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Columbine RPG May 3, 2006 - by Ian Bogost
After Gonzalo's recent mention of Border Patrol, I can imagine that our readers might have strong reaction to this game. While it is a challenging subject, I think the effort is brave, sophisticated, and worthy of praise from those of us interested in videogames with an agenda. The purpose of this game is not to celebrate the events at Columbine, but to attempt to represent them from the perspective of the perpetrators. This is a worthwhile effort, and one truly unique to videogames as a medium. Patrick Dugan notes common rejections of the game, including the predictable appeals to ineffability ("how much is too much"). As Dugan says,
I think everyone who disses the Columbine RPG is gutless. Most haven't played the game, or have played it with such preconceptions that they're blinded to the genuis, the honesty, the beauty of its social commentary. Super Columbine Massacre RPG is riddled with design flaws and has mediocre graphics by 1995, the maker of the game admits this, but it regardless is a work of art. It puts you in the mindset of the killers and provides a very clear suggestion of why they did what they did; they were enacting an ideological demonstration through a terrorist act, and the game shines light on this as an indictment of the American dream and way of life painfully close to the main nerve.
The only comment I take issue with here is that there are design flaws and poor graphics in the game. Who cares about the graphics. The rough edges and "vintage" appearance both recall the stark yet fatal amateurism of Eric Harris and Dylan Klebold, as well as the types of videogames they played in the years leading up to the tragedy. Interestingly, the developers have also provided a discussion board for converstaions about the game and the event it recounts. This is a great strategy for facilitating responses to and interpretations of videogames of this kind. The developers also use this forum as a way to (attempt to) modulate responses to the game:
However, the PRIMARY purpose this forum exists is to discuss the game's depiction of the shooting, the broader implications of the shooting itself, and related topics of an analytical nature. Please consider this when posting; this game was created with a sincere intention to understand the shooting from an internalized perspective.
Super Columbine Massacre RPG is disturbing because it is meant to be. I've talked and written for some time about how games need not be fun to be worthwhile. This game is not fun, it is challenging, and difficult to play--not technically difficult, but conceptually difficult. We need more of that. Comment from Patrick Dugan on May 3, 2006
I'm not sure how many folks will swarm in and comment about the subject matter, though I'd like to see that since the border patrol post got over a hundred comments. But before the floodgates open, I'd like to talk a bit of theory irrespective of the content, even though the content is very important. The nature of challenge in videogames is, I think, central to the way we experience the game, and sadly the orientation of challenge so far has been to set-up for a dopamine pay off when that challenge is bested, what Nicole Lazzaro calls "Hard Fun". There are many other types of "fun", which I would argue, include things that aren't so much fun as engaging in the realms of being mystifying, encouraging, reflective, and provacative. SCMRPG falls into the latter. I think that we need to explore other types of reaction in general, and that a major design shift to this effect is moving from designing puzzles to designing rhizomes. My only complaints about SCMRPG's design is that it uses puzzles, like sneaking down the hall into the cafeteria, or finding the copy of Ecce Homo to later give to Nietzche in hell, actually distract from the sort of challenge you're talking about Ian, a challenge to the user's sense of moral and social identity. Challenging social reasoning (and moral/ethical reasoning, which stems from the social) requires a form of design largely untapped in games as of yet, the creation of unsolvable realities that must be negotiated rather than conquered, what Janet Murray calls Rhizomes. We're seeing baby steps toward an understanding of rhizomatic design as a tool to representing and simualting social dynamics, Facade is one Storytron is another, but for the large part the tradition of game design that SCMRPG homages, pastiches and satirezes is one of puzzle design, with all the implications of an optimal solution to be found rationally. This is not what SCMRPG's macroGame message is all about, which the KFMDM lyrics at the end of the game make quite explicit: the problem cannot be made to go away. SCMRPG is actually quite similar to Shadow of the Collosus in this sense, in that they use puzzles as the "meat" of the local agency to drive the player through a framework with social and personal implications. They're both games that imply really bold sentiments about being human, but which haven't made the jump to having the moment to moment interaction reflect directly on the overall aesthetic. I look foward to the day when games employ rhizomatic design in both the macro and micro game, and really challenge who-we-are, rather than our rational deduction skills. Comment from Ian Bogost on May 8, 2006
Brian at Kotaku just posted an interview about the game with Columbine survivor Richard Castaldo, who was paralyzed from the chest down by Harris and Klebold. Comment from Ian Bogost on May 16, 2006
Brian Crecente of Kotaku has written an article about the game in The Rocky Mountain News, including some quotes from the game's creator, Columbine survivors and families, and me. Comment from Ian Bogost on May 17, 2006
The AP has picked up portions of the Rocky story. Which mostly means that a lot more people will be looking at it. It will be interesting to see how the responses change, or if they do. Comment from Gavin on May 18, 2006
The link on the game's website does not work. It doesn't seem as though it is because of over traffic, did they get pressured into getting rid of it??? Comment from Alex on May 22, 2006
Hey, Ian, Gamepolitics is reporting that L. Brent Bozell III, the head of the Parents Television Council (or as I like to call it, the shadow arm of the FCC's indecency department), is calling for you to be fired from your day job because of your comments over Super Columbine RPG. Comment from JS on May 22, 2006
I have composed a letter to the writer of the post at I will be posting a link to it asap. Comment from Alex on May 23, 2006
Comment from Ian Bogost on May 23, 2006
Alex: Yeah, I saw Bozell's article/rant. It's too bad he decided not to even try to contact me or interview me for his piece. JS: Definitely would love to see that letter. Do post a link when you have it. Comment from Jay on May 26, 2006
Ian, it is refreshing to view an objective perspective on this game. People are often too shocked by the subject matter to relay any honest criticism besides "ugh this is sick!". Your openness and fair view is a true testament to free speech and I have a great respect for you. I can only hope to one day be a student to someone as reasonable as yourself. Cheers, Comment from NO/NAME on June 18, 2006
That´s sick I mean how can people And the other problem is that the rumors about Pc-games who makes people go crazy only because they played a game like this become day for they more The press reported only by games (i´m sorry about my bad englisch)
Comment from layroy on July 1, 2006
Comment from Ravage on September 13, 2006
I was reading about the massacre and found out about this game. I couldn't believe it so I had to take a look. The more I read the more I liked the idea. Showing the tragedy through the eyes of the killers makes you feel more sympathetic towards them. I think SCMRPG is one of the most important games of all time because it showes that games can be used as a method of getting a point across, rather than to make money. When my mother saw what I was reading about she said " tsk, how horrible." She didn't even read about it. She just saw pictures. That is proof that the game's critics never played it, or didn't know the game's purpose. POST A COMMENT
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