Contents
Who Says Video Games Have to be Fun? The Rise of Serious Games
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
November 22, 2009
 
Video Game Watchdog National Institute On Media And The Family Shutting Down [11]
 
Modern Warfare 2 Infinity Ward's 'Most Successful PC Version' Yet [12]
 
New Tech, Design Details Of Project Natal To Emerge At Gamefest In February
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
November 22, 2009
 
Sucker Punch Productions
Character Artist
 
Sucker Punch Productions
3D Environment Artist
 
Sucker Punch Productions
Network Programmer
 
Sucker Punch Productions
Texture Artist
 
Sony Online Entertainment
Brand Manager
 
Monolith Productions
Sr. Software Engineer, Engine - Monolith Productions - #113767
 
Crystal Dynamics
Sr. Level Designer
 
Gargantuan Studios
Lead World Designer
spacer
Latest Features
spacer View All spacer
 
November 22, 2009
 
arrow Upping The Craft: Susan O'Connor On Games Writing [6]
 
arrow Small Developers: Minimizing Risks in Large Productions - Part II [6]
 
arrow iPhone Piracy: The Inside Story [48]
 
arrow And Yet It Grows: Analyzing the Size and Growth of the European Game Market [5]
 
arrow NPD: Behind the Numbers, October 2009 [13]
 
arrow Reflecting On Uncharted 2: How They Did It [5]
 
arrow Sponsored Feature: Rasterization on Larrabee -- Adaptive Rasterization Helps Boost Efficiency
 
arrow Postmortem: Wadjet Eye's The Blackwell Convergence [2]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
November 22, 2009
 
Time Fcuk
 
Accepting the Inherent Value of Games
 
Planckogenesis, Part II: Song Structure & Gravy Train [1]
spacer
About
spacer News Director:
Leigh Alexander
Features Director:
Christian Nutt
Editor At Large:
Chris Remo
Advertising:
John 'Malik' Watson
Recruitment/Education:
Gina Gross
 
Features
  Who Says Video Games Have to be Fun? The Rise of Serious Games
by Bryan Ochalla
0 comments
Share RSS
 
 
June 29, 2007 Article Start Previous Page 2 of 4 Next
 

Serious Attention

Serious games are no longer an aberration, of course. Countless examples created by the likes of Ian Bogost, Gonzalo Frasca, Paolo Pedercini, Chris Swain and more have caught the attention of the press and the public in the years since Seggerman’s first trip to GDC. They’ve also caught the attention of the mainstream game development community, though not often in a positive way.

Advertisement

“There’s a lot of hatred toward serious games right now,” Seggerman says, adding that the lack of love could be due to any number of reasons. “It could be because of the name or it could be because they think—and rightfully so—that many educational games have been terrible,” she adds. “Bad educational software has done us a lot of harm.”

Another knock against so-called serious games is that they simply don’t stack up to more mainstream offerings.

“Most people are less generous with their words; they’d say that most activist/political/serious games just plain suck” says Bogost, Ph.D., founding partner of Atlanta-based Persuasive Games, LLC, makers of Presidential Pong, Disaffected! and Airport Insecurity. “And that might be true, in part. The level of craft in serious games often leaves much to be desired.”

Powerful Robot Games' September 12th

Of course, mainstream titles generally garner bigger budgets than their “serious” brethren. "I think the main problem is that it is very expensive to make any kind of game," offers Frasca, co-founder of Powerful Robot Games, a Uruguay-based studio that has crafted such titles as September 12th and the Howard Dean for Iowa Game. “Political games generally do not have a financial return, and that makes it particularly hard to produce them with the same quality as commercial work.”

Swain, an assistant professor in the USC School of Cinematic Arts’ Interactive Media Division and a co-director of the school’s Electronic Arts Game Innovation Lab, also cites miniscule budgets and less access to experienced talent as reasons for the discrepancy between mainstream and serious games.

That said, Swain—who designed The Redistricting Game and acted as a faculty advisor for the PlayStation3 game, fl0w—suggests “the field of political/activist games is very young. We need some success stories to prove our value because right now political games mostly grab headlines and have little real impact.”

 
Article Start Previous Page 2 of 4 Next
 
Comments

none
 
Comment:
 


Submit Comment