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A
while ago, I wondered idly whether we could ever return to a feudal society.
Feudalism was a social structure based on the principle that every person
had a master, an individual to whom he or she owed allegiance, taxes,
and in the case of men, military service. The peasants owed their labor
to the nobility, and the nobility owed theirs to the king. In return for
these services, the feudal masters were supposed (in principle, anyway)
to provide civil and criminal justice and protection in times of war.
More enlightened lords also made some effort to see to the welfare of
their people during famines and droughts.
The actual
details of feudalism were rather fluid, just as our governments are today.
They changed constantly based on the political situation of the moment.
Lords squabbled with one another over land, vied with each other for the
king’s favor, and generally tried to increase their power and prestige
at the expense of their neighbors.
Feudalism
wasn’t very economically efficient, but it existed at a time when people
had no conception of progress — they believed that the social and economic
order was ordained by God, and would not change until the Last Judgment,
which they expected to come at any moment. The nobility had a vested interest
in maintaining their privileges, so preserving the status quo was a high
priority for them.
The question,
then, was how this pyramid of obligations and alliances could map onto
the modern world. And it occurred to me that it might conceivably happen
through corporations.
Look around
the nearest shopping mall on a Saturday and notice how many people are
wearing a corporate logo on their clothing. They’re expressing support
for, and affiliation with, the company that owns the logo. They are, in
effect, advertising the company for nothing; but they’re also connecting
themselves with that company’s prestige. People like to feel loyalty,
and they like to be associated with something powerful and successful.
To say that you’re a Budweiser man or a Reebok woman is to define yourself
to the world and to identify yourself to others of your clan.
Of course,
you really should be feeling this kind of loyalty to your nation, but
nowadays national governments are too big and too distant, and their effect
on peoples’ lives is too indirect for many people to feel it in a personal
way. I may send my taxes to Uncle Sam once a year and occasionally I notice
the roads getting paved, but that’s about it as far as my personal connection
with the federal government is concerned. On the other hand, I buy beer
once a week and I have found that I get along well with the kinds of people
who like my brand of beer. So, I wear a baseball cap that expresses this
affiliation, and it draws approval and support from others like me.
With corporate
merger mania, it’s not too difficult to imagine a future in which you
belong either to the Coke-Nike-Ford clan or the Pepsi-Reebok-Chevy clan.
You would only work for a company that was part of your corporate feudal
hierarchy, and you would only buy products from the same group. If corporate
power grew strong enough, and government grew weak enough, such a system
could be every bit as tyrannical and undemocratic as medieval feudalism.
I haven’t
thought through the idea in any detail; it’s just something I’ve toyed
with and I’m sure a decent economist could come up with a dozen objections
in five minutes. But it’s as good a way as any to raise a game design
issue that concerns me, and that is corporate sponsorship of computer
games.
Advertising
is ubiquitous in the modern world. From the corporate logotype which appears
on almost every product in the home to the billboards beside our highways
and the pages of our newspapers, it’s difficult to find a place where
you can look around and not see a corporate emblem somewhere. Even if
you go out into the woods, the other hikers you meet will be wearing T-shirts
by Ralph Lauren and carrying backpacks by Eddie Bauer.
One of the
odd consequences of this is that movies and television shows have a slightly
artificial look because they're not allowed to use corporate emblems without
permission. Ordinarily we expect to see people surrounded with corporate
advertising, particularly if they’re in a public place, but on TV that’s
never the case. Even if there’s a scene in a grocery store, all the items
on the shelves will be vague, unidentifiable brands, almost as if the
scene were taking place in a foreign country. It breaks the suspension
of disbelief not to see the familiar boxes of Kellogg’s Corn Flakes and
Coca-Cola, and it reminds us that what we’re seeing is really just a studio
set.
The exception
to this occurs when a company has paid the movie producers to feature
its name or goods prominently in a film — a practice known as "product
placement." In 2001: A Space Odyssey, Dr. Floyd arrives at
the space station aboard a Pan Am shuttle (which is still using the 1960’s
era Pan Am logo). Once there, he walks past a Hilton hotel and makes a
phone call from a Bell telephone booth. In a more recent movie, Batman
was a Coca-Cola drinker.
Unfortunately,
this looks even phonier than the complete absence of logos. When a movie
includes a product placement, the product never appears out of focus in
the background, or partially obscured as it would in real life. Instead,
it’s usually sharply focused in the foreground of a shot that lasts a
little longer than necessary. If two people are having a discussion in
front of a soft drink vending machine, they’ll stand carefully to either
side of the corporate logo so that we can’t miss it. Yeah, we get the
message guys.
In the game
industry we’re always on the lookout for ways to raise more money to develop
our games, and the possibilities of advertising and product placement
have got to be tempting. But they’re dangerous.
Advertisers
want to get the most for their money, and when they buy magazine ads,
they’re often not content to pay just for the space and the circulation.
They want to influence the content too, to help them sell their products.
The worst example of this is in so-called "women’s" magazines.
If you look at the women’s magazines of 100 years ago, they contained
a lot of fiction and a fair amount of serious news. But the women’s magazines
of today are devoted almost entirely to stories about food, fashion, and
beauty tips. Why? Because the advertisers who sell food, clothes and cosmetics
through ads in those magazines demand it. They want their ads appearing
next to copy that will encourage people to buy their products, and they
emphatically don’t want their ads next to anything which will make people
feel unhappy or concerned. Investigative journalism on serious topics
is not welcome.
The news
magazines try to establish standards of journalistic ethics to prevent
this. They charge more at the newsstand for their products so they’ll
be less dependent on ad revenues. They establish a "Chinese wall"
between their advertising and editorial departments, so that neither can
influence the other. Still, how many times have you seen a "Special
Section on Health" in a news magazine, which just happens to be full
of ads from the pharmaceutical industry? And those special sections somehow
never contain quite as many hard-hitting stories investigating pharmaceutical
companies as the magazine ordinarily would.
Sponsorships
are just starting to appear in games, and interestingly enough, it’s mostly
in the games that look odd without them — sports games. Stock car racing,
for example, includes sponsors’ logos on every available surface of the
car and on the drivers’ clothing. A stock car racing game without
those corporate logos would seem strange — like the scenes in grocery
stores in movies. The same is true of soccer. The edges of soccer fields
in Europe always have sponsors’ names all around them, and an accurate
computer game should have the same thing.
At the moment,
the sponsors’ names which appear in sports games are usually there by
courtesy. The companies featured don’t regard computer games as serious
advertising venues, and in fact the publishers may be giving them
a token compensation — fifty copies of the game, say — for having received
permission to include the logo. But you can be certain that if advertisers
start to pay to have their products featured in games, they will start
wanting some say over the games themselves. And that’s a slippery slope.
There’s
no question that we can use the money. We’ll make good use of the money.
And we’ll like the money and begin to need the money and eventually we’ll
become completely addicted to the money and unable to function without
it. And when that day comes, your game design decisions will be subordinated
to the question of how much breakfast cereal they will sell. Some pinstriped
creep on Madison Avenue will be dictating to you.
I’ve talked
to a lot of game designers. With a few exceptions, they didn’t get into
this business just to squeeze every nickel out of it that they could.
We’re here because we want to build and to play. We want to create enjoyment.
We want to feel the entertainer’s pleasure at watching others have fun
with the things that we have made. Advertising corrupts that simple motivation
You can’t make the best game you know how if a sponsor is constantly looking
over your shoulder, making sure that nothing you do obscures or conflicts
with its "message."
It’s true
that advertising keeps the costs down for the customers and raises the
profits for the information-providers. But if you accept advertising,
you must serve two masters: your customers and your sponsors. Their interests
are not the same. In the end you must ask yourself: who are you really
making this game for, anyway?
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