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Virtuos GDC 2011

Virtuos GDC 2011

Virtuos is one of the world's largest providers of digital production services to the game and movie industries, specializing in 3D art and game co-development. Virtuos has over 600 staff across its production centers in Shanghai and Chengdu, and offices in Paris, Vancouver and Tokyo.

Serving 15 of the top 20 games publishers worldwide, as well as renowned developers, Virtuos has developed full games on PS3, Xbox 360, Wii, NDS and PSP for leading publishers.

Visit us today at virtuosgames.com

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  GDC: Mollendustria's Pedercini On 'Reappropriating' Video Games Exclusive
by Leigh Alexander [PC, Console/PC, GDC, Exclusive]
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March 10, 2010
 
GDC: Mollendustria's Pedercini On 'Reappropriating' Video Games
Multimedia artist, Carnegie Mellon professor and independent designer Paolo Pedercini is best known for his Molleindustria projects -- the shorthand definition of his work would be "serious games", but he defines it as "a reappropriation of video games that combines media activist attitude with game criticism."

These have included McDonald's Videogame, a criticism of the fast-food chain; Operation Pedopriest, a look at the Catholic church's response to molestation scandals, and Every Day The Same Dream, a widely-praised short piece about "alienation and the refusal of labour."

"The idea is to spread unpopular ideas using video games, taking advantage of the viral infusion of content on the net and at the same time investigating the relationship between ideology and entertainment," said Pedercini at the Independent Gaming Summit at GDC 2010.

His class at Carnegie Mellon is called Game Design for Artists, Mavericks and Troublemakers. The idea is to introduce non-geeks, non-gamers -- basically normal people -- to the art of game design and game development," he explains.

One of Molleindustria's main ideas is the hypothesis that games can be useful tools to explain and to represent complex systems, like economics, politics and social interaction, due to their procedural nature.

The systems inside these games don't punish unethical behavior -- the games are in fact a satire of the fact that the real-world "system" permits it.

In order to be most effective, transparency is an essential principle: "We should try to provide documentation and footnotes in order to justify or at least explain the design choices that we make," he asserts.

Another principle is the concept of authoriality. There's a debate within the practice of documentary-making, a field to which Pedercini feels closely-connected: "Should we pose as objective, or try to make sure that everybody knows that I'm making a point?"

To answer the question, Pedercini pointed to the work of documentary filmmaker Michael Moore, controversial for his aggressive style, but interesting in terms of his approach: He always appears in the frame when interviewing subjects, and is generally highly vocal and visible in his own work as opposed to focusing solely on the subject matter.

"I respect his style, because making clear you are making a point provides some kind of distance," says Pedercini.

Before the term "art game" was popularized, he adds, games dealing with social issues tried to do so in a very deliberate way. "I generally choose a satirical approach to game-making," he says.

"And I prefer to be heavy-handed instead of being light," he adds, against the backdrop of a game demonstration showing raging blue donkeys and red elephants furiously racing one another.

"I understand that this is not a very popular choice," he concludes good-humoredly.
 
   
 
Comments

Reid Kimball
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I understand what you are saying Jerry, but you'd be surprised by how many didn't understand what Avatar was about and only focused narrowly on the similarities of its plot with other movies like Dances with Wolves or Fern Gully, etc. There's that fine line the author of a work needs balance between being so light that people don't get the message and being so aggressive that they are turned off by it. Personally, I'd prefer people to get the message, but be turned off, than to not get the message at all.

Patrick Dugan
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The solution is obviously to make the politically correct version the default free-to-play and then upsell the hipsters virtual goods that make the game edgier and satirical, tie it into a feature that makes them seem cooler with their friends, frame the purchase as "supporting documtary art". Am I being cynical or might that actually work?

Weston Wedding
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Any messages you guys saw in Avatar was probably something you put in there on your own. Maybe you need to rationalize enjoying a popcorn flick by imagining something deeper was buried there, which is understandable, I suppose.

That being said, I think the biggest problems with "aggressive" games with a message is that they tend to only go viral and spread in the communities that already agree with the message. It's an inherent problem with trying to get any message out on the internet, and not specific to videogames.

Reid Kimball
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@Weston
Have a look at my blog post on Avatar if you want to get one of the messages of Avatar: http://blog.rbkdesign.com/2010/02/what-is-avatar-really-a-rip-off-of/

Weston Wedding
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@Reid
I think a lot of people interpreted the same message as you, and I remain unconvinced that Cameron really went out of his way to express any subtexts anyone is insisting is there. I mean, I'm happy if some people see that and have a conversation about it, but I think you're making a connection that was entirely unintended.

Corporations destroying ecosystems has been a Hollywood trope as long as the environmental movement has existed, and corporations have been doing so for even longer, on a consistent basis. All Cameron was doing was using easy to understand storytelling tropes to make an accessible movie.

Jerome Russ
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I think Avatar was the perfect example of getting your message out in a fashion that doesn't scream it. I don't know how you guys are saying everybody missed the connection. I don't know a single person who saw it that missed it (granted, I haven't quizzed everyone I know who has seen it). They just can't come right out and say, 'corporations and humans evil', because that means that everyone's ability to work is evil and we should all use plants for clothing (but, doesn't that mean we then kill the plants?).

In closing, I wonder how big a carbon footprint all the computers he used to produce that movie was? hm...


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