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After the Sendai earthquake: Reflections on docu-games

Chris17
Tuesday, March 15, 2011
EDITOR'S NOTEfrom Jay Henningsen

It's easy for a lot of us foreigners to detach ourselves from the imagery we see in the media, but Chris reminds us that the disasters in Japan are very real and affecting many people in different ways. Development concerns aside, I think he may be right. As interactive media, video games might be a good tool for expressing the human side to these violent forces of nature.

March 11th, 2011 is a date that will stick in the minds of many people -- myself included -- for quite some time. 

When a 9.0 magnitude earthquake struck off the coast of Sendai (in northeastern Japan) and triggered a tsunami which caused untold destruction and the loss of tens of thousands of lives, I was teaching at a preschool which is a long way south in Kawasaki. Though it was relatively weak where I was, the quake was undeniably the strongest I've felt in six years of living here. As I grabbed some kids that were lingering in the classroom and headed outside, we were shaken (pardon the pun) but unfazed. Wary of aftershocks or the first tremor being a prelude to something bigger, we had to stay outside. Jokes were made and games were played to entertain the children while we waited for mothers to bustle in and take the kids home.

As I left work, I checked the news on my rapidly dying iPhone, and I discovered where the epicenter was. I sent some emails both to friends closer to the problem and to family in England to let them know I was ok. As it turned out, the emails home made it, but with network servers overloaded, I wouldn't get a reply from a lot of friends until the next day.

It shames me to say, but with little idea of what was actually happening, my early thoughts were on how to get home. Trains were all stopped, and what would normally be a forty-five minute commute transformed into an eight-hour journey -- it took 20 kilometers of walking to get to a skeleton transport service. All too ominously given the nuclear reactor fears that would follow, I was reminded of Dmitry Glukhovsky's excellent novel and subsequent 2010 game, Metro 2033, in which a simple half-hour journey across the Russian Metro system becomes a week-long trek through destruction and paranoia.

 

After getting home, I flipped on TVs and computers, and messages trickled through. My girlfriend was at work in Tokyo, but her office was safe. A brief chummy debate emerged over just who had the worst journey home from work. Some people were without power; some were without water. One person lost an apartment, but crucially, everyone was alive. The scene in Sendai seemed unreal -- if anything, like a videogame: Gran Turismo cars and Unreal Engine 3 houses were smashed into oblivion.

Here, things are now relatively trouble-free. Since I'm only used to dealing with first-world problems, choked food supplies and continuing blackouts do worry me, but that's the extent of things. With trains stopped and non-essential businesses closed, I've been given the week off of work. Now that I can't hop on a train to see people or go shopping, this seems like a good chance to catch up on my gaming backlog.

It just doesn't feel appropriate, though, so I start to write instead. One thing that people at home are constantly asking is how it must feel to be affected, if only on a small level, by these problems. We're desensitized to horrific images on television, so everything seems otherworldly. It gets me thinking: Where is the opportunity for people to learn about this sort of emergency on an interactive basis? Why is a huge chance to educate largely missed out on? In short, where is the docu-game?

The closest we have to a major video game that takes a serious approach to natural disaster is perhaps Sim City (MockZilla attacks -- or Bowser on the SNES version -- notwithstanding), but while that touches on economic effects, it tells nothing of personal problems, procedures, emotions, or fears on the ground.  I imagine that survivor accounts of an incident, such as the somber and surreal depiction of the aftermath of the 1995 Kobe earthquake in Haruki Murakami's book, After the Quake, would work well as a point-and-click adventure. Surprisingly, it seems nobody has yet pursued this idea.

The trouble is, of course, pitching things at the right level in a hypersensitive climate and with a medium that constantly struggles with issues of weight. Attempts such as 9-11 Survivor, an independent Unreal mod, drop players into the shoes of a victim of the September 11th terrorist attacks. This game seemed brave and was indeed championed by some, but mainstream coverage was as sensationalist as you may expect. Too soon? If that was indeed the issue, there wouldn't have been an uproar about a game investigating the plausibility of conspiracy theories behind the JFK assassination. There was, though. The fact that it was called JFK Reloaded probably didn't help. 

For some reason, endless first-person shooters can recreate real-life conflicts, but they escape most criticism by depicting the role of armed forces in an aspirational light. They fail to look at the view of either the opposition forces or the civilian on the street. Even so, things get close to the bone at times, as with Medal of Honor having to rename Taliban forces in its multiplayer mode. There was also the cancellation of 6 Days in Fallujah, a title that, at least ostensibly, attempted to create a video-game documentary but was met with uneasiness and eventually dropped. As it relates to the tragedies of this past weekend, Irem's Disaster Report series was perhaps the closest gaming could hope for in terms of letting people experience the effects of these violent acts of nature. It was approached with a certain level of camp though, and with an unfortunately placed spring release, Irem has cancelled the series' PS3 debut.

9-11 Survivor suffered perhaps by appearing some eight years ago, when mainstream acceptance of games was different, while JFK Reloaded and 6 Days had issues with marketing -- being labeled as entertainment rather than education. The concept of educational video games may make a lot of people cringe. Americans may still reflect misty-eyed on Oregon Trail, but perhaps it is time to pitch educational video games based on real-life events to a wider audience of adults on consoles as well as kids on school PCs. If major publishers fear of slow sales of such products, why couldn't they distribute them as independent PSN/XBLA releases or offer to contribute the proceeds to relief charities?

For a medium that struggles to be taken seriously, video games need to be comfortable with educating as well as entertaining; they need to take a serious approach to teaching us the physical and emotional effects of major real-world events. This might not make the events of March 11, 2011 seem any more real for everyone, but hopefully it will for some, and that may make all the difference.


People affected by the quake in Sendai and Miyagi, as well as the developing situation near the Fukushima nuclear plant are in desperate need of food, water, and medical aid. If you can spare a little change, please give to the Red Cross. Thanks!

 
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Comments (10)
Default_picture
March 14, 2011

A truly touching first-hand account. Great work. 

I'm not sure a "docu-game" would sell, particularly with the tragedy still topping the news. The phrase "too soon" springs to mind. Just observe the reaction to the Family Guy writer and Gilbert Godfried's admitedly insensitive jokes.

I could, however, picture a developer putting out a bare-bones "docu-game" for free download.
 

Alexemmy
March 15, 2011

I think there is room for a game based on historical disasters. Done right it could be really affecting and meaninful, and provide better context for people hundreds of miles away from it. We are so desensitized to stuff like this that a lot of people just shrug it off if they aren't personally affected. A game that doesn't glorify it and strikes on some of the emotional distress that people go through might help quell some of the stupidity that inevitably springs up after events like this from people that just don't stop to think how terrible it is for the people experiencing it.

Bman_1a
March 15, 2011

Video games can offer uniquely empathetic experiences. Generally, they are couched in games where a high degree of control is suddenly taken away from a player -- like the post-bomb sequence in Modern Warfare.

I like the idea of a 'docu-game', but I think it would be a tricky thing to pull off with tact and grace. There was a flash game a few years back, where you played as an American sniper (ostensibly -- on screen you were a reticule), tasked with taking out the 'terrorists' in a crowded Middle Eastern city. Thing was, every time you shot and killed one, more NPCs would turn into terrorists. It was a short, sharp game that made its point very effectively. I don't know if it would count as a 'docu-game', more like an interactive political statement, but I see sympathy with what it accomplished and the idea that video games can educate in unique ways.

Default_picture
March 15, 2011

Unfortunately, I don't think it's possible to create a game based on a natural disaster that *isn't* insensitive in some way. No matter how delicate the subject matter is handled, it'll be seen as exploiting the tragedy. Granted the same charges could be leveled at any number of historical or war-based titles. But I do believe there's a big difference between war (which, for better or worse, can make for compelling FPS's) and natural disasters which, by definition, can't possibly have "villains." I suppose one could make an action title where the "protagonist" tries to survive the destruction--didn't the PS2 have such a game? But I just can't picture a game based on the Sendai quake--in the same way I can't picture games based on oil spills or Katrina.

Chris17
March 15, 2011

Jason, you're thinking of Disaster Report, the forth installment of which was cancelled after the quake. 

I don't feel it's a trouble with finding a villain- the conflict, if there has to be one is over adversity.

The trick is framing the game as educational rather than as entertainment, and in finding the right avenue for it to be played. I reckon it'd be something well worth exploring, if only to help communicate the feel of the near heart attack I just had at the aftershock an hour ago. I'm fine, really.

Default_picture
March 15, 2011

I'd certainly agree with the latter. It can't be a traditional action/adventure title, nor have bosses, health bars, ammo, etc. If anything, I'd say it could "work" in similar fashion to an interactive museum. Basically, it'd have to be less a "game", and more, as you say, a documentary. It'd be similar to the various non-partisan 9/11 documentaries like this one: http://www.imdb.com/title/tt0312318/

Great article, by the way.

Scott_pilgrim_avatar
March 15, 2011

It can definitely be done, it just has to be done well and under the right circumstances. Just look at comics!

In the mid-1980s, it got out that a comic artist was creating a comic about the Holocaust with anthropomorphic animals instead of human characters. A lot of critics went crazy over what they felt was, no doubt, a slight to that horrific historical event. What many didn't realize was that Maus was a biography of the creator Art Spiegelman's father's story of survival through the Holocaust. He chose animal characters (the mice are Jews, the Nazis are cats) because society is so desensitized to tragedy (especially a tragedy most of us learn about in school), and it gave us a new way of looking at it. Eventually, Spiegelman's work would win him the Pullitzer.

Just a few years prior to this and no one would have thought comics capable of telling such a story. But in the time since, we've gotten Pekar and Brabner's Our Cancer Year, Satrapi's Persepolis, and dozens of others. So it is possible for video games to do the same, but it's just all of a matter of doing it well.

Brett_new_profile
March 15, 2011

This was a really powerful article, Chris. Thanks for sharing.

Download
March 15, 2011

Great article. Also reminds me of Battlefield 3,  some of the leaked footage was of a earthquake and a building collapsing. I think that actual video is supposed to be officially released today or tomorrow, but I wonder if EA will go through with it.

As for the docu-drama thing. It could be done, but it really needs to be handled correctly. I think the problem is that when it comes down to it, most people view games as a platform to have fun,  so it runs the risk of people thinking the game is exploiting a tragic event for their own means and devaluing the life that has been lost. If someone was going to approach an event like this, they'd have to sit down and think this through carefully.

Pict0079-web
March 17, 2011

Great article, Chris. You reminded me of how I tried to cope with the aftermath of the earthquake. Even though I don't live in Japan, I really feel angry and sad that this had to happen. I'm a Japanese American, so I had to find some way to try to make light of this catastrophe.

So I ended up playing to the end of FF13. It wasn't quite an apocalyptic disaster on the scale of the Sendai earthquake, but I felt better after it. Technically, I couldn't really stop a tsunami by defeating a monster, turning into Ragnarok and saving the world, but it made me feel that the Japanese workers who are preventing the nuclear meltdown are sacrificing themselves for a greater good. In fact, I'm going to eventually write an article chronicling how I settled my anguish with FF13.

Maybe someone will eventually make a game in the style of a docu-drama. If they do, they'd have to handle it responsibly. It's too easy for developers to turn them into insensitive games based on re-enacting and rejoicing in certain sadistic pleasures. However, it is possible.

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