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  Commentary: Design Lessons from Torture in Games
by Reid Kimball on 04/22/09 05:30:00 pm   Expert Blogs   Featured Blogs
26 comments Share on Twitter Share on Facebook RSS
 
 
  Posted 04/22/09 05:30:00 pm
 

Last week saw the release of several crucial memos written during the early years of the Bush administration regarding official government policy on the use of torture on detainees caught in the war on terror. It’s a hot topic on TV, with CNN and MSNBC news programs covering it nightly. The New York Times has written editorials calling for the impeachment of Jay Bybee, one of the lawyers who authored some of the damaging opinions. Blogs are pointing their readers to petitions for special prosecution investigations and impeachments. Readers are having heated discussions about the revelations, particularly what it all means for the American people and the consequences we face if we don’t impeach and hold those responsible accountable.

Over the years, since the Bush regime’s use of torture was first revealed, especially with Abu Ghraib, there has been small indie videogames released featuring torture as their core gameplay mechanic. This is not an exhaustive list but only a small sampling. Most of them are forgetful but one of them embodies a valuable lesson for game designers. Here is a small and certainly not exhaustive sampling of the most notable torture games I have found.

Nick Anderson: Torture Time!

Torture Time!

This is a sad case of a rush job trying to capitalize on timeliness of current events. If you play it, you’ll notice it’s very easy to fail and have no idea why. It lacks proper feedback in the waterboarding stage, doesn’t make clear what the goal is and what the rules are. It has other “mini-games”, but they aren’t really games. Overall, it’s an example of what not to do in a torture game and worst of all, it doesn’t say anything worthwhile.

Torture Game and Torture Game 2

Torture Game 2

Torture and Torture 2 flash games are more “simulations”, though that’s even too generous a word. It’s more like a sick toy, where you are given a set of tools, such as spears, razor blades and even a chainsaw. Choose the tool and inflict the damage. The character is rendered as ragdoll, so it is lifeless and lacks empathetic qualities. That’s unfortunate, because it ignores the human toll and misrepresents the horrible fact that torture is done to living, breathing human beings who feel the same joy and pain that anyone else does. The design lesson I learned from this was that nothing is off limits for games or sims. No topic is too sick or controversial. The Torture games have hundreds of posts from people making suggestions for more torture actions and tools.

Rendition: An Interactive War on Terror

Rendition Game

Rendition is a more interesting piece. The author states it is a political art experiment and I’m not so sure it works as intended. The concept is that you have to interrogate a detainee, but there’s a language barrier and the only available actions are to torture the detainee by beatings. The designer says it’s a statement on our own culpability, in that we have to act to stop torture, in this case, by quitting the game. When the player is awarded points for each type of physical beating they engage in, I feel it works against the author’s intent. The design lesson here is that it's really hard to make artistic statements in games and you must choose your mechanics wisely so not to confuse or conflict with the message.

Big Bugdet Games

Recent big budget titles have flirted with the topic of torture, but handled them just as irresponsibly.

Gears of War 2 (NOTE - spoilers ahead)

Gears of War 2 - Tai commits suicide

Gear of War 2 does not have any torture gameplay but does touch on the subject in its narrative. It features two characters that have been tortured and both die within moments of being freed. One commits suicide while the other is murdered.

The design lesson I learned from this relates to narrative design, not gameplay design. Narratively, it conveys a disturbing message that those who are tortured are not worth reintegrating back into society and thus are better off killed. Try telling that to John McCain.

Also, I can't understand why Dom, who's been searching for his wife the whole game would kill her, no matter how tortured or close to death she was. Nothing in the narrative gave me insight into why his character would act this way and it felt wrong. I wonder if no one had a good answer for how to wrap up this plot thread after that cinematic ends, so it was decided killing her would be "convenient". 

Gears of War 2 - moments before Dom murders his tortured wife.

World of Warcraft: Wrath of the Lich King

WoW’s Wrath of the Lich King has a quest called The Art of Persuasion. It’s clear looking at the quest details the designer is well aware of the concept of extraordinary rendition, where detainees are sent to other countries to be tortured by other people because they are not bound by any “code of conduct”.

World of Warcraft's The Art of Persuasion

The item details for the Neural Needler are particularly striking. During the quest, the object the player uses on the prisoner is called a “Neural Needler” and its use description is, “Use: Inflects incredible pain to target, but does no permanent damage.” In the book, “A Question of Torture: CIA Interrogation, from the Cold War to the War on Terror” by Alfred McCoy, it states, “As its most troubling legacy, the CIA’s psychological method, with its scientific patina and avoidance of obvious physical brutality, has created a pretext for the preservation of torture as an acceptable practice within the intelligence community.” The methods developed by the CIA in the 60’s and 70’s were being used throughout the Bush administration. Specifically, techniques such as sleep deprivation, exploitation of phobias and stress positions were used in Afghanistan, Iraq, Guantanamo Bay, Poland, Morocco and other secret locations around the world known as blacksites. Those three techniques do not use direct physical pain and evidence of their use is detailed in the recently released memos.

The Art of Persuasion quest

While it’s good that the quest in WotLK is a little more accurate in the approaches of torture; using outsiders and inflicting only psychological pain, it’s as far as it goes in handling the gameplay of torture responsibly, which leaves a lot to be desired.

Richard Bartle stirred up controversy by explaining that he was disappointed with the quest because he felt like he was forced to torture when he did not want to because it went against his morals. Adam Bishop recently wrote about a similar situation in Far Cry 2. He did not want to destroy a malaria medication and almost stopped playing the game because it did not allow him to resolve the conflict in a way that he felt would be morally acceptable to him.

The design lesson to take away from this is when dealing with complex and controversial moral issues, you should consider allowing players the freedom to express their views and resolve the conflict on their own terms, not yours. But then there's an issue of ethical design authoriship. If a player wants to torture, is it ethical to allow them to do that. Is it OK to balance that out by presenting natural consequences?

Calabouço Tétrico

The one game that stands out above all the others is Calabouço Tétrico. Not because it renders the affects of torture accurately, or simulates in a systemic way how torture comes to be used, but because it expresses a Procedural Rhetoric. Ian Bogost says a game has procedural rhetoric, "Anytime the argument is being advanced in whole or in part by the way the rules function." In other words, Calabouço Tétrico conveys an important message through its tight coupling of art and game mechanics. It can't do it based on the art alone; it depends on the rules of the gameplay.

Calabouco Tetrico - Torture Tetris

The game plays exactly the same as Tetris, only the art is changed and the various shaped blocks are people in tortured positions. I encourage you to try it out for a few minutes. I found it uniquely disturbing because I knew it was Tetris, but it wasn’t because it transcended the abstract nature of Tetris and engaged real world concepts and ideas thanks to its art.

The important design lesson of Calabouço Tétrico is that you can dress up abstract mechanics to say something meaningful. When blocks stack up and reach the top, triggering the fail screen, the meaning becomes clear; “No matter how hard we try to keep the truth of torture and our culpability in it from rising to the surface, it will catch up to us.”

Fail state for torture tetris

Whether we did it once or 183 times, what was done during the Bush administration in the war on terror will have lasting impact for generations to come. It’s up to the American people to hold those responsible accountable. This includes the CIA operatives who were implementing the torture, CIA headquarters giving the orders to torture, lawyers justifying the torture, politicians encouraging the torture and Vice President Dick Cheney and President George W. Bush for authorizing the torture. If we don’t hold all involved accountable, then accountability will fall on the American people.

In the end, the question is, who will be holding the pitchforks demanding answers and justice? Will it be our enemies who rose from the stains of our torture? Or will it be us? If we American’s neglect our responsibility, much like what happens in Calabouço Tétrico, no matter how hard we’ll try to spin it, move it and make it disappear... it will catch up to us.

Also posted at my personal blog Reiding...

 
 
Comments

Sande Chen
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I didn't like that Dom killed Maria either. But at the same time, I understood they needed a way to "wrap it up" because they couldn't have that character trailing after them, as in Ico.

Jerome Russ
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Torture in games is a sad thing, but, I don't think they ever have less than an "M" besides their title. Parents, be aware!

Also, please keep politics out of legitimate stuff. Bush should have charges right after I get to sue Obama for all his lies and deceit.

Adam Bishop
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Keep politics out of legitimate stuff? Politics aren't legitimate? Huh?

Ed Alexander
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A very interesting article. I actually had a discussion with some coworkers about the WoW torture quest, and got mixed results. Some weren't bothered by it (I wasn't) and some wanted to stop doing it after they started.

From my point of view, first, it's a video game. In Grand Theft Auto: San Andreas, I tied a guy to the hood of my car and sped around town, dodging and weaving through traffic and hitting jumps to scare him shitless. Instead of reading text of a guy begging me to stop, I hear him screaming and pleading to stop. There was a lot more emotional ties to San Andreas because you hear a human (albeit voice actor) screaming in terror, begging you to stop.

So the Art of Persuasion wasn't a big deal to me, all I was doing was targeting an NPC and Right Clicking a Use effect item. Besides, this particular enemy you are torturing is the enemy you brought in for interrogation. It wasn't but 2 minutes ago that he was trying to kill you.

Yet I talked with others who couldn't explain it, but they didn't feel comfortable doing the quest. To me, that seems odd. Perhaps I'm more of the power gamer type who merely looked at this quest in the light of "Oh hell yeah, all I have to do is stand here and click this item half a dozen times and get easy quest exp? Much easier than trying to solo Harold Lane."

But the other people I talked with generally are immersed in the game as their character, reading quest text and feeling like they are the unique snowflake hero who single handedly won the day because they fought alongside Thrall and Sylvanas against Verimathras and took back Undercity for the Horde. They feel like their own selves are projected through their character, so when they are confronted with the Art of Persuasion quest, they feel like it is they themselves being asked to torture an enemy, not the character they are playing.

The funny thing is, though, that these individuals did start Death Knights and play through their starting area, which was far worse in comparison, yet that didn't cause any industry wide controversy. There were some users who complained about the Death Knight starting area quests, but it didn't raise a ruckus like the Art of Persuasion did.

There, you had to kill innocent peasants as they fled from your invasion and had the Lich King whispering to you while you slaughtered them that mercy is for the weak. (If Chaos Drives, Let Suffering Hold The Reins) And then you had 2 hot pokers you had to use to extract information from the defending forces you were assaulting, and you would actually kill several of them in the process before you found one who would spill the beans before he died. (How To Win Friends And Influence Enemies)

Shouldn't that have been more controversial? Not only are you torturing, you're killing multiple people through torture, and doing so in a much more personal, physically applied and brutal method. Is it okay for a Death Knight to torture because he is a Death Knight, and not a Paladin? Is it okay for a Death Knight to torture because he was under the Lich King's control? Do any of these circumstances sound like real life if you replaced a few nouns and pronouns, and would that situation be treated any differently because of political reasons?

Thanks for the article Reid, it certainly has been thought provoking!

Reid Kimball
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@Sande: It's unfortunate because I think can think of several ways to resolve that problem.

@Ed: I think as you allude to, the torture quests for a Death Knight are less shocking to the conscience because that's how we expect them to behave. We expect al-qaeda to chop off peoples heads. It still disgusts and enrages people, but we expect that. For The Art of Persuasion, the role you play isn't of someone who is inherently evil (as I understand it, having not played it) so the idea of torture is unexpected and shocking to some. Similar to how it's unexpected and shocking that the United States government would authorize the use of torture as official policy.

Richard Bartle clarifies his point in additional responses after the controversy started. He felt the game didn't respond appropriately to the fact that torturing someone by his character should be out of the norm. The game treated torture as expected when he thought it should be unexpected.

I wonder what is at play that causes some people to be conflicted by the moral choices/situations in games and why others are able to look past it and see it as abstract mechanics to be manipulated. Having interest in manipulating the mechanics is one level of desirable engagement. Forgetting about the fact that you are manipulating mechanics and being emotionally involved in the context of the moment is I think a higher level of desirable engagement.

Bob McIntyre
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@Sande: I don't think that "he kills his wife because it's a story problem" is acceptable. That's sloppy writing.

@Jerome: This site is for Gamasutra, not Fox News. Let's all keep our weird, juvenile, unsupported political assertions someplace else.

Mark Sample
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Thanks for this rundown of virtual torture. The games that interest me most are the ones that explicitly acknowledge the war on terrorism (or "Overseas Contingency Operation" as it is now known). That context is missing from many of the indie (not to mention mainstream) games about torture.

I've written in gamestudies.org about two big budget games, though, that not only feature torture, but torture for the purposes of interrogation: 24: The Game and Splinter Cell. The procedural rhetoric in both of these games seriously misconceives torture, trivializing the abuse and highlighting in a perverse way the disparity between the insignificant intel acquired and the brutal methods used for its acquisition. Check out Virtual Torture: Videogames and the War on Terror for the article.

Reid Kimball
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Mark, thank you for pointing me to this. I will definitely read it. For anyone else interested, the link is: http://gamestudies.org/0802/articles/sample

Lance Rund
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This article isn't about "design issues in incorporating torture elements in games". It's "I don't like George Bush, US should torture, oh by the way here's a game with torture". "Design" doesn't enter into it. This is, in fact, about politics not design. An article on "what are the hazards and attractions of torture minigames" without the heavy-handed political commentary would have been welcome, but this is clearly not what is here. First two paragraphs: criticism of Bush. Last two paragraphs: criticism of Bush. Imbedded paragraphs: criticism of CIA. I can't hear a word you're saying because you're shouting so loudly from your soapbox.

If that had been left out, perhaps this article would have had value.

Subject != content.

Meredith Katz
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An article about the social impact of real life controversial political issues effecting fellow human beings' health, life, and sympathy as related to the portrayal of the same issues in video games regarding the need for said games to have "meaning" instead of tossing the issues in careless of the reason behind the political controversy ...should leave out politics to have value?

Erm.

Blake Nicholas
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The only game I actually remember the torture from is MGS1. When ocelot, or was it liquid, had solid snake hooked up to the electricity contraption and you had to mash the buttons so you wouldn't pass out.

I have to agree with Lance though that this isn't really a game related article or even game industry related article, it's a political article. I see nothing wrong with torture to be honest. If a captive has information you want or need it really is the only way to get it out of them. There's no way to show them that you mean business unless you do something to let them know that you mean business. You end up being nothing but a joke if you show weakness to these kinds of enemies.

Adam Bishop
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I don't want to turn a game blog into a debate on the merits of torture, but I really don't see why some people take issue with tying discussion of game development into the broader social environment in which games function. Games don't exist in a vacuum.

Reid Kimball
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Adam is right. Games have great potential to enlighten people to how the world works because the world is a gigantic system with inter-connected sub-systems, much like a game.

Christopher Wragg
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@Adam Bishop
What he said....

@The in house critics
All he does is link the production of a certain themed game with a set of real world events that quite plausibly spawned their creation;
"Over the years, since the Bush regime’s use of torture was first revealed, especially with Abu Ghraib, there has been small indie videogames released featuring torture as their core gameplay mechanic."

He then links the concept of a certain style of torture in a game to a real world example of it's occurrence, one that people can relate to and understand;
"In the book, “A Question of Torture: CIA Interrogation, from the Cold War to the War on Terror” by Alfred McCoy"

Sure there are tidbits of personal agenda throughout, and the conclusion is politically coloured, but none of that takes away the very valid questions the article raises about game design. The fact that he can not only communicate his political views and write a poignant piece about design, should be commended rather than attacked.

Mark Harris
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I don't mind the article or the politics, but you paint a very narrow picture.

How do we include an impactful version of torture as narrative in a game that mimics the moral ambiguity of torture in reality. How do we model "torture" that saves lives? It is naive to break down the use of waterboarding on US prisoners, who have committed various atrocities across the globe, into Good and Bad buckets. The methods are harsh, but they have resulted in actionable intelligence. If you read the ENTIRE set of memos, not just the edited and propagandized snippets you see on the news and hear from our "transparent" government, you will realize that these interrogation techniques yielded important information from criminals who had previously told us to go f*** ourselves. Specifically, they provided information that identified a terrorist cell right here in the US whose objective was to perpetrate a 9-11 style hijacking and crash the planes into the tallest building in Los Angeles. After 9-11, do you doubt their ability to successfully pull off such a scheme? How do you balance the lives of innocent US citizens versus the rights of know terrorists? Can you honestly look someone in the eye and tell them that your sense of moral turpitude justifies the death of their children/husband/wife/mother/father?

You condemn Bush and Cheney and the CIA and everyone else remotely involved, but do you condemn previous administrations who ignored glaring evidence of a mounting effort to commit terrorist acts in the US? Do you condemn the Republican and Democratic congressmen/women who approved and encouraged the interrogation techniques that so highly offend you? Do you condemn Clinton for passing on several opportunities to apprehend Osama Bin Laden as a known terrorist mastermind? Do you rail against his short-sightedness that resulted in the murder of thousands of innocent people, and consequently our response?

The scope of your arguments are too narrow and ignore the vast web of interconnected events that make up the global landscape.

Would you condemn waterboarding a known criminal who has information that could possibly save those you really care about? I wouldn't. Perhaps we'll have to agree to disagree on the real world implications of interrogation.

I'm not in a position to pass judgment either on Clinton for his naivety nor on Bush for his "torture". The bottom line is that they made the decisions they thought were right at the time, and neither made those decisions out of some spiteful hate for humanity. These aren't people with some sick fascination with death and destruction, these are people who make decisions every single day that effect billions of actual human lives. Should we hold them accountable for their actions? Yes, but we need to judge their actions with a lens that goes beyond our own sensitivities, that takes into account the goals and reasons for their actions. Truly, the government in this country has absolutely no moral authority to prosecute anyone right know. A known TAX CHEAT was appointed as the Treasury Secretary. If we're all about holding everyone accountable under the law in this country, where is his prosecution? Why does our moral relativism span the Bush administration but not the current administration? Clinton literally lied under oath to the entire population of the country, that's a felony, and yet he never spent a single night in jail. Where do you draw the line on justice?

Rant over. See the can of worms you opened up? :p

I'll agree with you all day on the rather pointless and absurd design decisions in most of those games, and the rather clever implementation from Calabouço Tétrico. We can use games to tell a narrative about torture, but what narrative are we going to use? Do we universally condemn it regardless of the loss of life? Do we try to paint a true picture of a world where there must be "lions for lambs", lest the wolves destroy us all?

Reid Kimball
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@Mark:
Thanks for your comments. I wish you had emailed me privately about your thoughts. I would have enjoyed the discussion, but I don't feel this is the place to get into detailed discussion about the various issues you raise.

If you have comments on the design issues I raised or how to create designs that let people explore these complex issues, please share. But if you have personal feelings about past and current government actions you are free to email me.

Craig Stern
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I like this article--you give thoughtful analysis to the shortcomings of various games in their presentation of a serious topic that deserves serious treatment. Nice work.

Owain abArawn
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Now I am not against violence in games. Over the last decade alone, in a variety of MMOs, I have hacked, slashed, bludgeoned, blasted, disintegrated, vaporized, and otherwise sent to the great bit bucket in the sky thousands of virtual entities, both computer controlled and player controlled. Some were distant and impersonal, yet another head shot through from edge of visibility through a sniper scope, and some were toe to toe, with my bare virtual hands.

Torture, or any other mistreatment in a game is worse than spreading hair, teeth, and eyeballs across the virtual landscape?

I must be missing something here...

güzide tk
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The only game I actually remember the torture from is MGS1. When ocelot, or was it liquid, had solid snake hooked up to the electricity contraption and you had to mash the buttons so you wouldn't pass out. http://www.burun-estetigi.info/

Mark Harris
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Reid, I'll send you an email later when I have more time.

I mostly agree with your critique of torture in the games you mention, they don't really use the power of the situation at all and come off banal.

Torture could be a potentially powerful tool for player reflection, so it needs to be handled well, with supporting narrative and meaningful consequences.

Situation : player has access to a prisoner with information that could save player's family/friends/colleagues, but saving them is not critical to the plot. If prisoner talks he knows he and his family will be killed, so prisoner won't talk. Player can torture prisoner (or order him tortured) to extract the information. This prisoner is guilty by association, has not directly caused any harm to player or player's allegiances. What does player do?

That's a quick and dirty situation, there is a lot that can be expanded with narrative. Innocent people potentially die in either situation. It's not the best example of all time, but at least it gives the player a chance to search his own moral code.

It just seems like if you're going to use something like torture in a game, the decision for the player can't be an easy Yes or No, or the situation can't be a clear cut Good or Bad. That's just too easy.

Reid Kimball
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Mark, I agree. I think dilemma situations are best; players faced with equally undesirable options. While a player may agree with torture, something about it has to be undesirable. Perhaps your boss warns you that if word ever gets out, like Abu Ghraib, it could be very bad for the government.

But on the other hand, if you don't get the information and people die in a terrorist attack, that is also very bad. The interesting thing is that both choices lead to negative unknowns. It is not known if the use of torture will become public in the future and it is not known yet if there is a terrorist plot to break up (in my version of the interrogation).

Additionally, the player should have freedom to choose which action was "correct". What I think is right to do will obviously be different than your choice. Either way a player chooses, the game shouldn't "fail" them, only show the consequences for the individual people involved.

Mark Harris
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Good points. We get some effective situational tension from the negative unknowns and we don't dilute the impact by forcing the player in a single direction.

Mark Sample
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This is far-flung from the original discussion, but I want to correct the notion that torture provided "actionable intelligence," as the recently declassified legal memos seem to suggest.

As Mark Harris noted above, in the 40-page memo from Steven Bradbury, the Acting Assistant Attorney General, Bradbury says that the CIA told his office that "the interrogation of KSM [Khalid Sheikh Mohammed] -- enhanced techniques were employed -- led to the discovery of a KSM plot, the 'Second Wave,' 'to use East Asian operatives to crash a hijacked airliner into' a building in Los Angeles."

Facts, however, show that either Bradbury or the CIA misrepresented the value of any intel waterboarded out of Sheikh Mohammed. How do we know this? Because the plot was "foiled" in February 2002, when the leader and other members of the LA cell were arrested. And Sheikh Mohammed wasn't captured until March 2003, over a year later. As Tim Noah wrote in Slate about the obvious falsehood in the memos, torturing KSM was not only cruel and unjust, it was also "a waste of water."

Mark Harris
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@Mark : Thanks for the update. I read the full memo, but I haven't been plugged in to the various media outlets (left, right, middle, off-planet, whatever) for a while. I'll have to get back into fact-finding mode so I can get a more complete picture.

An Dang
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The article and ensuing comments are pretty interesting.

In Oblivion, I could not bare going on with the Dark Brotherhood quests because I found it to be too distasteful. I also found it very difficult to play as a Dark Side character in the Knights of the Old Republic games. Obviously, I'm not a big fan of the torture.

Despite being a fairly liberal person, I do see the dilemma between choosing to save loved ones and countrymen over preserving the rights and liberties of others. If I were to design a game, I think I would not be entirely opposed to including torture. However, I would make damn sure that the player feels the ramifications for practicing torture--and, most likely, a choice not to practice it. Sadly, I imagine there would be some people who would ignore all "ramifications" and simply revel in their own sadistic pleasure (also people who would save the game, commit torture, only to load their save file and be a good guy).

Luis Guimaraes
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I played "Calabouço Tétrico" (Tetric Dungeon) from Loodo Games. They made it based on an "exemple of a bad game theme" from The Art. I really saw Tetris and nothing else... Maybe my eyes for game mechanics is getting me into a very strange kind of player. My very first reaction to the Dark Walker in Unreal Tournament 3 was like "Damn! That's very nice!!! The Walker body flies while legs just follow!!" :D


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