Some years ago, I worked abortively on
a project whose goal was to
generate games that would represent various viewpoints via their mechanics.
That turned into something different,
a system
[pdf] for auto-reskinning
WarioWare games so the reskinned game at
least loosely "made sense" (while not necessarily representing any particular
viewpoint).
In any case, I still became interested in tracking the ways in which games,
especially newsgames (small editorial games on current events), make rhetorical
points, both via what Ian Bogost calls "procedural
rhetoric" (making a point via the game rules), and through other kinds of
rhetoric, like the way the game is positioned. I started collecting such games,
and thinking about how their rhetorics can be categorized. I've come up with
six general types. I'm not sure this is exhaustive, especially as far as
covering all possible rhetorics, but it seems to cover most of the
rhetoric that existing newsgames actually employ.
Rhetoric of failure, futile-strategy variant
You are thrust into an unwinnable game, which is unwinnable because you're
trying to employ (or forced to employ) a strategy that simply will not work.
The goal is to highlight in some way the futility of the strategy, partly by
showing you that no matter what variants you try out within the space of
possibilities the game allows, they all fail. The canonical example is Gonzalo
Frasca's
September
12, intended to highlight how bombing terrorists is a futile strategy,
because it just produces more of them. A fictional precursor might be the
game/simulation Global Thermonuclear War in the film
WarGames, which
serves the rhetorical purpose of showing that there is no winning strategy in a
nuclear exchange, because you always die ("strange game... the only winning
move is not to play").
Rhetoric of failure, crappy-situation variant
You are thrust into an unwinnable game, which is unwinnable because you're
stuck in an untenable/unfair/absurd situation. The goal here isn't to highlight
the failure of a strategy, but the crappiness of the situation. Either the
situation inherently sucks, or it sucks because you've been given unreasonable
goals, and/or you've been given insufficient tools/resources. It's possible
this should be split into additional rhetorically meaningful categories,
depending on who/what exactly is being blamed for the unwinnability: is it the
rules of the situation, the nefariousness of an enemy, the inadequacy of your
preparations or supplies, or your implied choice of goals? Some examples
include:
Operation:
Pedopriest, where you're a Vatican official trying to both protect
children from priests and also protect priests from police/parents/media;
Food
Import Folly, where you try to stop tainted food imports at customs;
and
Al
Quaidamon, where you try to treat war-on-terror prisoners well enough
to satisfy human-rights advocates.
Point out tradeoffs via simulation rules
A main rhetorical use of simulation logics is basically to highlight sliders,
and point out that they exist and have effects, and might interrelate. Chris
Crawford's
Balance of the
Planet is an influential older example, pointing out the
interrelationship of many ecosystem elements; and
AntiWarGame
is a more recent newsgame example.
Reenactment
Highlight some situation by having the player simply play through it (either
just to remind them of it, or to highlight its absurdity). The ambiguous 1999
game
Pico's
School is a possible example, as is the more recent newsgame
Points
of Entry.
General mechanics with a skin
A normal game mechanic that's been skinned with a news event. It's not
necessarily impossible to make an interesting political game this way, and
indeed my former research project was based on the assumption that it would be
possible (which I still think is the case). Nonetheless, this category is
somewhat notorious for really half-assed games, like
John
Kerry Tax Invaders and
Kerryopoly.
Positioning and context
The way a game is billed, or the fact that something is represented as a game,
or something else outside the game, is (at least part of) the point. A good
example is
Harpooned,
a whale-hunting game that is deadpan billed as a "Japanese Cetacean Research
Simulator", satirizing the Japanese government's official explanation for their
whaling fleet. Another possible example is
Presidential
Pong, which depicts presidential debates as a game of ping-pong.
Follow-up: For an in-depth look at how it might be possible to do the
"general mechanics with a skin" category in a non-half-assed way: Mike Treanor,
Michael Mateas, and Noah Wardrip-Fruin published a nice paper at FDG 2010
on
how to reskin Kaboom! in all sorts of meaningful ways.
mjn, 2009-12-03.