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 1 of 4

Evan Narcisse
Evan Narcisse
Status: Trapped in a world he never made!
Discussing or portraying race relations in the various media of popular culture tends to be an instantaneous way to spark controversy. Videogames are no different. Perhaps the hottest firestorm to date in the industry flared up when Newsweek's N'Gai Croal talked about his reactions to the Resident Evil 5 trailer during an interview that ran on the MTV Multiplayer blog. Responses, name-calling and outright invective blazed for days across videogame-related message boards and blogs all over the Web.

The radioactivity has cooled down a bit since then, but I think one of the reasons that the RE5 controversy burned so bright and hot was the issue of representation. It's not a matter of percentage, as in X amount of black characters in all videogames equals an accurate portrait. Rather, it's the kinds of roles that black characters wind up in that often raise hackles. Much has made of the way that the rowdy, crude soldier Cole Train rubs up against negative black male stereotypes in the first Gears of War game. Even Kudo Tsunoda, the project lead on Gears of War 2, has criticized the first game's approach. No matter whether or not you agree with Croal's initial reaction to the first RE5 trailer and his comments about it, it's impossible to deny that they enabled some of the most revealing and frank commentary on race that the still-young medium of videogames has yet experienced.

Still, all that drama begs the question: Can you make a game that draws from the divisive, messy history of race relations in this country and still have it be a compelling experience? Barring one other really good example that I know of, this question's not something that the swirl of debate surrounding RE5 ever really touched on.

Well, gentle reader, I'm here to offer a humble proposition of a videogame that would do just that. Allow me to relay a conversation that happened two years ago:

Runaway Jack
The real-world roots of Runaway.
"Dude, it's me. I got your IM earlier. What's up?"

"Yo, I got an idea for a game." This was my buddy Dave talking. We've known each other for over 15 years, and while he's not quite as nerdy as me, we pretty much dig the same stuff, and we've always enjoyed spit-balling ideas.

"It'll be a GTA-style game, open-world, free-roaming..." I groaned inwardly. While he isn't a games journalist like me, Dave surely knew that there's been a glut of sandbox-style imitators ever since GTA 3's unprecedented success. So why go there?

"Uh-huh. And what else?" I asked.

"One word: Runaway."

"Wow." Maybe it's that pseudo-telepathy that happens when you've been friends with someone for a long time, but I immediately got what Dave was pitching. As we talked, the high concept came into focus: You play as a slave escaping from a plantation in the United States during the 1800s. Our hero or heroine makes a fateful decision to flee from servitude in Virginia when he/she finds out his/her family is being sold to another slave owner. With that story springboard, let's assume the basic elements of a open-world title -- a mission-rich sandbox environment with multiple paths running through it -- is in place.
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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
    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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