Our Properties: Gamasutra GameCareerGuide IndieGames Indie Royale GDC IGF Game Developer Magazine GAO
My Message close
Contents
Persuasive Games: Designing For Tragedy
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest News
spacer View All spacer
 
February 10, 2012
 
Road to the IGF: Lucky Frame's Pugs Luv Beats
 
Analyst questions validity of unusual January NPD results [10]
 
Blizzard opposes Valve Dota name registration
spacer
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
February 10, 2012
 
CCP - North America
Animation Director
 
Toys for Bob / Activision
Senior Programmer
 
Toys for Bob / Activision
Lead Programmer
 
Vicarious Visions / Activision
FX Artist-Vicarious Visions
 
Vicarious Visions / Activision
Tools Engineer-Vicarious Visions
 
Treyarch / Activision
Lighting Artist, Cinematic
spacer
Latest Features
spacer View All spacer
 
February 10, 2012
 
arrow Virtual Goods - An Excerpt from Social Game Design: Monetization Methods and Mechanics
 
arrow Principles of an Indie Game Bottom Feeder [20]
 
arrow Postmortem: CyberConnect 2's Solatorobo: Red the Hunter [1]
 
arrow Jerked Around by the Magic Circle - Clearing the Air Ten Years Later [41]
 
arrow Building the World of Reckoning [4]
 
arrow SPONSORED FEATURE: TwitchTV - How to Build Community Around Your Game in 2012 [13]
 
arrow Happy Action, Happy Developer: Tim Schafer on Reimagining Double Fine [9]
 
arrow Building an iOS Hit: Phase 1 [11]
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
February 10, 2012
 
Audio Passes: Success Through Layering
 
What the current RPG can learn from Diablo 1
 
Double Fine's Kickstarter Windfall: Will Patronage Supplant Traditional Game Publishing? [9]
 
The Principles of Game Monetization
 
Did DoubleFine Just break the publishing model for good? [15]
spacer
About
spacer Editor-In-Chief/News Director:
Kris Graft
Features Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Frank Cifaldi, Tom Curtis, Mike Rose, Eric Caoili, Kris Graft
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
 
Feature Submissions
 
Comment Guidelines
Sponsor
Features
  Persuasive Games: Designing For Tragedy
by Ian Bogost [Game Design]
1 comments Share on Twitter Share on Facebook RSS
 
 
June 13, 2007 Article Start Page 1 of 3 Next
 

A month after the Virginia Tech massacre, 21 year-old Australian hobbyist animator and game developer Ryan Lambourn created V-Tech Rampage, a web game that recreates the massacre’s events. He released the game on his personal website and popular Flash portal Newgrounds.

The game was universally reviled on websites and blogs. Some cited the very idea of a game about the massacre as an offense (“We just find such a game to be in extremely poor taste”).


Others noted a lack of sensitivity in the timing of the game (“[Lambourn] waited less than a month. Which suggests that [he] is motivated primarily by getting his name in the limelight”).

Elsewhere, still others cited the game’s structural coherence and other design merits (“If you don't follow the plan accordingly, the cops capture you early. If you walk into a classroom, the game engine makes the walls transparent. When you fire shots near pedestrians, they'll freak out and start screaming and running”).

And most highlighted Lambourn’s demand for payment in exchange for removing the game from Newgrounds and his own site, including the apparently thoughtless offer to apologize if donations reached $3,000 (Lambourn later retracted the offer, claiming it was a joke).

The game has been compared to another controversial and highly-publicized videogame about a school shooting, Danny LeDonne’s Super Columbine Massacre RPG (SCMRPG), but the two games share little in common.

While SCMRPG portrayed Eric Harris and Dylan Klebold’s lives in researched detail, depicting the events of the Columbine massacre as the tragic outcome of two complex and misunderstood lives, V-Tech Rampage focuses on the acts of killing over the killer’s motives. While SCMRPG defamiliarizes murder by rendering it in RPG form, V-Tech Rampage encourages fast-fingered triggering.

While LeDonne has thoughtfully and convincingly connected his game with the personal effects Columbine on his life, Lambourn’s game makes him appear unstable at best, deeply troubled at worst.

One might even wonder if authoring the game was actually more a signal of his own disquiet than the offhand gag he claims it to be. For example, in V-Tech Rampage, the victims utter revealing secrets before the player mows them down. These range from the cynical (“Please just not my face! I want to stay pretty!”) to the disturbed (“I cut myself sometimes”) to the homophobic (“Bring the pain, faggot!”) to the melancholy (“I’m lonely”).

Several deal with sexual molestation, including one final lament, “I wanted to have sex with a preteen before I died,” and another rejoinder accusing a professor of having sex with an underage student.

The world probably didn’t need V-Tech Rampage. But what if Ryan Lambourn did? Are these just tasteless jokes, or are they calls for help?

 
Article Start Page 1 of 3 Next
 
Comments

Luke Alexander Darsey
profile image
I am just a game lover, right now I'm into flash games like http://www.ponged.com. Just hope that not all games would end in tragic true to life events.


none
 
Comment:
 




UBM Techweb
Game Network
Game Developers Conference | GDC Europe | GDC Online | GDC China | Gamasutra | Game Developer Magazine | Game Advertising Online
Game Career Guide | Independent Games Festival | Indie Royale | IndieGames

Other UBM TechWeb Networks
Business Technology | Business Technology Events | Telecommunications & Communications Providers

Privacy Policy | Terms of Service | Contact Us | Copyright © UBM TechWeb, All Rights Reserved.