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Do I see a metaphor here?
(He smiles, seems to hesitate) Well, I
think that the political events that we live in right now
certainly... Again, as any artist working in a craft, you want to
explore issues that are relevant to you. And I think that we can't be
blind to things that happen on the world stage and not want to
incorporate that into our work in a form that allows us to explore
those issues and ask ourselves: when you fight for America, you know,
what are you fighting for?
The first sequence that was shown
during the presentation, with huge zeppelins towering over New York
and destroying buildings, brought on shades of 9/11 to me. Was that intentional?
Well... yes! Again, we want to make an
action game, we want to make a fun game, we want to make a thrilling
experience, but if you want to dig underneath that, you'll find out
what the underlying idea is, the core of what we're exploring. You
think about something like 9/11, a horrific event that changed the
course of politics, of priorities for countries, of how we talk about
those events.
But whatever went into that event, all that plotting
and all that planning, came down to a guy in a cockpit of an
airplane. A single individual that was the final link in a chain of
actions. And in that moment, he was the turning point for the world
stage. Had he chosen a different path, we might live in a different
world today but by carrying through that action, the world changed.
And those are the moments that we want to explore in this game.
Do you think that video games are
good vehicles for those kinds of messages? I remember talking about
this very subject with Harvey Smith, and --
Oh, absolutely! You have a medium that
allows for exploration and interactivity in a way that action has
cause and effect. Every other medium -- books, films, music --
they're primarily passive. You might enjoy them as part of a social
event. You can see movies together, you can talk about them together.
But what you see on the screen has been crafted and is presented in
one format. With games, and this is part of what we're trying to do
with Turning Point, you can actually present options, you can
present choices and explore those choices and, much like we do in
life, we hopefully find new meaning depending on the outcome of those
decisions.
What is your approach with Turning
Point? Are you trying to make a clear political statement
through the game or, as with Army of Two for
example, do you want to just give the player the information and let
him form his own opinion?
The fact that we can even have that
kind of discussion around the content to me is very exciting. Because
certainly there's going to be a lot of people that will play the game
and just want the thrill and experience of fighting Nazis in America,
in that broad stroke "what if?" scenario.
However, I think some
other people might want to take away some ideas to discuss, or dig in
and do some research or do some thinking about current political
events and really explore what the game means in terms of what you
fight for when you fight for your country, what the rhetoric of war
is, and how you evaluate your choices. I love that that is something
that is part of what we can discuss with the product at a deeper
level.
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