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Back in
October 2008, when the bailouts
went down, I was pretty darn upset about 'em. I knew that they
would only prolong and drag out any global economic unpleasantness
and end up inflating the bubble even more, making
the inevitable burst that much more devastating.
Around
that same time, the App Store opened up for business. I had been
diligently working towards getting a job in the industry with the
eventual goal of opening up my own studio years down the road, after
gaining much experience and leveling up a few times, slavishly
crunching away for someone else. The App Store's indie siren song
proved much too much to resist, though, and, just as soon as the
opportunity arose, iBailout!! was born.
Being
our first game, I wanted to do something I felt was reasonable and I
was always a big fan of Ms.
Pac-Man,
almost always earning the high score at whatever local bar happened
to have an old machine set up (since the old cabinets don't battery
backup high scores, though, that really doesn't mean too much and, in
present company, I certainly wouldn't wager more than a beer or so).
Really,
though, things began with the bailouts and the Fed. This is what I
wanted to do: Make a ruthlessly satirical game of the Federal Reserve
and its dangerous financial shenanigans, use the form of the video
game to expose a mass app buying audience to these ideas and issues,
that they might not otherwise
engage outside the realm of this particular piece of popular culture,
and, of course, storm the App Store charts and make a bundle of
money--at least one of these three goals were definitely
accomplished. Towards these ends, my love of Ms.
Pac-Man
and distaste of the Fed naturally came together in what ended up as,
may I humbly submit, a great game.
Great
as I like to say it is, though, iBailout!!
is the world's only game about the Federal Reserve (it also happens
to be the world's best
game about the Federal Reserve too; no coincidence there, trust me)
and, having such an unorthodox theme for a game, it ran the real risk
of being completely misunderstood, or, worse, possibly just ignored.
Thankfully, the
pairing of its theme against such a familiar mechanical backdrop
makes understanding and appreciating the game much easier,
allowing players to quickly go ahead and get right into playing the
game and engaging its meaning.
Now, others have argued that mechanics
are meaning, but even though I don't strictly agree with that
position (our next game's narrative, meaning and mechanics have
essentially nothing to do with each other and, I steadfastly
maintain, are none the worse for wear) any opportunity that exists to
join the two together in matrimonial bliss absolutely must be seized
upon.

Obviously, the eponymous theme of iBailout!! is what I sought
so well to integrate with the mechanics and doing so actually ended
up being quite a simple matter; simple, of course, only because we
managed to come up with the ideas. Our artist, Peter
White, had the idea of doing bonus levels and from there, I soon
made the connection that the bonus level would be a one-time event,
occurring only after players exhausted all their lives and lost the
game, thus giving players a bailout. This bailout bonus level
essentially rewarded players for failure by giving them a second
chance to get back into the game by collecting golden parachutes
(1-UP for every 20 golden parachutes eaten)--if they earn even a
single 1-UP, they resume their game, at the beginning of the last
level they left off at.
Beyond the bailout bonus round, the basic underlying mechanics of our
Ms. Pac-Man homage provide for further reinforcement of the
game's meaning. In iBailout!!, the player is the Fed (the bad
guy), gobbling up stack of cash after stack of cash, while mobs of
angry, torch and pitchfork-bearing American citizens (the good guys)
relentlessly chase after. Like almost all classic arcade games, no
matter how Mitchell or Wiebe-like you are, you'll eventually lose
and, in this case, losing is the people finally catching up to the
Fed and putting an end to his financial rampage. Yes, this is kind
of an effortless effect, but it was very much done on purpose, with
the fact that the Fed will never win in this game fully in mind from
the beginning.
Also, when on a power-up run, much like his predecessors, the Fed can
eat his pursuers, but here the mobs of American citizens chasing
after the Fed function as snakes, with each individual citizen
marching single-file behind the other. The key difference this
provides for, and what raises iBailout!! up from mere clone to
loving and inspired homage (somebody's got to say it), is that the
mob/snakes can be cut in half, forming two completely separate groups
of angry citizens for the Fed to now contend with, making the game a
much more strategeric and tactical experience. Since players are in
control of how they go after the American people, the amount of
enemies they have to deal with is a direct result of how they play—if
they're careful and considered in their attacks, there will be few
mobs to deal with and the people will prove much less of a challenge,
however, if players wantonly and crazily attack, they'll quickly find
a whole lot more on their hands than they can handle. As citizen mob
members also populate at a rate proportional to how much money is
being looted on a stage, players quickly get the message that they,
the Fed, are the ones making people so crazy and are bringing the
trouble on themselves.

One last mechanical reinforcement we made was with the score: An
iBailout!! high score really is a high score. Every single
cash stack adds $10,000,000,000.00 to the Fed's ill gotten gains and
with 100+ stacks per level, scores quickly get up into the trillions
with Bailoutus Maximus, Mendell, currently holding down the top of
the leaderboard with $52,980,000,000,000.00 (I shall return,
Mendell). Reality kept taking us by surprise, though, as, with every
report on the possible
total exposure to taxpayers from the bailouts getting more and more
absurd, I kept insisting on adding zeros on at the end of the
player's score, with Ivan Galic,
our programmer, getting increasingly skeptical of the wisdom of this
and the credulity of players at these numbers, but it worked well,
made things more fun and reactions were, as far as I've seen and
experienced, positive.
As I said, though, I don't believe mechanics are the limits of
meaning in interaction and all the classic understandings of
imparting meaning throughout other mediums and games of the past,
definitely still apply and martial law was one topic that we
addressed this way. How we went about this, which ended up being
very natural, was to make the power pellets that the Fed eats into
gleaming black assault rifles (originally we had players eating a
nuclear family, representing the death of the middle class, but we
found it too abstract to properly get across). I really wanted to
mock and satirize the kind of black
ski-masked, jack-booted thugs employed to rain on peaceable
assemblers' parades, that governments of the free world have grown so
fond of in recent years, so Anthony
'Fuzion' Drummond, our musician and sound designer, and I did a
little bit of recording. What we came up with was the perfect,
overzealous, power-mad martial law declaration, sound effect to play
when players grab an assault rifle, that does all that and more,
while still making the game feel more fun and exciting.

Environmental degradation is also employed as an aesthetic indicator
in the urban and suburban backdrops that serve as the level maps for
the Fed and the American people to do their, thankfully not, eternal
dance on. As players progress through levels, consuming more and
more of the cash stacks, streets and sidewalks loudly crack and homes
and businesses go into disrepair and eventually foreclosure, with
tiny 'Sale' signs popping up in front of them. The general and
progressive blight serves as visual and auditory stimuli to the
players, directly reinforcing the terrible effect that their
rapacious appetite is having on the community at hand and society in
general.
These newly understood mechanical methods for creating meaning,
hand-in-hand with the traditional aesthetic routes, truly, I like to
believe, came together in what resulted in a great and most
meaningful game. It gets across the message that the Fed is up to no
good, demonstrates exactly how undeserved bailouts are, parodies and
mocks authoritarianism, displays the effects of economic degradation
on a community and illustrates the absurd amounts of money we're
entrusting central bankers with and, certainly not least, is a lot of
fun to play.
Financially, of course, I hope iBailout!! does start charting
on the highest reaches of the App Store, but what truly fueled the
development of this game was my desire to see and play meaningful
popular culture--the kind capable of having a real and positive
impact, that can reach and be enjoyed by a mass gaming public.
The bottom line on making meaningful games, or meaningful anything
for that matter, though, is this: If it means something to you,
whether politically, intellectually, emotionally, or however, and you
start from there and never lose focus of that, then, odds are, it'll
end up meaning something to someone else too.
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Here in Canada we trust government more, and we have a very solid banking system with no need for bailouts for that very reason. (Of course, we have other problems that Americans don't have - such as not quite as much entrepreneurial spirit - but that's a different story...)
Thanks for checking out my piece. Any other thoughts on what I wrote?
The bailouts occurred because of a lack of checks and balances brought by corrupt politicians that are bought and paid for by special interests. The Federal Reserve is a private organization owned by special interests outside the political control of the people;
http://www.youtube.com/watch?v=ol3mEe8TH7w&feature=related
Also, your assumption that the body of government is the same as the people is wrong. Government, in a democratic republic, is SUPPOSED to represent the people. That means that politicians are SUPPOSED to be public servants. In practice, however, this is not the case with a few exceptions. This concept that government is the representative of the people is just as flawed as saying that the cult leader is the representative of a god. This scam, or method of mass manipulation, is not unlike the Jim Jones People's Temple cult or the Pope with Catholicism, a democratic republic that does not have adequate checks and balances, like in the USA, is merely a different flavor of kool-aid.
Nick,
+1uP for going for your dreams and making games that are not just another electronic time waster.
0/05/24/the-canadian-good-banks-myth.aspx) The idea that Canada's banks were so strong they didn't require a bail out is just plain wrong.
Of course, a political discussion is essential to considering the game, but, anyone, whether you've got a serious political opinion or not, please feel free to jump in on just a design/dev level and share your, thoughts--you included, Tim.
I'm eager to hear it all.
No doubt Canada has much better financial regulation than the US. However, a huge proportion of that regulatory failure on the US side comes from the Federal Reserve's failure to exercise its existing authority to regulate the banking sector -- an authority that it has NEVER seriously exercised.
This has nothing to do with "trusting politicans" as NOBODY in the Federal Reserve is an actual elected official.
Also, there can no doubt the conservative side of the aisle in the US Congress has focused too much on deregulation rather than deficit reduction, and that needs to be fixed ASAP.
However, the idea that we need to trust our politicians MORE is ludicrous. If you knew American politicians such as Barney Frank and Nancy Pelosi, it would be clear that any "trust" is entirely misplaced -- these are exactly the same fiscally incompetent fraudsters who got us into this crisis in the first place (particularly Barney Frank, as the House Financial Services Committee chairman and the main culprit behind the horrific mismanagement of Freddie Mac and Fannie Mae).
Our politicians have been hell-bent-for-leather on taking us down the same road of fiscally and mathematically unsustainable socialist borrow-and-spend that Europe has been following for decades. Europe now finds itself hitting rock bottom, with the Eurozone and the Euro currency both collapsing and many peripheral nations facing riots and chronic strikes. California and Illinois are now facing similar problems.
Here are some links explaining the real causes of the financial crisis:
http://www.zerohedge.com/article/everymans-guide-credit-crisis
http://www.zerohedge.com/article/steve-wynn-if-good-government-then-i-am-mary-po
ppins
http://www.zerohedge.com/article/must-read-seth-klarman-real-and-false-lessons-f
inancial-crisis-blasts-government-market-inte
http://www.zerohedge.com/article/michael-burry-demolishes-feds-self-perceived-in
falliblity-discusses-cost-extend-and-pretend
http://www.amazon.com/Road-Serfdom-Documents-Definitive-Collected/dp/0226320553/
ref=sr_1_1?ie=UTF8&s=books&qid=1278203209&sr=8-1
It's strictly iPhone for now. Once we move some units and get on the charts (I e-mail Steve once a week advising on the wisdom of featuring us), I'd love to take iBailout!! everywhere worth going and maybe that would include a flash version. Though, it does seem this stealing thing works wonders for some folks, so maybe your answer lies there. Or not.
Jeffrey, I definitely appreciate the comment.
Even though I linked to a G20 scene from Toronto, that's only because what we're seeing there is exactly the same thing we've seen in countless American cities in recent years. A nice illustration: http://www.youtube.com/watch?v=QSMyY3_dmrM
And, for any future commenters, please make yourselves at home, but I think we can all agree that Tim's had more than his fair share of rebukes here, so let's move it on. Like Jeffrey says, we all know Canada's a great place--as a Michigander and onetime 19-year-old, I know this firsthand--and who doesn't like their poutine and Labatt Blue?
If you make a flash version everyone can access, I'll buy it and promote it to my social network, much like Catabalt.
I definitely like the cut of Canabalt and Super Meat Boy's jib and would love to throw a flash version out there, but I've been working on iBailout!!, in one form or another, for over a year now, our team and I spent 4 months+ developing it and we have yet to make a dime. Though I understand it could really help with promotion, we just don't have the resources to do it right now.
May I humbly request you still buy it and promote it to your social network.
Thank you, sir.
P.S.
Happy 4th, everyone.