When Six Days in Fallujah was announced, the controversy over depicting war in a documentary-like, realistic manner was so intense that the project was dropped by its publisher, Konami. After losing that support, the developers were forced to lay off employees, and may now face complete financial failure. All this was the result of trying to portray war in a realistic way, while franchises like Call of Duty continue to make unrealistic, over-simplified war games at incredible profits.
Other games that attempt to confront real social issues are greeted with little to no attention. Games for Change is a group devoted to making socially relevant games with an activist bent, but it is a struggle to find an audience for their kind of material. This is partly because most of the games made with a specific activist goal in mind are overly focused on the message, allowing the gameplay to fall by the wayside. The other problem facing Games for Change and similar endeavors is the mentality of the video gaming audience: many gamers say that they just want their games to be fun. Video games are an escapist pastime for many, and social messages are not something they wish to grapple with in their leisure time. It is clear that games with social messages need to offer more than a moral imperative. The gameplay, controls, visuals and so on are as important in these games as they are in any other, if not more so due to the potentially smaller audience and the desire to express a particular point.
Flower is an example of a game that is beautiful to behold and fun to play, while managing to successfully pack a social message into the mix. It works because the actual playing of the game does not force the player to confront any social or political issues. Even if the conflict between nature and technology holds no interest to you, and replacing dirty energy sources like coal and oil with wind power strikes no chords, Flower’s controls and level design are simple, fun and intuitive. And if those other things do interest you, if you want more relevance and thought from your games, then Flower delivers an experience almost unheard of in the world of interactive entertainment. This additional level to Flower is so well integrated into the concept and gameplay that it enhances the experience instead of distracting from it.
A game that successfully balances gameplay and social relevance offers something more than entertainment; it improves the artistic medium as a whole. It is by no means necessary that every game published tackles complex and controversial issues, but when they do so successfully it has the potential to make video games more relevant and important than they have been in the past. More than that, a well-done game with a positive social message could improve the world: if just a few people have decided to support wind power initiatives as a result of playing Flower, that is a testament to the social power of video games. If just a few people become more discerning in their jewelry purchases as a result of Jason Rohrer’s upcoming game about conflict diamonds, that will be a great success for the game and for the medium.
This raises a larger question, frequently recurring in the realm of artistic creation: does the artist have a social responsibility in what he creates? Does the creation of art that appeals to prurient or violent interests harm society and the artist? Is difficult, morally challenging art essentially more valuable and important?
There is certainly great value in making art that can change minds and educate people on the troubles and triumphs of the world around them. And every time the world of video games expands in new directions, it becomes a more legitimate and exciting form of art.