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a forum for the uses of videogames in advertising, politics, education, and other everyday activities, outside the sphere of entertainment
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Strong Speech in Film and Games August 27, 2007 - by Ian Bogost Just as Take Two announces that Manhunt 2 has been "revised" and ESRB rated at M, news comes that Brokeback Mountain director Ang Lee's new film Lust, Caution has been rated NC-17 by the MPAA, for graphic sexuality. The difference is, film studio Focus Features is going to release the film uncut, with the rating, while Take Two will release a crippled version of the game to meet financial pressures. There are a number of reasons why Take Two is in a different position than Focus. For one, first-party licensing in videogames creates another layer of censorship that makes it impossible to release Manhunt 2 on consoles, since the manufacturers refuse to license (and therefore manufacture) games at the AO rating. Lust, Caution may suffer from reduced distribution thanks to the NC-17, but the film will still physically play on projectors at any theater. Same with DVD, which they can release for direct and retail sale. Why won't Rockstar and Take Two do the same? A number of commenters on the Wired Blog post about the new rating are calling for just that: an AO version for PC sold outside the traditional videogame retail channels. Such a stand would be interesting, but very different from the one Ang Lee and Focus are taking with his film, namely refusing to remove a single frame of celluloid on the grounds of its artistic merit. An equivalent move for Manhunt 2 would be for Take Two to release it ONLY in its AO incarnation. I suspect such a move is financially unimaginable in contemporary videogames. Sure, it's true that games are different from films. I'm sure more people have an Xbox than have a high-end PC with a current graphics card, whereas everyone has a DVD player. But game devs and publishers are going to have to start making moves like this if they also want to continue making calls for the protection of games as speech. Who will take this argument seriously if game creators are so willing to compromise their intentions? I want to issue two challenges in relation to this topic. First, I've been a huge supporter of Rockstar's work, in my recent books (Unit Operations and Persuasive Games), in my journalistic writing, and in the public media, including my recent appearance on The Colbert Report. I challenge them to make as many public statements about the artistic merit of their own work as creators, as people like me do as critics. Second, I admire Hal Halpin, Dennis McCauley, and the other folks at the Entertainment Consumers Association and GamePolitics.com. But I think the ECA is sorely mistaken in seeing Washington as the main cause of their problems. The first front in the battle for unfettered speech in games is the one between developers and the first-party console manufacturers about what qualifies as a game, whether it be about a rating or its theme/topic/content. That's where the issue becomes one for "consumers." So I challenge them to take on Microsoft, Sony, and Nintendo for their offenses. Update: Dennis McCauley has posted a response over at GamePolitics. Comment from Patrick Dugan on August 27, 2007
I don't think its the game creators pussying out here, its Take-Two, a distinction needs to be made. Furthermore, from what i gather of Rockstar's development culture, the creation aspect, or authorship if you prefer, is spread out and chopped up, as it tends to be in large development studios. Constrast that with the Focus CEO's respect for Ang Lee's authorial decisions (or how he co-wrote the script for that matter) and the distinction is clear, this is a problem of process in the creation of games. Manhunt can't possibly be used as a leverage for art because its not fucking art, it wasn't made with any sort of artistic mode. An indie game on other hand would be distributed over the net regardless of rating. I do agree that Nintendo's choice to exclude AO games from its WiiWare store, probably also true of the PSN and XBLA, is a major impediment to long-term cultural cache. Comment from Ian Bogost on August 27, 2007
The game creators may not be pussying out, but they're also not stepping up. The comparison to film is, as always, not entirely accurate. But it does provoke a useful perspective. On Manhunt, I'm trying to dig up Matteo Bittanti's various articles on the game. I can't find them at the moment. Comment from andrewstern on August 28, 2007
In this case, it seems to be as much the result of the idiosyncrasies of Rockstar as much as anything else. The Rockstar games seem to be one of those cases where the team is kept hidden, behind a corporate logo. I had to go to Mobygames to look up the names of the developers of GTA and Manhunt; their names are not even listed in the Wikipedia pages for the games. Since the designers have kept low profiles, for whatever reason, I wouldn't expect them to step up. If the Sims on the other hand got an AO rating for too much woo hoo, I'd expect Will Wright to speak up. Comment from Ian Bogost on August 28, 2007
Andrew -- I agree, but I think that's exactly what has to change. Devs like Rockstar have to figure out how to frame and defend their own work with or without an auteur figure. Comment from Patrick Dugan on August 29, 2007
Its not the individuals though, its the process in which these individuals provide their labor as content. The form must be changed, not the general sheepishness, because any attempt to take strong credit (not in the name on a box sense, but in the sense that other medium's artists enjoy) is systematically discouraged. Btw Ian, Nick Yee agrees with you, apparently. Comment from november 17th on August 31, 2007
I think that the reason why the Manhunt incident happened is because most developers aren't going to defend violent video games unless they've had some experience defending violent vidoe games. Once other developers start butting head with the ESRB about their content on a regular basis this will all get sorted out. POST A COMMENT
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