GDC 2009: Wright, Molyneux sound off on societal impact of games

Spore and Fable II creators join Bing Gordon, Lorne Lanning, Ed Fries, and Rusel DeMaria for a discussion on the education possibilities, potential pitfalls, and global connections of games.

SAN FRANCISCO--It isn't often that game-industry luminaries like Will Wright, Peter Molyneux, Lorne Lanning, Bing Gordon, and Ed Fries can all be seen mingling in a single room, let alone sitting on the same panel, discussing the same topics. However, just such an occurrence happened today as part of the 2009 Game Developers Conference, where the aforementioned notables joined Rusel DeMaria in a session titled "Stretching Beyond Entertainment: The Role of Games in Personal and Social Change."

DeMaria, who is a writer, analyst, and game consultant, served as moderator for the panel and began by asking the participants whether they agreed with the assertion that game developers have an ethical responsibility toward the people who play their games. All save Fries answered in the affirmative, with the Microsoft Games Studio founder saying that it depends. According to Fries, the job of game designers is to make the best product they can, and if they set out to make a product that is first and foremost designed to be meaningful or ethical, then they are more likely to fail.

Sims creator Will Wright picked up on this notion, saying that there is a distinction between a responsibility to the player and a responsibility to the medium. For Wright, the priority right now is to advance the medium, and any impact that has on the player is just one consequence of that goal.

Lionhead Studios founder Peter Molyneux also agreed with Fries, saying that the goal is to make a commercially viable product, but that doesn't mean that the game can't have a positive impact on the player in the process. He did provide a caution, though, saying, "If we try and preach, we are far less likely to have the impact intended."

Lorne Lanning, who founded Oddworld Inhabitants and created the ethically charged Abe's Oddysee, said that his studio has always "had a tendency to look at entertainment as if it were food... Are you going to make food that is junk, or are you going to make something that's good for people?" Lanning noted that it's first important to identify what it is that people want to consume, and once that's figured out, it's possible to pull a "bait and switch" to deliver the message the designers want to convey.

Bing Gordon, who joined Electronic Arts shortly after its inception in 1982, continued this discussion, saying that games, more so even than schools (or prisons, as he called them), have an incredible power to teach and educate people. Citing his own experiences raising two daughters, he said that games serve as wonderful educational tools for basics such as reading and math, but also more abstract concepts such as productivity and leadership.

Picking up on this point, Wright noted that throughout the history of social media, it has been the cautionary tales of what people want to avoid that have served as the best influencers of positive change. Giving examples such as Frankenstein, Jurassic Park, Blade Runner, and Moby Dick, Wright said that one of the best ways to enact positive change may be to use the safe environment of games to present horrible experiences as cautionary tales.

Wright also mentioned an experience he had with Lionhead's Black & White, where he beat up his god creature "just to see what would happen." With the creature eventually bloodied and crying, Wright said that he legitimately felt pangs of guilt, an emotion that he couldn't have gotten from other forms of media, such as movies.

Lanning then related this experience to Abe's Oddysee, saying that there was a lot of in-fighting at his studio during the game's creation over whether or not they could let the player make it all the way through the game and still fail. "I wanted them to feel bad, really crummy, if they get through the whole game and find out they failed," he said. After the game's launch, Lanning said his studio was flooded with e-mails of players relating how profound of an experience it was for them.

DeMaria then shifted the panel's attention toward what designers can do to have a positive impact on players. Molyneux spoke first, noting that the youth have already begun using technology to become connected with people from all over the world. He said that he foresees cooperative play to continue growing in popularity and lauded the possibility of someone in North Korea joining forces in some in-game task with someone from the United States.

Gordon then returned to his earlier point regarding the educational power of games, saying that gaming is the next MBA program, because it trains leaders for tomorrow. Giving an example of online games, he said that the paradigm has shifted away from the Ultima Online style of a hostile player environment to World of Warcraft's highly cooperative experience. He then reiterated his point that games are a better place to teach algebra, reading, storytelling, writing, and so on, in addition to the obvious qualities of leading a guild of players in WOW.

Gordon also said that the gaming industry has reached the point where "we have more good game designers than the video game business needs" and that these people could be used to "bail out our culture." The former EA exec also addressed Molyneux's point, saying that online social games improve social capital. "Young people have more good social relationships throughout the world than ever before," he said.

Addressing DeMaria's question, Fries also returned to an earlier point, saying that "setting out to make a game for social change is like setting out to make a game for girls back in the days." It won't result in a good product, he said. A more interesting way to look at it, he continued, would be to add more depth and complexity in games, layering in levels of emotion and meaning.

Wright then stepped in, saying that games have a cultural cache to a certain extent because they are a renegade art form. "We have to figure out how to do this in such a way so that we don't lose our renegade status," he said, noting that enacting positive social change isn't going to work by making a game about recycling.

Lanning picked up on this point, saying that the government isn't doing enough to support game designers' potential for enacting positive change. Calling the notion that a game has to be profitable as "ass-backwards," Lanning said that game designers could completely redefine the educational system, but the government doesn't invest in this type of pursuit at all. "Every church is tax [exempt], essentially, but if it comes to helping use technology to educate our kids and help make them smarter, there's no support," he said.

41 Comments

  • Malco_Vincenzo

    Posted Apr 6, 2009 8:50 am PT

    they way to tell if a game is revolutionary is if anyone copies it.
    MGS has Splinter Cell
    Street Fighter has King of Fighters
    Doom has Duke Nukem
    No one has tried to copy the Sims, or spore. It's not people have short attention spans that don't like the game. It's people the don't want to play a video game where you take a shower, or take a dump, or pick up chicks. It's called get outside and do that. And with the sims getting a job doesn't matter anyways. when your sim goes to work, the game fast forwards. why not make a mini game for your job. I'd like to see how burglar works in the Sims as a mini game.

  • popdacracka

    Posted Apr 1, 2009 8:50 am PT

    The Sims (the ENTIRE series to date), Black and White, and other games revolutionized the way AI can be portrayed today. I don't know how you wouldn't like those games unless you have a short attention span or just didn't understand it. Those were AMAZING games and still are to this day. I still have tendencies to play some Black and White (2) every now and then. Great games..Timeless classics.

    I wish they'd make a third Black and White haha. That would be pretty badass..

  • Joshy485

    Posted Mar 31, 2009 2:48 pm PT

    fable 2 was great and i love simcity! there great developers that the videogame industry couldn't do without.

  • Malco_Vincenzo

    Posted Mar 30, 2009 12:23 pm PT

    another thing about the sims. the dozens of expansions that come out for that seriestakes away from the critical acclaim. not so much for sims one but for Sims2. Why can't developers these days comeplete a game and not have to have these expansions a year after for 30 bucks. that's a grab for money, no way around it.

  • Malco_Vincenzo

    Posted Mar 30, 2009 12:19 pm PT

    Noise964
    Okay The Sims was revolutionary.
    The Sims 2,however, was mediocre. Spore Was Garbage, and the sim city series has been below average. that's the problem. revolutionary idea, no evolution or progression in sequals. As for fable being amazing. IMO and the opinion of most other people, fable was a letdown for those who bought the game. There were features in the game that Molyneux said would be in the game, never existed. That's not acepptable. I really think the Wright and Molyneux have been overhyped after have a great idea. Sid Mier's games however, even though they aren't the first of their kind they improve not only upon themselves but also upon the genre.And as for Black and White, yeah good game, but it ran very poorly on Pcs.

  • nate1222

    Posted Mar 30, 2009 3:00 am PT

    As a teenager, in the early '90s, me and my friends often noticed that kids from completely different sub-cultures enjoyed gaming. Hip Hop heads (like us), Skaters, Punks, Goths, Metal heads, Alt Rock buffs, preps, everyone was a gamer to some degree. And, of course, gaming grew and matured with us. Now, many gamers are in their 30s. You also have a much broader range of genres. Once the internet blew up, circa '95/'96, we KNEW it was going to go global. At the time, we had NO IDEA how big it'd get nor that it would become socially acceptable. But in retrospect - how could it NOT have?

  • Mikeyo_8989

    Posted Mar 29, 2009 10:58 pm PT

    The Sims is terrible, you know you don't have a life when you have to play a game about regular life... i mean come on. who wants to play a game about stuff you do every day of your life.

  • dhedarkhcustard

    Posted Mar 29, 2009 3:32 pm PT

    They have a good point with Black and White, you can't feel things like guilt when watching movies, at least not to the extent you can when you are in control or what happens. And when you're interacting with actual people in the world like in WOW, this would be even more true.

  • Noise964

    Posted Mar 29, 2009 12:01 pm PT

    @Malco_Vincenzo

    Peter Molyneux and Will Wright are some of the farthest things from mediocre.

    The Sims? Thats one of the best simulation games ever.

    And Sure, Fable 2 wasn't as good as we hoped, but its still good. Fable was amazing. Dungeon Keeper showed that it really is good to be bad, and Black & White was the best god sim ever!

  • Malco_Vincenzo posted Mar 29, 2009 9:21 am PT (does not meet display criteria. sign in to show)

    Malco_Vincenzo

    Posted Mar 29, 2009 9:21 am PT (hide)

    Will Wright and Peter Molyneux, the kings of mediocre games...

  • wahyudil

    Posted Mar 29, 2009 6:26 am PT

    government should support the game industry so game can be used to teach and preach positive things ....

    WOW! ... that what government should do rather than limit the distribution of game ..

  • Mikethechimp

    Posted Mar 28, 2009 7:44 pm PT

    @lucas182

    You're delusional. It's Will who dumbed the game down, not EA. I found the quote I was talking about:

    "We were very focused, if anything, on making a game for more casual players. Spore has more depth than, let's say, The Sims did. But we looked at the Metacritic scores for Sims 2, which was around ninety, and something like Half-Life, which was ninety-seven, and we decided - quite a while back - that we would rather have the Metacritic and sales of Sims 2 than the Metacritic and sales of Half-Life."

  • Kravyn81

    Posted Mar 28, 2009 1:53 pm PT

    I agree with Fries on the issue of game makers shouldn't be out to make a change with their games. Games are a form of entertainment and should not be used as a virtual soapbox to push the ideals, morals or ethics of that developer. Now there's fine line between preaching on a topic and simply including a topic to make gamers aware of the underlying theme but with no ulterior motive by the developer to comment about it; simply putting it out there and having the gamer decide versus dictating what a gamer should think once the topic has been introduced.

    Pretty good editorial.

  • BenBenBen93

    Posted Mar 28, 2009 8:54 am PT

    i hate wrighty after spore. it used to be better looking 2 years ago untill it became watered down thing

  • YEPEE00

    Posted Mar 28, 2009 12:14 am PT

    i know of no one more relevant then these. it would be an honor to defend thease developer's

  • SexConker posted Mar 27, 2009 7:57 pm PT (does not meet display criteria. sign in to show)

    SexConker

    Posted Mar 27, 2009 7:57 pm PT (hide)

    lucas182

    Black and White was not revolutionary at all.
    It was hyped as being revolutionary, but it launched as an unfinished, broken, and completely boring game.

    Fable is nice, but it's not exactly amazing or groundbreaking.

    Wright has been living off the "Sim[x]" fame for far too long. He is now a quack. Yes, exactly like George Lucas.

    The best selling game of all time would be Tetris. If you're going to count all the incarnations and expansions of the Sims, count all incarnations of the original Tetris.
    Here's a good point of contrast - the creator of Tetris is NOT a smug jerk telling people how great he is. Spore was trash and anyone who believed the promises and expected more is an idiot. Wright and Molyneux are the KINGS of self praise.

  • SexConker posted Mar 27, 2009 7:40 pm PT (does not meet display criteria. sign in to show)

    SexConker

    Posted Mar 27, 2009 7:40 pm PT (hide)

    Wright? Molyneux?

    These guys haven't made a good game in decades.
    Might as well get such insight from John Romero.

    Call me when someone relevant is talking.

  • Lisandro_v22

    Posted Mar 27, 2009 7:35 pm PT

    i liked what he said about education... anyway i suppose social change shouldn't start with videogames i mean, why don't they do it with movies or just improve education

  • dreamsteel

    Posted Mar 27, 2009 7:33 pm PT

    Fool me once, shame on you. Fool me twice, Molyneux...

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