April 2009 Archives

Are newsrooms ready for games?

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A few months ago I attended a couple of Journalism related conferences: The Society of News Design conference in Las Vegas and the Online News Association in Washington D.C. One of my goals attending these conferences was to assess the current understanding of new storytelling resources inside the online media industry, mainly interactive infographics and games, and how the newsrooms where adapting to the new challenges. It was good to see that many outlets were thinking and doing things about these topics. However, I believe their approaches are still too shy... and probably still unsuited for game development in a news environment.

For many years the word "convergence" has been present inside the media industry, but not many experiments became as successful as expected. Some companies blended their broadcast, print, and online newsrooms, others created collaboration teams between them, and many other combinations. In many cases the companies underestimated the culture clashes, technological challenges, and other issues that they would face. Others made deeper changes that seem to be going into the right direction. Even media companies where convergence was not an issue years ago are streamlining their operations and integrating as much as they can with their web counterparts.


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Garry's Mod, a modification and customization tool based on Valve's Source Engine (used for Half-Life 2) has become a way for players to create three-dimensional environments that take advantage of the physics and object handling engine as well as existing (and new) assets. In Fall 2008, a Berlin Wall "mod" was released to the public by an independent creator. The creators of the map describe it as:

"This is the Berlin Wall singleplayer map for Half-Life 2: Episode Two. After a huge anticipation for almost 2 months, the little sketch by Stene was soon made real by a group of talented modders. As the story goes, you are a citizen of the East Berlin, and tired of the evil communist government. You dream of living at the West Germany, and you are about to find a way there somehow. There are many routes you can find and take, maybe you want to roam through dirty tunnel, or have a little gunfight with the guards. The buildings on the map are based on those of real-life, such as Checkpoint Charlie and the death strip."

As a proponent of the potential of three-dimension game spaces as informative experiential sources, the Berlin Wall mod caught my attention. In a landscape mostly void of what we have termed "documentary games," the Berlin Wall mod seemed a welcome addition. This kind of game represents an historical issue through exploration, the conglomeration of factual sources, and a presentation style akin to our common notions of the documentary in film and television. I downloaded it, gave it a go, and was severely disappointed. Though it has a documentary quality in its presentation it doesn't make much of an attempt to tell a story. Though it may have modeled some of the physical landscape, the mod lacked any of the qualities that would have represented the social and political tensions of the era.

It's time for another post in which I show how a mainstream videogame manages to capture the spirit of a particular aspect of journalism better than any existing edu-game on the same subject! This month's game is Beyond Good & Evil, an artifact that shares with Psychonauts the distinction of being a relatively late entry in the sixth generation of videogames that didn't sell nearly as much as it should have considering its critical reception and creative flair.

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Everything one needs to know about BG&E is masterfully presented within the first thirty minutes of playing the game. A newscast cinematic opens the experience, with Hyllis's most popular newscaster Fehn Digler (Fehn, a Scandinavian surname, is apparently the forename of all "goat sapientes") announcing an oncoming wave of alien enemies called the DomZ (perhaps a riff on Ubisoft's own Petz series). He transfers control of the broadcast over to the voice of General Kex of the Alpha Sections - an intergalactic military that is purportedly protecting the people of Hillys from the DomZ. He begins, "Loyal Hillians, the impending battle will be a difficult one, but thanks to the Alpha Sections..." before being cut off by a fadeout to the protagonist, Jade, meditating on a rock. Both Fehn Digler and General Kex are instantly set in opposition to Jade by this  somewhat disruptive cut. Although the name "Fehn Digler"  connotes the historical form of investigative journalism known as muckracking, he in fact aligns with the propagandistic Alpha Sections. When the introductory DomZ invasion begins, Jade springs into action and is captured in a series of black-and-white photograph snaps--Jade is a rugged photojournalist, an independent force flying in the face of the Alpha Sections' media hegemony

Puzzles are the new Classifieds

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As we've noted before, the comics and the crossword are not merely cheese on top of the broccoli that is the newspaper. For many, they are more like the hors d'oeuvre that whets the appetite for the main course. In more cases than might seem obvious, readers buy the paper for the crossword; the news is an added bonus.

But outside of the New York Times's famous crossword and the ubiquitous, trendy Sudoku puzzle, newspapers have paid little attention to the value their puzzles provide. Indeed, and perhaps provocatively, the business of newspapers is comprised largely of puzzles. The pleasurable routine of the crossword, the criptoquip, the comic -- all can provide a surprising welcome mat to the rest of the contents of the news. Once one has the paper in hand, and once the crossword is done or abandoned, heck, might as well read the rest of the paper. 

The Newsgames Project was begun by identifying a number of areas of inquiry that seemed to address the big picture issues. You can see these in practice through the main categories of the website. One of these, discourse, was identified through Bill Kovach and Tom Rosenstiel's book The Elements of Journalism. News is social because it affects groups of people and results in a desire for new facts, ideas, and opinions. Kovach and Rosenstiel feel that discourse not only promotes informative dialogue between citizens, but also acts as a way for people to talk to the newsmakers about their news.

When we think of discourse in this context, we are prompted to think about socially based discussions. Newspapers allow readers to write letters to the editor in which they voice their opinions on a story. Of course, this forum isn't as democratizing as we might hope. It's been often cited that online news outlets counter this by providing easier methods of feedback and unlimited space for participation, though a quick glance at the comments section of any news story prompts questions of the quality of this feedback. News radio often allows listeners to call in to argue (or perhaps more commonly, agree) with the host. The University of Virginia's David Golumbia finds this "revelation" suspect, however.

While the Internet has been lauded for giving power to the people--providing outlets for feedback or turning consumers into creators by providing a distribution channel for various forms of citizen-created media--Golumbia wrote that we most commonly end up replicating existing structures rather than creating new forms of discourse. It is not about our newly found ability to talk back that makes digital media powerful--after all, we've had feedback outlets long before the Internet. Instead, we should look to digital media for new forms of discourse that do not have their place in the current structure. So how do we handle discourse within games?

The Milk Machine

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Editorial games show up in the strangest places. Take The Octuplet's Game, an editorial send-up up of the duties of the now-infamous "octuplet's mom," Nadya Suleman.
What makes chart porn so appealing to us? There's certainly the admiration for fine craftsmanship, extensive data tables, and flashy aesthetics. I'd like to suggest that another reason we like it is the same "awareness instinct" written of by Rosenstiel & Kovach in The Elements of Journalism.

Rosenstiel & Kovach use the idea of the awareness instinct to explain why we read the news. One purpose of the news is to influence public opinion in such a way that the force of the people's opinion can be brought to bear on matters of policy; however, not all reportage seeks this end. And we don't read the news just so we know what our government is doing. One way to explain the popularity of investigative reporting and seemingly unimportant news such a tech and beauty columns is this awareness instinct. It implies a basic human desire for any and all information. Certainly the idea is that we hope to synthesize some of this information and use it in our daily lives, but this doesn't explain why people are so glued to celebrity gossip and the latest specs on Sony televisions. To put it crudely: we want to know about stuff.

In looking for proof-of-concepts for the success and creation of documentary and editorial games, I came across a historical movement in country music that I think bears exploration. Country music became popular music in the United States after World War II, because so many training camps were located in the South. Soldiers from around the country were introduced to the genre then, and they brought it home with them when they returned from war. An accompanying reason for the meteoric rise of country music was the "saga song" - a prominent sub-genre in the 40's and 50's that openly explored tragedies such as war and murder.

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About the Researchers

What lies at the intersection of journalism and videogames?

This research project, made possible by funding from the John S. and James L. Knight Foundation, seeks to understand the ways videogames can be used in the field of journalism, providing examples, theoretical approaches, speculative ideas, and practical advice about the past, present, and future of games and journalism.

We're hopeful you will follow along and add any comments, suggestions, or clarifications from your perspective, whether it be that of a journalist, game developer, researcher, or something else entirely.

As the ideas in this blog gel into arguments, we'll be publishing more formal articles on the main site.