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Columbine, Videogames as Expression, and Ineffability
May 21, 2006 - by Ian Bogost

Super Columbine Massacre RPGA few weeks ago I wrote about Super Columbine Massacre RPG. The game puts the player in the shoes of Eric Harris and Dylan Klebold and attempts to paint a picture of their motivations, plans, and actions on that terrible day. It's a controversial topic to be sure, but exactly the kind of subject we should be taking on in videogames: hard problems for which there are no easy answers.

I knew that public reaction to the game would be largely negative. I've received plenty of hate mail just for talking about the game. But I don't think I was fully prepared for the widespread ignorance that has accompanied reception to the game. I think those of us deeply mired in the fields of Serious Games or Games for Change or Videogames with an Agenda or even just videogame development underestimate just how long a road we still have to tread for videogames to be treated as a medium of expression commensurate with film, literature, and art.

After my coverage, Kotaku's Brian Crecente interviewed a Columbine survivor about the game, a terrific, careful, and enlightening piece of coverage. He then wrote an article for the Rocky Mountain News with the careful headline Game reopens Columbine wounds. The article was balanced, including interviews with victims' families, with survivors, and with the game's then-still-anonymous creator. Brian then also posted the full interview with the creator on Kotaku. All of this coverage was very good, both as journalism generally and as videogame coverage of an unusual specimen.

Then the AP wire got their hands on it.

Wire services are dangerous. They pull the "best" news from local sources, cut it down into soundbites, and then send it out all over the world for reprinting. Brian's fantastic coverage was cut down to a fraction of the size and detail. But more interestingly, the story got retitled, and retitled again everywhere. The careful ambiguity of "reopening old wounds" was contorted into wholesale disapproval and censure. USA Today ran it as Columbine video game draws relatives ire. A local Denver TV news program ran it as Columbine Video Game Sparks Protest, Disgust. You can find others at Google News.

The widespread attention the AP wire story brought only begat more press coverage, the most important of which is yesterday's Washington Post story by frequent game writer Jose Antonio Vargas. Vargas explained that the creator had been "outed" after a friend of one of the Columbine victims managed to discern his identity and post it to the game's discussion boards. Danny Ledonne has now gone on the record as the game's creator.

But for me, the most interesting feature of the Washington Post story is how Vargas characterizes the role of vidoegames as cultural commentary. Take a look at this:

...it's no surprise that the game, based on the 1999 shootings at Columbine High School in Littleton, Colo., now is generating controversy.

For it's one thing to have a documentary ("Bowling for Columbine"), a movie ("Elephant") and several books ("No Easy Answers," "Day of Reckoning") about that dark day, but it's quite another to have a game.

Vargas does not expand or support this claim in any way. Why is it "quite another thing" to have a game about Columbine? Is it because videogames do not have the power to address such issues? Is it because they do, but the public does not understand them? Vargas does not offer his opinion, but instead uses an appeal to emotion to explain it away. This paragraph follows the one cited above:

"There's a video game?" asked a shocked Linda Sanders, widow of William "Dave" Sanders, a teacher slain that day. "On what happened?"

She was too distraught to keep talking.

Of course, our hearts go out to Ms. Sanders and everyone who lost friends and loved ones that day. Would she have had the same reaction to an interview about "Bowling for Columbine?" Or about "Day or Reckoning?" It's hard to say. But the notion that an artifact in a medium about a subject is a priori hurtful, damaging, immoral, corrupt, or otherwise objectionable should send up a huge red flag for those of us interested in videogame expression. Despite the widespread press coverage, the news stories are not about the game's representation of Columbine. They are about the fact that a game that represents Columbine in some way exists. Clearly most of the authors, interviewees, and readers of these stories have not played the game (which has logged 30,000 downloads since these stories broke earlier this month, a relatively small number given the massive exposure). Many of the journalists who have called me about the game have admitted that they haven't played it, claiming technical problems with their office computers or trouble downloading when I press them.

If he had played it, perhaps Brian Dwyer of News 10 in Syracuse New York wouldn't have argued that "games like this prove just how important anti-violence programs are," since the violence in the game is deeply disturbing and meant to force the player to consider the dire and tragic state of affairs that made these boys take the fateful actions they did.

Perhaps Stefanie Cohen of the New York Post might not have called the game's creator "twisted" and "sick" in her article, and she may have understood that the game's "amateurish scenes" and "clumsy 2-D graphics" invoke the fatal amateurism of Harris and Klebold.

Readers, we have our work cut out for us. We must remind ourselves that public opinion and the popular press gets more milage out of soundbites for shock value than for careful, researched journalism. Despite the relative renown and value of game jouranlists like Brian Crecente, their work caters to those of us who already have deep videogame literacy. Once these stories get out into the broader press, we can expect naïvité, ignorance, and journalistic laziness. Don't look for support from the Electronic Software Association (ESA) either; while they are the predominant supporters of videogames as speech, they are also funded as lobbyists by the major publishers, and thus support those corporate interests alone.

Finally, I want to say something about ineffability, a disturbing trend in American politics and culture that goes beyond the medium of videogames. One of the common objections to this game is that it offends, or might offend, victims of the tragedy and their families. Embedded in this sentiment is the notion that any representation about a difficult topic or event is simply off-limits. Recently, we saw some debate along these lines about the film United 93, which tells the story of the hijacked plane that crashed in Pennsylvania on 9/11. But even coverage of that film argued for its value, largely because the journalists and reviewers actually went and saw the movie before they felt qualified to write about it. Even in the second- and third-tier press, writers asked "how can we not see this film" and argued that "it's never too soon for an important movie.". Not so for Super Columbine Massacre RPG. Consider this snippet of an editorial from the San Antonio Express-News.

[The game's creator] refused to identify himself, but in an e-mail interview with the Rocky Mountain News, he said he wanted to "promote a real dialogue on the subject of school shootings."

...

If his intentions were as pure as he claims, the producer could have sparked a dialogue without assaulting the feelings of those already hurt enough — the loved ones left behind.

Danny Ledonne rightly offered that the victims, despite their egregious suffering, do not own the public response to an event like Columbine. Another counter-argument comes from Richard Castaldo, who is paralized from the waist down from his Columbine injuries. Said Castaldo of the game, "It's weird for me to say this, I guess, but there's something about it that I appreciated, seeing the game from the killers' perspective." Of course, this is the power of the videogame, both the medium in general and this game in particular. It's not easy, and it shouldn't be. It shouldn't be easy to try to understand the perspective of the killers. But if we are really interested in avoiding these tragedies in the future, we must admit that such empathy might be productive. In his fantastic book Killing Monsters, Gerard Jones argues that a complex array of influences create school shooters, perhaps the most important being a support network, including parental support. Playing from the vantage point of these fatally troubled kids might help spark a greater interest in interrogating the complex scenarios that produce tragedy.

Most of all, I am deeply worried by this culture of ineffability, a culture that would rather not talk about anything at all for fear that it might make someone uncomfortable. This trend descends from Theodor Adorno's argument that the holocaust becomes "transformed, with something of the horror removed" when represented in art, thus his famous statement that to write poetry after Auschwitz would be barbaric. These events are considered "ineffable" -- unspeakable, unrepresentable. It is a tired sentiment that we must move beyond. Of course topics like 9/11 should make us uncomfortable. Of course Columbine should make us uncomfortable. But that is no excuse to put these issues away in a drawer, waiting for some miraculous solution to spring forth and resolve them for us. If we do so, history is much more likely to forget them. I don't care if we make videogames, films, novels, poems, sidewalk art, cupcakes, or pelts as a way to interrogate our world. But we must not fear that world.



Comment from troutio on May 22, 2006

A hell of a story, and most illuminating. The game's creator comes across as a most intelligent, sincere person, and seems to be standing up to the backlash with no small amount of dignity. Kudos to him.

I recommend a quick look at the messageboard on the game's official site for some of the most amusing/depressing flaming I've seen on the internet for some time.

Comment from Mike B. on May 22, 2006

I agree Ian: the knee-jerk reaction proves we have a long way to go as far as public perception of games. But it only makes sense that the first games to push the envelope would be caught in the ugly middle ground while we wait for the public at large to "get it" -- if they ever do (I hate to say that, but it may be true).

Troutio - I spent more than an hour and a half looking at the SCM forum (not posting), and it was incredibly fascinating and depressing. Except for the game's creator and a couple of others, there's rampant flaming and general moronic arguments going on there. Those looking for the intelligent debate that Ledonne hoped to foster with his game will find anything but on his forums -- and it's as much the fault of supporters of the game as the detractors.

Comment from Ian Bogost on May 23, 2006

Mike: You're right that these games are going to get caught in the middle public perception being what it is. But no matter the topic, we need to push hard on the press when they report on a game without even attempting to play it. What would we think of a White House correspondent who didn't attend press briefings, but merely stood outside and imagined what was being discussed?

Comment from josh g. on May 23, 2006

Excellent writeup, and eeeagh, arg, sigh.

I will confess, though, that I'd rather see this sort of expressive boundary-pushing discuss something meaningful that isn't centered around the theme of violence. Not that topics involving violence aren't valid or should be censored, but it seems like that's one area that we've already covered pretty thoroughly by now.

It does seem strangely appropriate for a game to reflect back on the sad truth of a situation which was shallowly blamed on videogames at the time, though. And for the popular media, which lept on the videogame association in the first place, to have a problem with that - well, too bad.

Comment from Mike B. on May 23, 2006

Ian: Yes, they should be playing this game and ANY controversial game they report on, even if it's just for 45 min. to an hour. Take the time. I didn't mean to suggest an excuse, only that this is a natural growing pain.

I am a professional jouranlist myself, though I don't write about games. I'm playing through SCM right now and want to write about it on my personal blog. It seems everyone (except for you and some others you've pointed your readers to) is spouting off without taking a deeper, critical look at the game.

So far, I am not that impressed with game itself and haven't seen the dialouge that it's supposed to foster truly emerge. But I do respect the effort and Ledonne's right to make the game, even though I'm conflicted and even queasy when it comes to the subject matter. But, as you said, no one said playing such a game would be easy.

Comment from Patrick on May 23, 2006

Wow, this balloned to much greater scope than I anticipated.

Based on the general response regarding the content in the context of its medium, rather than the content on its own, I'm even more resolved to make a storyworld on this subject that deals in nuance and compassion and really takes advantage of interactivity. Maybe that'll change things. It'll also be playable through a browser, so journalists won't have an excuse.

What if I told you that the e-mail I sent you a month ago was all part of my master plan to gain infamy? Mwaha, hahaha!

Comment from nick on May 23, 2006

It's not the medium (in the sense of "the digital medium") that bothers people when they hear about a Columbine video game. It's specifically that this is a video game. Few people would be troubled to hear there there's a Web site or CD-ROM about Columbine.

To look to another medium, people wouldn't generally be disturbed by a Columbine TV news report. They would be more bothered by a made-for-TV movie, and would probably be very troubled by a reality-based TV show about Columbine.

Comment from Jabrwock on May 23, 2006

What disgusted me the most was the TechNewsWorld's inference that Ledonne was profiting from the massacre, since he asks for $1 in donation to keep the site up and running. The entire section of the article is labelled "Violent Profits", and ends with a quote from "End Youth Violence":

"We do see video games that are based on actual events. Unfortunately, when it comes to school shootings, it really drives home the point that there are a lot of people that are out there to make money of these awful tragedies."

Comment from Patrick on May 24, 2006

Nick: I intended "medium" in the sense of "artistic medium" not "digital medium", so we're on the same page.

Though, considering how the two get confused, it might behoove me to start using another word, though "art form" sounds a bit pretentious.

Comment from Mike B. on May 24, 2006

A columnist with the Philly Daily News has a more careful examination of the situation. She understandably explores the initial shock of the thing, but actually called Ledonne and let him explain. I wrote her to commend her for at least thinking it through before writing a knee-jerk reaction piece.

http://www.philly.com/mld/dailynews/14645201.htm

Comment from Leigh on May 24, 2006

That's a very interesting post. I find it interesting that when condemning a game (or movie, or whatever) like this, that people invoke the victims. Someone I was close to was murdered, and once it happened, other people who were in similar situations as myself warned me to expect friends, co-workers, journalists, and others to treat me inconsiderately and that sympathy would be short-lived.

I found that I did receive a lot of sympathy, at first. But soon enough, people were tired not just of hearing about my problem (which I rarely discussed) but tired that it existed at all. They were tired of my continued need for time off to attend legal proceedings, funerals, and trials, not to mention the strain of the period before the killer was caught and after the killer escaped from electronic surveillance. I started to notice that movies, television, books, and other forms of media seemed obsessively interested in killers, and rarely interested in the victims. I thought that it looked like people were afraid of the victims. It seemed to me that people are afraid of the victims because they are afraid to think that it might happen to them.

At the trial, the prosecutors warned us that jurors tend to be sympathetic toward the killer and rarely toward the victim. On Law and Order, which I thought was somewhat realistic, the D.A. has to remind the jurors about the pain of the murder victim.

I think that people naturally sympathize with killers because it's easier to sympathize with someone that they view as in control. They're afraid to sympathize with the victims, because they are afraid that they might become one, some day. In this context, I wonder if people condemn this game because it goes too far to betray their own sympathies for the killers, and their own lack of concern for the victims.

On the other hand, this was a school shooting, and the victims were children, so it might be that in this case, adults are genuinely sympathetic to the victims and genuinely horrifed by the killers. This would be a special case, similar to terrorism in that people do reject the killers and establish a narrative of deadly sociopath murdering innocent victims. In this context, maybe people honestly object to the sympathetic portrayal of a murderer, and strongly object to the muddied portrayal of students who were bullies. They would object to that because it challenges the narrative they've established for school shootings with innocent, child victims.

If this game had been about some other type of serial murderer, one with adult victims and a white American (and possibly female?) murderer, I wonder if the reaction would have been different.

Comment from Michael on May 26, 2006

Interesting discussion. I'm curious if part of the negative reaction to this video game is coming somewhat from it's presentation. The website that it's hosted on is done in black with red text and the top image on the page is a security camera shot of one of the boys brandishing a gun. That same image is a rollover link.

Had this same game been hosted either here on a website discussing the value of interactive art, or perhaps on the website of an art gallery/museum, I'm certain that there's a strong chance that the public's reaction would have been different.

So that's what it comes down to, isn't it? Someone creates a game that is trying to be provocative. Personally I think that's a good thing. I get the feeling though that the website is playing up the reaction that we're discussing here. One of the system requirements listed is "a killer instinct. The front page quotes the killers several times.

Perhaps the video game is an insightful deliberation on violence, youth and America (I can't play the game until maybe tomorrow, it's not Apple compatible). That said, the author isn't really selling it as that on the web page. We all recognize that video games are in that uncomfortable (and possibly long) transition period from new medium into recognized art form.

I guess my only thought on this is that either the author is purposefully trying to make people inflamed to gauge their reaction before they even play the game (the link to the discussion board hints at such, as do the other links and some of the text on the page). Even the artist's statement seems to be part grandstanding and part recognition that the subject itself is highly controversial. If he wanted news stories that spoke of an art project video game that's trying to deal with the issues of Columbine he could have at least tried to present the game that way, instead of playing off the fears of those who first approach the page.

Comment from Peter on May 26, 2006

I think the difference between a game and books, movies, documentaries, is that (people's perceptions of) the goal of a game is to entertain. It's what the word means (Answers.com has the first definition of "game" as "An activity providing entertainment or amusement; a pastime: party games; word games.").

While one could argue that books and movies are also forms of entertainment, there's a clear divide between novels and text-books, between M:i:iii and "An Inconvenient Truth". Books and movies can be purely instructional, whiles games can't (in those people's opinions).

Sure games can also be informational but it is not seen as it's primary objective, so putting Columbine into that setting implies there's something enjoyable about Columbine, and that kneejerk reaction, which I can understand but disagree with, is what people are seeing.

Comment from Julio Nobrega on May 26, 2006

Bu.. bu... but games are for fun only!

And that's the problem. There's a perception that the main purpose of games is to provide fun. That's the association we make with the word, and that's the right thing to do IMHO.

Super Columbine Massacre RPG only follows some stablished forms of expression commonly found on "games". But I don't think it is, at least not in the way we use to think about games, ie: fun.

Also, of course, it's the interaction. The presupposition is that having to think about what to do, planning ahead and taking action creates more susceptible kids than "simply" watching movies (kids in superman tights jumping from buildings), listening to music (rituals) or reading (bible, religion and its wars).

We need more "games" like Super Columbine Massacre RPG. Just like there are a lot of games about WWII, which I bet some germans aren't happy with it (since, well, Americans go there and bomb their houses).

The gaming medium needs to be stablished as a valid form of expression, and for that, we need to piss off a lot of people. And this day will come, if the developers persevere.

Comment from The GERMAN on July 17, 2006

I like WW2 games. So I can kick an American British or Russian ASS.*G*just fun
hail to Call of Duty!

The German

Comment from Paula on September 14, 2006

So now that the ARTFORM has helped feed the mindset of another killer in Montreal, what is your defense?

Comment from Charles Hawkins on September 14, 2006

What an insightful response Paula. You know what, you're right! Let's ban all black clothing, rock music, videogames, television, movies, history books, newspapers, and the internet, and then there will NEVER be another random act of senseless violence again! You've really figured it all out, haven't you?

I think the real problem with satire is that MOST people who are exposed to it either:

a) flat out don't get it, or
b) are too lazy or narrow-minded to make make the effort to TRY to get it.

Anyway, I won't attempt to go any further with this post because I have yet to play the game. It's a shame more people AREN'T reserving judgement. But, that's how the world has always been, and will always continue to be I suppose...

Comment from Ian Bogost on September 14, 2006

Readers, including Paula, may want to refer to my follow-up on the Montreal gunman, here.

Comment from Linda on September 18, 2006

I'm not able to get to the game, maybe the site was taken down due to bandwidth problems.


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