There are several examples of influential works in narrative fiction that swayed public opinion on political issues. Uncle Tom’s Cabin served as a rallying cry against the evils of American slavery. The Jungle shined light on the horrific conditions of early 20th century factories. Dr. Strangelove opened Americans’ eyes to the ridiculousness of Cold Way hysteria. These examples show art as an oft-employed medium to inculcate standpoints in the minds of the populace. Artists realized long ago that people are more willing to embrace ideas if they are presented in an entertaining, non-academic way.
Video games are at a cusp in popular opinion, as consumers gradually begin to regard them at works of art as opposed to complex toys. This evolution of thought has coincided with several trends in the gaming industry. The success of BioShock and Assassin’s Creed show that narrative-driven games are increasingly becoming the standard, while well-known writers like Peter David are often tasked with penning the stories of bestselling games.
Furthermore, the ability to create games is no longer exclusively the domain of a few select companies like Electronic Arts and Nintendo. Anyone who has the will and talent can create a video game, as proven by independent developers releasing unique gems like Braid, World of Goo, and Castle Crashers.
Braid’s narrative was multifaceted. Was one of those facets politics on nuclear weapons?
The day when developers create video games like the politically-minded works above, developed to fit within specific purposes or to convey specific messages, is not only foreseeable, but already on its way. Left Behind: Eternal Forces, for example, conveyed extremist religious messages that were derided by critics as intolerant. Moreover, politics is finding its way into video games. Fans of the Hideo Kojima’s Metal Gear Solid series will be readily familiar with the creator’s anti-war messages that are instilled in each entry. While Kojima’s message is hardly bold - very few would argue that nuclear weapons are one of mankind’s most beneficial creations - his choice to include such a message serves as an example of what may become increasingly commonplace in games and the gaming industry.
As such, the gaming community must collectively ask whether this augurs well for the medium. Is it the responsibility of video games to be the metaphorical middle man of societal change? Moreover, would doing so provie gamers with thought-provoking commentary or simply trite viewpoints that don’t belong in games?
While the free expression of opinion is extremely important within democracy, not all mediums of opinion are created equal. The original inception behind video games, all the way back to the Magnavox Odyssey, was to entertain. To do anything more than provide escapism - that is, to give a game its higher purpose - is a pitfall I believe the gaming industry should avoid. Doing so would not only dilute any intended message, but also sully the industry as a whole.