Thought/Process: Runaway Hit

Can an explosive topic in the real world serve as a catalyst for a compelling game?
9/24/2008 6:36 PM | 6 Comments | Page 4 of 4

Evan Narcisse
Evan Narcisse
Status: Trapped in a world he never made!
Sure, Runaway's just a thought experiment at this point, and color me cynical, but most game publishers would probably balk at the suggestion of making it into an actual playable title. Still, the goal of the Runaway idea isn't to start controversy, but rather to try and find an interactive storytelling experience through a subject that lots of people don't want to broach in real life. Slavery (and parts of its continuing legacy) may be a painful period in American history that many may want to forget. But there are moments of triumph and tragedy in that period that can still offer powerful lessons for the 21st century. As Dave put it when we revisited the Runaway idea, "It's one thing to watch 'Roots' and see how hard it was for Kunta Kinte. It's another thing to be Kunta Kinte and have to figure out how to deal with a world arrayed against you."

Exploring murky areas that we as a society would rather ignore is something that games could potentially do better than any other media. Such a shift could also point the way forward to games being taken more seriously as a storytelling medium, and as a teaching medium, too. Where else but a virtual world can we revisit past or even present-day crises and experience them safely from multiple angles? No one game can fully encapsulate narratives of human rights abuses, economic hardship or natural disasters, but neither can any one textbook or movie. Dave says again, "I walk away from a game like Call of Duty 4, and I don't think I'm an expert on combat, or even knowledgeable on combat, but I know more about combat than I did at the start of the game, you know what I mean? Things like cover and flanking, which I understand on an intellectual level -- all that starts to make immediate sense to me on a practical level."

So much of modern-day videogames' appeal hinges on the promise of fresh, visceral experiences. If the industry and audience dare to be brave enough, those experiences can be found in the very world we live in.
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Comments

  • chiasypee
    chiasypee

    9/27/2008 11:51:00 AM

    Whoa! I'd totally play this! Fantastic idea!

    I can see Jack Thompon irrationally railing about 'influencing kids towards racism' already.

    Then again, I have friends who play games more for the action and violence than for the compelling/thought-provoking storylines...
    And GTA:SA DID kind of get me looking up the meanings of spanish insults like 'puta' and 'pendejo' and using them... Maybe having the slavers insulting the slaves with the... insults of the time wouldn't be such a good idea.

    Reply »
  • DavidThomas

    9/25/2008 5:56:35 PM

    You know why no big publisher will make this game? Because it actually is about something important.

    Now, add an ATV easter egg to the mix and maybe you'll have something viable;)

    Seriously, great idea. I want to play this game.

    Reply »
  • TroyGoodfellow
    TroyGoodfellow

    9/25/2008 12:29:13 PM

    No need to thank me for reading, Evan. This is the sort of thing I've been arguing for in strategy gaming for a while - stuff that uses design forms we are familiar with but taking gamers to new and interesting places, daring to be a little educational, as well.

    I'd even settle for a Wild West GTA thing: gunfights, cattle rustling, smallpox.

    Reply »
  • EvanNarcisse

    9/25/2008 12:14:37 PM

    @TroyGoodfellow: Thanks for reading. I agree with you on the design possibilities. If the resources exist to create massive virtual environments, then surely more can be done than making city after city in action games with a tiny bit of differentiation between them.

    @jerryku: Your classroom example doesn't quite mesh, because, ideally, I think you could build a combo of cunning and emotional punch in Runaway that would be hard to do in a classroom. Modspace would be a great place to try.

    Reply »
  • jerryku
    jerryku

    9/25/2008 3:38:27 AM

    I swear there was some "border fence jumping" mod being developed for Half-Life 1 at some point. One team played as the border patrol, and the other as people trying to get through. I'm pretty sure the primary setting was the US-Mexico border.

    Anyway, this is a cool idea, but I think it will be difficult to make it both fun and significant. Teachers don't teach slavery while dividing the class into "slave" and "slaver" and have the kids run out onto the playground this way, you know. :-P

    Reply »
  • TroyGoodfellow
    TroyGoodfellow

    9/24/2008 8:57:57 PM

    Great concept, Evan. Well organized, too. These "living world" designs could be put to much more diverse use than they have been to this point.

    Reply »

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