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Persuasive Games: Video Game Pranks
 
 
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Features
  Persuasive Games: Video Game Pranks
by Ian Bogost
6 comments
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March 18, 2008 Article Start Previous Page 3 of 4 Next
 

Game Convention Pranks

A prank like Tim's in the first episode of The Office brings us pleasure because it requires a very involved setup that cashes out in only a few moments of amusement. It also amuses us because we can imagine all the work Gareth has to do to retrieve his stapler -- unearthing it from the jelly mound, soaking it in hot water to remove the excess.

Other pranks on this scale include covering someone's entire office in aluminum foil, or drywalling over the boss's door, or filling a coworker's cubicle with packing peanuts.

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The office is a popular venue for pranks. We're stuck there most of the day, every day, by necessity more than by choice. Moreover, we have little, if any, control over our fates during the workday; the worker's time is supposed to be spent at labor, efficiently producing widgets or moving information.

We prank at work to exert agency in an otherwise uncontrollable environment. As with Robinett's easter egg, office pranks help their perpetrators exert their humanity in an age of industry. But moreso, pranks offer an opportunity to undermine the very values of the office.

Consider again the world of The Office. The workers depicted in the show push paper in two ways: first in the usual sense of mindless tasks, and second in the literal peddling of office paper, the business of the show's fictional company.

The jelly-bound stapler draws our attention to the blind pushing of papers, and sets the stage for the social critique that follows in subsequent episodes. The prank is what the show is about.

Historically, there are many examples of pranks as confrontational responses to social and cultural situations.

The avant garde arts movement Dada supported anti-art such as the nonsense poetry of Tristan Tzara and the found art of Marcel Duchamp.

The movement's proponents argued in their manifestos that if contemporary art partook of the same rationalist ideals that had plunged Europe into World War I, then those artistic values must be rejected.

In the 1950s, the beat concept of the Happening popularized made public performance art, a concept the Situationists made political in the 1960s. The "situation" used public performance to critique the foundations of everyday life upon which it relied.

Situations helped lay the cultural groundwork for more recent public pranks like flash mobs, which often draw attention to the ways public space has become privatized or monitored.

 
Article Start Previous Page 3 of 4 Next
 
Comments

Tony Dormanesh
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Although unreleased, Penn & Teller's game, Smoke and Mirrors would've been a great example of a prank video game. It was basically a collection of prank games. One game on there was a 2 player shooting game that 1 person would always win, and secret button combinations would let you switch who wins (in case your friend makes you switch controllers).

Another game included was the 'infamous' Desert Bus mini-game, which was basically a prank on anyone who played it. You drive a bus (that constantly veers a little to one side) from Tuscon to Vegas. The bus goes at a constant speed and takes 8 hours to get to Vegas. When you get there, you get 1 point and turn around having to do the entire drive again. Hilarious.

Ian Bogost
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Yup, that's another great example. I've talked about Desert Bus in a previous column, but it's a clear match for this type of game too.

Frederico Brinca
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As a video game prankster, I thought I could shed some light on the subject from the other side of the mirror.

Creating pranks with the hope of making people think a little about video games while being entertained, we always wonder if one aspect is not hiding the other. The prank and the game mechanism it plays on go hand in hand, and the more accepted, the more conventional the mechanism is, the more direct and efficient the comical effect of the prank is. The problem is that some conventions seem to be imprinted so deeply in our gamer's mind, so natural, so invisible that, even with a prank to underline them, people seem to hardly go a step further and question them. Currently we let our 'sabotages' speak for themselves and we keep our confidence in the pranks' ability to convey a message, but we are considering adding notes to share and discuss what we are trying to do, should this confidence waver.

Michael McHale
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Who can forget the "insanity" moments in Eternal Darkness? That is a great example of a game pulling pranks on the player.

Joe Stites
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Good natured pranks are a way to inject some humor and variety into a game.
I once had an NPC that would teleport players to good dungeons, but his text warned them that he was "just learning" and he had a randomized chance of shooting a player all over the map. (He was an ongoing theme in the MMO, not the brightest wizard around).
Another time we introduced a magic ring that changed attributes--not always good. Strangely, players would enjoy the prank if it was done in the proper spirit (never too harsh and with an inkling of what was to come--those are the best!).

Glenn McMath
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@Michael:

Having just played Eternal Darkness, that's the first thing I thought of when I read this article. Another similar example is the Psycho Mantis fight in Metal Gear Solid.

As for the future of pranks in games, I'd like to see them target people who pirate games. Perhaps if any members of a team have any downtime they could add a prank to a version which they could then proliferate via torrents and P2P networks (sort of like those fake versions of mp3s that record companies put out for a while). If cleverly done, those versions could work as a demo of the game and maybe encourage people to buy the real version.


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