it to be used. I try to make this clear in my post - and you recognized this so I know you tried to meet me where you could tolerate it. Thank you again for your reply - it's vital for our educational goals that creators illuminate these caveats.

@Simon: you write:

"A book shouldn't be able to simulate low-end retail labor so much better than this game - because games depict spaces and processes so much better - but Nickel and Dimed is far superior in its sharing of this particular experience."

Be careful - this is a controversial claim. This probably isn't the place to have a debate about games and storytelling, but the idea that games can inherently depict some things "better" than books - even talking about spaces or processes - is a proceduralist/essentialist fantasy, if you ask me. There are reasons that Nickel and Dimed, for example, feels so effective. If games can somehow offer a new or fresh perspective, then great. But personally, I think game/multimedia designers still have a lot to learn from successful authors like Ehrenreich.

But in general, great analysis/post!