Virtual school shootings: interviewing two of the most hated game creators alive
You may or may not be familiar with V-Tech Rampage, a flash game created by Ryan Lambourn. True to its title, the game allows the player to take on the role of Cho Seung-Hui and re-enact the fateful school shooting of April 16th. The game drew hatred from the mainstream media and gamers alike; many feel the game to have no ultimate purpose other than allowing players to kill simply for the sake of killing. Similar complaints have been lodged against Super Columbine Massacre RPG!, created by Danny Ledonne. Like V-Tech Rampage, SCMRPG allows the player to take the roles of Eric Harris and Dylan Klebold on the day they massacred twelve of their peers. In an effort to get Lambourn's side of the story and answer some nagging questions I had for Ledonne, I interviewed these two frequently despised, often applauded game creators about the possible importance of their games. Hit the jump, but be warned: it's a doozy. First, some notes on the Ledonne interview. It's somewhat short (in terms of number of questions asked) because it was 3:30 am where Ledonne was living, and he's done a hell of a lot of these interviews before. I did not ask him about his feelings toward the VTech game, because he already stated them here. The interview centers almost solely around one aspect of SCMRPG I took personal issue with: namely, that the second half of the game where the killers battle their way through hell seems to contradict the seriousness of the first half and call everything that preceded it into question. Since this question was so personal, the interview includes a hell of a lot more commentary from myself than there really oughtta be -- but I know there were many in our readership who had the same questions I did.
DESTRUCTOID: Your stated intent in creating the game is to present the events from the perspectives of the two boys, and create discussion as to what video games can mean and/or do in our society in relation to such a national tragedy. If this is the case, then why does the game seem to include so many unsympathetic aspects that almost seem to deify the two killers? From the way that none of the schoolmates have real names (while I assumed this is meant to be a method by which the player is put directly into the shoes of two boys who don't differentiate between their classmates, it also doesn't seem to go a long way in making the murders have a real, moral consequential feel as the rest of hte game and your statement seems to suggest they should have), to the in-game text referring to them as "brave boys," and, most especially, to the fact that the entire second half of the game concerns them killing Doom characters and Satan in hell? The hell sequence where you meet Pikachu and Mario and the game essentially parodies itself works as great fodder for discussion, but -- at least to my thinking -- doesn't do much to help the game's status as art amongst those who would be quick to dismiss it. Danny Ledonne: Firstly I didn't design SCMRPG as a genuinely packaged experience with a single message that I expected all players to walk away with; I didn't take "exit surveys" or hire a screening firm to evaluate test subjects who played the game. I wanted to make a videogame. Period. I wanted to make a videogame about something that mattered to me. In doing so, I found myself fleshing out a number of angles and concepts - some of them serious and analytical and others more akin to satire and social commentary. One area that was a particular problem was perspective. To represent the viewpoint of the killers, I wanted to dehumanize all the other students in the school by taking away their names, their identities, such that we would see the world as it seemed to me that Eric and Dylan must have: merely as cliques and stereotypes. How do you make a "sensitive" game when the subjects of your game - the windows through which the player experiences the story - became so profoundly insensitive? This is a genuine problem. Aspects of the game like "another victory for the Trench Coat Mafia" and "brave boys" underscores the conventions of videogames (which were another target for my game to examine). The protagonist in a videogame is most nearly always portrayed as being morally centered, generally with benevolent intentions and forced into violence as a means of a greater cause (for example, James Bond most surely has killed more people than any of his supervillian adversaries). To use that same vernacular and invert it by calling two boys killed unarmed children "brave" serves to comment upon the role the player is put in with SCMRPG. Regarding the "Trench Coat Mafia," that was an affiliation the rabid press coined after the shooting that has no merit; the game is lampooning the press' assessment of this organization at The Hell sequence is particularly divergent for many because of course it diverges from the realm of serious games, documentary games, etc. It casts a tragic event in an oddly fantastic, almost parody-like light. For me, this choice seemed fitting based on the heavy moralizing that took place after the shooting: all the victims HAD to be in Heaven and the shootings HAD to be in Hell (as an atheist myself the entire dichotomy seemed so reactionary and farcical). I thought to myself, "if Eric and Dylan ARE in Hell, they might just be enjoying it." So the decision to take the monsters from their favorite videogame (Doom) - a game in which the monsters are supposedly coming from Hell - and have the shooters battle these monsters in an eternal recreation of their favorite videogame was a statement in and of itself. Are these messages mixed? Yes, in some ways they are. As a first time (last time?) effort, SCMRPG was a way for me to combine a number of divergent ideas into a single game that I assumed only a handful of people would play; the fact that we're having a conversation about it for an online publication is honestly beyond the scope of what I had originally envisioned. If in retrospect the game seems to contain a jumble of messages and attempts at messages, that's probably because I didn't have the luxury of several years to cross examine this game with many game theorists and designers. Nonetheless, I think the net effect the game has does exactly what I intended: open up discussions about the shooting at Columbine, of the role videogames play (or don't play) in relation to school shootings, and how we can understand societal circumstances through unconventional means (IE a 16-bit videogame). DTOID: Yet do you feel that the Hell sequence, in trying to convey a somewhat secondary theme (namely, the ridiculousness of the moralizing/the Christian ideas of the afterlife) goes too far into the realm of parody, to the point where it actively contradicts the seriousness of what came before? Meeting characters like Mario or Mega Man, for whatever satirical purpose they may serve in looking at video games, seems to nonetheless go against all the real horror in the first half, as if mocking it -- just the fact that the Hell sequence represents about 50% of the entire game seems to make it a much more significant contrast/mockery of the first half. DL: You know I've thought about this before. The final sequence at the school seems to tie it all together for me; it contrasts the horrible and the fantastic. The player returns to the aftermath of the event and hears from those left behind to sift through the aftermath of the shooting. While 50% of the game takes place in Hell, this is more of an Easter Egg than a genuine symmetry, I think. The first half of the game is so anti-game, so outside the experience most gamers have, that I wanted to create something more akin to an homage toward games that influenced me growing up -games like Mega Man, Final Fantasy, and Doom. Perhaps this sounds selfish but of course I made this game for my own personal understanding of Columbine and to realize my longstanding interest in creating a videogame. Thus, the results reflect a personality and intuition of one person (me) as opposed to a team of commercially-minded developers. I'm also not someone to maintain a single posture of seriousness. As I have said in interviews before, one of my favorite films is Dr. Strangelove - one of the most brutally comedic films ever made. Is the topic of nuclear annihilation a serious one? Yes. Did Stanley Kubrick view this issue seriously? Yes. Does that obligate his film to the seriousness of "Fail Safe" (another film using the same exact premise)? No. Kubrick's film is the better one because it understands the madness, the absurdity of nuclear war and the end of humanity. In a sense I was informed by this approach for SCMRPG because I think a blend of the serious, the satirical, the historic, and the fantastic engages audiences and keeps them on their toes - never allowing them to be comfortable with a single perspective or framework for the experience of playing the game.
If the game were merely the Hell sequence onward, I doubt we would even be talking about it because killing demons in Hell is always an appropriate subject for a game. Nonetheless, the game still feels incomplete to many players and now some SCMRPG fans are creating a "Special Edition" with a third act that, I understand, will include a cameo appearance by Seung-Hui Cho of Virginia Tech infamy. As an open source project made with RPG Maker, I encourage players to tinker with it and reshape it how they see fit.
DTOID: I dig what you're saying, and I agree with Costikyan's comments, but at the same time it feels like we're talking about two different things: contrasting game mechanics with the brutality of the real shooting works very well and is what, in my opinion, makes the first half of the game so effective -- the true mesh between the gameplay we've come to know and take for granted and the harsh reality of the Columbine shooting. But at the same time the Hell sequence doesn't feel as much like a combination of these themes as it does a rejection of them -- it almost feels like a completely separate game. To many I've spoken to who have played the game (I know, I know, it's generally disingenous to use an abstract, possibly nonexistent outside group as support, but this includes my friends, family, and co-workers at Destructoid), the Hell sequence plays exactly as it would had it been made by someone who literally idolized the killers. I'm absolutely not suggesting that this is the case, but it brings the rest of the game into serious question: were it not for the Hell sequence and the way it seems to fly in the face of everything prior to it, I wouldn't have wondered why the game text referred to the boys as "brave," and whatnot. Dr. Strangelove effortlessly mixes humor and tragedy, parody and stark seriousness -- the first half of SCMRPG most definitely accomplishes this, but the inclusion of Hell doesn't feel like a mix so much as a completely different series of messages. I have to disagree with you on one specific point -- if the game were just about the killers in Hell, murdering demons, then I do believe we'd be getting a great deal (if not a comparable amount) of controversy, because that section of the game, especially if taken out of context, truly does seem to support the actions of the boys. They are not "punished" for their massacre, and indeed take over Hell, living the typical video game fantasy. Which leads me to my last question: given the game's (seemingly intentional) messages that, on the one hand are a scathing criticism of media, religion, our attitude towards the killings, etc and on the other hand a sarcastic, ironic portrayal of the events, do you worry that many of the game's fans aren't "getting" it in terms of its stated purpose, and do indeed enjoy it (or Ryan's game, for that matter) simply because it lets them re-enact a real killing with the killers as the protagonists? Not to suggest that they'd go out and actually recreate the murders (I'm not Jack Thompson), but as an artist is it worrying that some people are taking the exact opposite interpretation of what your statement seems to depict?
DL: In fact I was aware of the large "fanbase" Eric and Dylan have and, in some sense, this gave me an interest in addressing that through a satirical jaunt through Hell complete with John Lennon and Frederick Nietzsche. It's also no accident that Satan isn't JUST Satan but rather the Satan from Regarding the bigger question of whether a SCMRPG player won't "get it," I wonder if Shakespeare had the same question asked of him when he wrote a play like 'Titus Andronicus.' How does Oliver Stone feel about the fact that countless criminals regard "Natural Born Killers" as their favorite film (including Eric and Dylan)? I'm not sure I know the answer to this, per se, but I know the rhetorical question is worth asking. Should artists think twice before picking up a microphone, a brush, a pen, a mouse, or a camera because there's a possibility that their message (if there is one) may be misconstrued? I believe the answer is "absolutely not." Art is often about impulse; when I saw RPG Maker I had the impulse to create something. I followed it. Now we're talking about it and there are any number of avenues we can parse with regard to interpretation and perceived meanings. Some players have told me that SCMRPG broadened their understanding of the shooting, some have told me that they want to make an RPG themselves as a result of playing this one, some have emailed me their final papers for school that use SCMRPG as subject matter, and some have told me that the game made them rethink the idea of shooting up their school. Yet despite all this, Kimveer Gill listed the game among his favorites before going to I'll close with a quote from a man much smarter than I on these matters: "Art is not supposed to be comfortable. Art is not supposed to be a "positive educational experience," … Art must be allowed to be disturbing and dangerous. It must be allowed to make us uncomfortable. There is a place in art -- and in games -- for work that speaks on its own, without appeal to authority, educational standards, psychology, or anything else. Designing solely for reception is a weakness we must overcome. … discussing how games do or should be created or received, in the abstract, is not useful. Discussing how and how well specific games succeed in their attempts at representation is useful. That's what we call criticism, and it's something we desperately need more of in games in general. The world is a messy place, and we don't always, or even often, get to make sense of it in a clean way. We have to get our hands dirty. Art is one way to help us do that. And art does not take exit surveys. - Ian Bogost, Watercooler Games ----------- Now for the Lambourn interview: we spoke through IM and the interview ended up reasonably informal and schizophrenic, so I've rearranged conversation pieces to give the interview a better feeling of continuity. Additionally, I've chosen not to correct Lambourn's grammar, or even combine his separate messages into paragraphs -- whether this benefits Lambourn's responses or if I'm just being lazy is up for debate.
DESTRUCTOID: Do you think there's one specific message people should be getting from this game? Ryan Lambourn: i just made the game as a recreation of the events as i knew it as best detailed as i could in the short game form.....and added jokes of course for lulz factor RL: it was meant to be offensive so me and my friends and people like me and my friends could have a laugh RL: a laugh at the other pissed off people....and the game of course RL: making so many angry has won me enough points for the rest of my life :d DTOID: Do you think this game furthers video gaming as a medium of legitimate social reflection and criticism, or is it just for a laugh and that's all? RL: theres depth to the game....but is there depth to the message? maybe not....im only finding messages to it like other people maybe im doing it the wrong way but i think maybe other artists do it the same way.....find the message after you make it RL: i read a while back when i was studying cho where someone interpreted McBeef [a play written by Cho Seung-Hui] as a look at american society....with the mother being the reactionary society, the son being the media and McBeef being the person/consumer being shitted on by everyone RL: i could see what he meant...and its possible.....was it originally intended? maybe not DTOID: When you say you don't care what other people think, does that extend to the families of the victims? Does it bother you at all that these people could be horrified by your game? RL: any different from columbinerpg in that respect? RL: sure i did it when they didnt have the mental scab yet probablly RL: but i dont see that as my need to wait for them to build up a tolerance to pain RL: if anything im just being an ass to do that DTOID: How so? RL: i can do it now and they'll have a strong emotional reaction or i can do it later and they'll have a small one...the second one is just tearing old wounds though RL: the first one....they should already be having s trong emotional reaction RL: hell if the entire world is with them now maybe they'll feel better.....i dont know RL: theres no big difference with time.......if its gonna be done put it out when you finish it DTOID: Well even ignoring time, didn't the possibility of deeply mortifying the families of the victims make you consider simply not making the game? RL: im a heartless bastard RL: quote that one well RL: maybe make it bold RL: win RL: im perfectly content laughing at the hypocracy of everyone and taking my title as troll of the year DTOID: What do you think is hypocritical about the media’s reaction to this game? RL: THIS GAME IS JUST A PATHETIC GRAB FOR ATTENTION........tonight at 9 RL: the vtech uni rep is my fave...."This game is beneath comment." RL: *mind explosion*
DTOID: A lot of people who played the game feel that the way Cho is portrayed makes it seem as if you supported his actions -- if the player screws up, he's insulted for not being as good as Cho, etc. Is there any truth to that? RL: well when i was making the fail scenes more than anything i was just thinking of how to guide the player to the end......its a pretty easy game but you cant let them get stuck just because they dont realize that killing everyone in level 1 will get you caught RL: and the tone of insulting the player for not fulfilling the simple historical goal of the game seems obvious to me DTOID: But generally the game does indeed seem to, if not support Cho's acts, at least not condemn them. Is there any truth to the people who say you at least partially supported his actions? RL: i dont support murder RL: i dont support being angry over a game RL: i dont support lax gun laws either RL: but i dont support a bunch of idiots screaming about lax gun laws and not doing shit more DTOID: Though, as you said, the game was made so you, your friends, and people like you could laugh at those who get angry at it, does it bother you that your generally unsympathetic game hurts the public view of video gaming as a whole? That it may lead to people not taking the medium seriously, not to mention increased regulation and/or censorship of gaming in general? RL: lol no.....this leads to people saying shit like that...but its MEANINGLESS RL: if anything this should help push it as an art DTOID: Why do you say that? RL: the industry tends to put out nothing but games as toys RL: its for playing RL: not experiencing RL: unless they want to sound arty to sell a game RL: then it might be experiencing but really just playing RL: Earthbound, Takeshi's Challenge........maybe Zelda Majora's Mask.....thats about all i can come up with for games as art RL: from the industry atleast DTOID: What makes your game more artistic than the other stuff the industry puts out, if it is indeed nothing more than a joke designed to piss people off? RL: lol trolling is an art in itself RL: you know what Takeshi's Challenge is? DTOID: Yeah, I'm a big Kitano fan. RL: me too DTOID: But nobody ever dies in Takeshi's Challenge.
RL: what? but you get to beat the fuck out of them for no reason RL: and then have to perform tasks completely unfun RL: mines maybe the opposite but the same result DTOID: The results are different as well; we laugh at Takeshi's Castle contestants, we don't laugh at the people who get killed in the Vtech game. RL: well no one has to play it who doesnt want to RL: theres fair warning RL: of course the results are different RL: its art RL: if it resulted in the same as everything else it would be just like the industry DTOID: But you just said the results are the same though the actual things are different. RL: what are the emotions you result in from an ordinary game? RL: frustration from losing, elation from winning RL: thats not even close to being considered as art RL: its a toy...a drug maybe RL: something to fire up a couple synapses DTOID: So you feel your game functions as art because it does more than just entertaining or frustrating? RL: exactly DTOID: But people like Jack Thompson get a hold of stuff like this, and they pitch it to state and federal courts in an attempt to get video games regulated. Does it bother you that since the game wasn't created with a clear message in mind from the beginning that, even ignoring the game's relative artistic merit, it could give anti-game crusaders a lot of ammo? RL: lol i didnt realize jack thompson didnt go after stuff if they had a clear message RL: or that he'd ever succeeded in beating the first admendment RL: gamers are just projecting their fathers on him RL: OH NO JACK DONT TAKE MY GAMES AWAY DTOID: Well, most developers can rationalize their games as having an actual message or idea to convey that somehow gives the game a meaning or context. By your own admission the Vtech game has no such message, so how would you defend it? RL: i wouldnt RL: why should i?
DTOID: Because its existence ostensibly hurts those creators who have established messages to express who might be hurt by people like Jack Thompson, using your game as evidence. RL: jack thompson and anyone like him will NEVER win a case in RL: and if he ever did it would have much larger repercussions than losing your games RL: think....big brother (but not the stupid reality show) DTOID: Why did you say on your personal site that if you were paid $1000 you'd take down the game? RL: joke RL: my friend came up with it RL: his name is Charlie RL: put his name in he'll be happy RL: the normal media have been disreguarding i have friends RL: loner fits better RL: 3000 for an apology....epic win joke! RL: i was gonna change it but my site was down RL : i was gonna make it 1000 and i never do a pun again, 2000 and i never make a sarcastic comment, 3000 and i never be ironic again, 1 million and i never do ANYTHING EVER DTOID: Do you have any last things to say about your game, or to the people who played/hated/liked it? RL: Do a barrel roll. There you have it. Thoughts?
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05/18/2007 13:26
05/18/2007 13:35
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05/18/2007 13:41
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05/18/2007 13:49
05/18/2007 13:49
This guy resembles Summa.
I don't like him one bit.
05/18/2007 13:55
Give me bright flashing images!!!
05/18/2007 13:56
But I believe games were created for the killers. Because what better way can you demonstrate the sheer stupidity of what they did than through a game?
Games detach you from the reality of violence in an almost comical sense. By reenacting what the killers did in some pseudo-reality you're showing people how fucked up and delusional the killers were. So as we're playing we think to ourselves, "Gee, what were these people thinking? I'm glad I can deal with my problems and not shoot people up over them."
And as far as the affected families the games could be construed as a "shut the fuck up" message to keep their grief to themselves. We as the public sympathize with them but please, stay off our televisions and out of the papers months after the tragedy occurred. We're sick of hearing about their sad ass tale over and over again. O blah dee O blah dah life goes on.
05/18/2007 14:06
05/18/2007 14:11
I think one of the best quotes to be found here is this:
RL: jack thompson and anyone like him will NEVER win a case in america
RL: and if he ever did it would have much larger repercussions than losing your games
He's absolutely right in this regard. I think this is actually kind of revealing as to how much in fear we might live under Thompson's shadow. We laugh at his quotes, and we laugh at his misfires, and we groan angrilly and uncomfortably everytime he gets involved in some lawsuit or legislation. What we may not be considering is that by allowing him to remain this entrenched in our consciousness is a sign that every time we laugh or groan, it is symptomatic of our fear of what Thompson may do to our precious hobby. We react to Thompson's exploits with a hint of worry and fear.
I think it's easy to pass off Lambourne as an asshat simply because what he's doing makes people very uncomfortable, or simply because they think he's morally apprehensible. Whether or not he was in it for the lulz, his creation has taken a life of its own simply because of how everyone reacted to it.
I think the only intention Lambourne had was to get people all worked up just to see how reactionary and judgemental people get whenever they see something they are very uncomfortable with. And for everyone who called him a loner, a virgin, some kid in his parent's basement, some kid starved for attention, threatened to kick in his teeth the next time you saw him walking down the street, kill his family, what have you, congratulations...you proved his point.
05/18/2007 14:12
That was a very enlightening read, Rev. You have greater balls than I. Its not that I would be afraid to talk to them, just the task would seem very intimidating to me.
05/18/2007 14:13
You did a great job interviewing Lambourn, but he obviously isn't much more than a turd wanting his turn at the Attention Podium.
He had nothing to say of interest to any of your questions, and doesn't care about anything his game represents other than it pisses people off.
Trying to tie Big Brother into Jack Thompson? What? Pfft. Jack Thompson's desire to regulate the media's decency laws is no Big Brother situation. Having your right to habeus corpus suspended, wiretap without judicial approval, and being under constant surveilance or screenings.
Lambourn, you wasted your time and opportunity to make a point. Enjoy your 2 week meme.
05/18/2007 14:15
05/18/2007 14:17
You concede that the creators probably had no actual reasoning behind these games, then you go on to write three paragraphs establishing what you think their reasoning was. Hmmm.
You think the families should STFU? That's nice. Did it occur to you that people are shoving cameras and microphones in their faces all the time in the wake of such an event? I guess if your son/daughter/girlfriend/sister/brother was gunned down in the middle of a class, you would know exactly how to respond to all the media attention, while dealing with the fact that someone you care about just got randomly executed by a psycho. The dumbass media shows the VT killer's stupid pictures (including his little "Punisher" posed one) and rambling video rants, why shouldn't they give attention to the victims? Maybe if some idiot out there with the same idea sees that killing random people actually *affects* others, they might reconsider.
Don't make this guy out to be some kind of satirical wizard. He wasn't saying any such thing, at least not that any one of us can know with any accuracy. *ALL* of his answers were sarcastic, it's not as if he answered the other questions seriously, then masterfully turned the tables on the unsuspecting reporter. He's a dumbass loser who made a dumbass game, and you and some others are making him out to be an intelligent artist of satire.
05/18/2007 14:25
You may not agree with what dv8withn8 said, but he IS right about the barrel roll comment. Telling someone to do a barrel roll is just a goofy way of telling someone to fuck off. Lambourne comes from that dark circle of the internet that uses "do a barrel roll" that way (and it ain't YTMND).
05/18/2007 14:26
This other guy, Mr. Troll of the Year... I'm torn on him. On the one hand, he's an arrogant kid who made an awful videogame that didn't offend me (I made a comic about Chode Sueng-Hui myself, where I mocked him thoroughly, and I've made many offensive articles in my time), didn't entertain me in the least.
When you make something offensive, it pretty much has to be funny with it, otherwise it fails. Offense comedy without the laughs is just pathetic, and that's what his game was. Badly made, stuffed with racism and totally pointless. I can laugh at VT jokes, but they'd have to be bloody good, and there wasn't a single good laugh in that.
However, I do agree with one thing he said:
[i]DTOID: Well, most developers can rationalize their games as having an actual message or idea to convey that somehow gives the game a meaning or context. By your own admission the Vtech game has no such message, so how would you defend it?
RL: i wouldnt
RL: why should i?[/i]
Honestly, just as we have the right to say his game was garbage, he had a right to make it in the first place. I think what he did was unintelligant and pathetic, but at the same time, I'll support that he can do it and doesn't have to defend himself for it.
05/18/2007 14:26
05/18/2007 14:27
05/18/2007 14:28
Oops.
That's even awesomer than I had hoped.
05/18/2007 14:31
Speak for yourself dv6. You can always change the channel or not read the article. I guess we should all forget about 9/11, the American soldiers, Columbine, VT....fuck even Pearl Harbor. Annoying people with their death and pain, how dare they. Hope you never need a shoulder to cry on brother.
And as far as these two douchebags, they're creeps. That's all there is to it. Fucking creeps. Does anyone really think they made these "games" to spread a message? These are the type of jagoffs that back in the day...15 years ago perhaps....that you could just give them a bitchslap with no hassle. They need a beatdown. There's too many people now a days that can act like smug assholes without consequence. With sue happy lawyers, everything is a lawsuit.
I remember the days when you could beat someone up to settle a minor problem or fix a shitty attitude. Now these fuckwads go into schools and kill everyone. Before, they would get a beatdown and learn their lesson before they knew what hit them. And you know what? It worked. They stopped being an asshole and everyone was happy.
Something HAS happened to our culture. When I went to high school in the early 90's there was no such thing as school shootings in America, it just didn't happen. If someone brought a pocket knife to school it was a big deal. And I went to school in Vegas, not exactly Disneyland. Now, school shootings are happening all over the place. You don't think video games have ANYTHING to do with it? Look how mad people get when Nintendo is bashed for god's sake.
end rant.
05/18/2007 14:32
"I think it's easy to pass off Lambourne as an asshat simply because what he's doing makes people very uncomfortable, or simply because they think he's morally apprehensible. Whether or not he was in it for the lulz, his creation has taken a life of its own simply because of how everyone reacted to it."
--It's easy because it's the obvious truth. "Whether or not"? He flat out SAYS he did it for a laugh. Let's not retroactively make him some kind of brilliant mad scientist here.
"I think the only intention Lambourne had was to get people all worked up just to see how reactionary and judgemental people get whenever they see something they are very uncomfortable with. And for everyone who called him a loner, a virgin, some kid in his parent's basement, some kid starved for attention, threatened to kick in his teeth the next time you saw him walking down the street, kill his family, what have you, congratulations...you proved his point."
--And what point is that? That you can't ever insult someone else? Ironic considering that he purposefully created a game to piss off other people...but his point is that we should what...treat each other with more respect? Interesting way to go about that. I guess you know more about his motives than I do, or even he does...considering that he himself says the game really has NO point.
Let's not pretend that it's difficult to do exactly what Lambourn did. I could easily create a crappy quality game called "Jesus Rape-A-Thon 2007" that would piss off a lot of people...that wouldn't make it especially clever or innovative...and it certainly wouldn't make me some kind of revolutionary who is trying to open people's eyes to the spectre of censorship, the evils of bullying, or any other problem that just about everyone is already aware of anyway.
It kills me that people are rushing to give this guy (and his game) depth and meaning that simply isn't there, even by his own admission.
05/18/2007 14:34
So what I'm wondering: Aside from the immediacy of the scenarios and events, are these games that much different from World War II simulators and other military action games that take one side or another in a major historical conflict? They recount an event, from one side or the other, with out necessarily paying due homage to the antagonists' PoV. And they all deal with the tragic loss of life, in different ways.
On the other side of that, is there outrage among war vets over games like Vietnam (pick one), Medal of Honor, or the handful of modern war related games? Is it that they're too detached from game culture, or so a part of it that the emotional content is irrelevant?
ya know, just thinkin'
05/18/2007 14:36
You'd best trademark your game ideas "JRAT '07", lest someone else steal them from you.
05/18/2007 14:37
Sorry, what I wrote about possible reasoning behind the games is how I would reason for the game's sake. Not for the game creators. And in hindsight I think my "shut the fuck up" comment was directed more at the media than the families. But still both. The families could easily refuse to talk to the press but they do(and probably for a nominal fee). So the press reports on it more and more thus polluting our airwaves.
05/18/2007 14:40
Yeah, I agree. There was no point to his game.
But does that also mean he didn't want to piss people off and watch the ensuing comedic fallout? Not necessarily.
05/18/2007 14:40
They're psychos or lunatics or people pushed to the edge in ways that go against the frail framework of their minds. In order for somebody to draw real life murderous inspiration from a game, they already had to be mentally damaged, and that's not the game's fault.
05/18/2007 14:43
I will agree that art does not need to be a positive experience, but usually actual artists try to create something so that the viewer will be moved to do something positive after experiencing their work. I.E photographers in Africa and the Middle East taking photos of refugees in an attempt to raise awareness, or an exhibit concerning a fatal illness.
05/18/2007 14:43
Interesting point and one I thought about myself...I think the real difference is that at least in a war, you know you're in a war. It's not as if you went to 8:00 physics class and got pumped full of bullets during your lab activity. I think the real cut-off for when people get pissed has to do with innocents being killed. You'll notice no Vietnam games will have Vietnamese civilian camps and such that you can mercilessly mow down; no women and children you can slaughter, etc. It's just soldiers vs. soldiers.
05/18/2007 14:43
Wow, Lambourn is definitely far from intelligent in anyway. At least Ledonne could back himself up and actually speak up for himself. Lambourn just sounds like a stupid kid wanting attention, plain and simple. Couldn't really back his shit up at all.
Either way, amazing interviews and great job!
05/18/2007 14:48
A question I would have liked to see each of them answer would be:
"If you had to sit down face-to-face with a parent of a kid that got killed during these school shootings, how would you justify your creation?"
Something tells me the second guy wouldn't be able to finish his thought without calling them a parenting-noob for having a dead kid.
05/18/2007 15:00
05/18/2007 15:07
05/18/2007 15:08
05/18/2007 15:08
Perhaps. The same thing happened with the JFK assassination. But that wasn't a game done by one person in his free time.
If you're worried about someone like Lambourne doing that, I wouldn't be. He's in it for the trolling and the lulz. Everyone who got upset over the Virginia Tech game got trolled, real hard, and the only way you can effectively troll with something like that is if it's a current, hot-button issue.
05/18/2007 15:13
I dunno, I think all the ideas are just out there. Like the guy that made the Counter-strike map of his school. Its sort of part of our collective cultural consciousness to come up with these potentially horrible ideas that are insensitive to someone.
To recall last year, Snakes on a Plane, ya know.
My fear is the way someone goes about actually executing a horrible idea. For what its worth, as a student of art, I'm willing to accept almost anything as art, so long as one other person is willing to take it that way and go down that road, with or without me.
05/18/2007 15:13
Yet he calls his game art.
Similarly, Ledonne has a great many themes he says he wished to develop for SCMRPG, but he contradicts himself: first he says the Hell sequence is an "easter egg" despite the fact that it literally makes up half the game, then he says he simply may have not done as good a job as he would have liked, and then he says he was trying to speak about the rash moralizings of the murders, right before he eventually comes to the conclusion that it's completely up to the player and that he isn't responsible for whatever message you take. Art may be ambiguous, but to me it feels disingenous to make a clear statement about what you wished to do for the game, and then incorrectly implement it or totally contradict it and then leave it to the player to work it out. He's got every right to do it, but that doesn't make the game more meaningful, and it especially doesn't make it better as a work of art -- indeed, it equivocates the definition of "art" because any complaint leveled against the game can easily and immediately be brushed aside with excuses of "different interpretation" or "message ambiguity" when the honest truth is that the game simply fails in its intended goal.
While the two games differ in their intent, they have this much in common: they both claim to be art, despite not having a genuine message or purpose to their games other than stirring controversy, which isn't enough.
As akathatoneguy said, anyone can make a Jesus Rape-A-Thon game and get controversy, but that doesn't make the game meaningful in and of itself. It's possible to argue that either artist's game just has very, very subtle messages, but in the V-Tech game we know for a fact that there aren't any, and in SCMRPG the final version of the game is literally identical to the game we would expect if some other person who idolized the killers ended up making a game to turn them into folk heroes.
And the reason we get worked up about these games and not war games is fairly simple: comparatively speaking, wars are much "better" from a moral point of view. Despite the widespread loss of life, wars are fought for land/freedom/etc, and no side is truly "bad." The closest we have to an outright "bad" army in modern warfare is the Nazis, and you can't even play as them in any singleplayer WWII game, and if you could, there would almost definitely be a great deal of controversy. These games cause controversy because they intentionally put the player in the shoes of the murderers, who -- for whatever reason you choose -- are undoubtedly the 'bad' guys.
If we ever DID make a Vietnam game where the player is forced to kill children, it would have a much different effect than a Colubmine or VTech game where the entire point of the game is to kill children. A Vietnam game would be about the difficult choicse facing the American soldiers, and would raise questions about the point of the war in general by forcing the player to make serious, moral decisions. No such decisions exist in either SCMRPG or VTech Rampage, other than "play the game" or "don't play the game." In terms of SCMRPG, the player is put in the shoes of Klebold and Harris to the point where the classmates have no real names and therefore aren't disturbing to the player. A Vietnam game would have a clear purpose and message, something these games lack.
05/18/2007 15:17
On lambourn, the only thing that's worth saying is:
05/18/2007 15:18
05/18/2007 15:25
05/18/2007 15:28
I thought Lambourne did have a few interesting things to say, but I don't think anyone here is actually arguing that his game is for anything more than epic lulz, myself included.
I think the way people react to this game is what ultimately makes it interesting, but maybe that's just because I too am a troll on occasion.
05/18/2007 15:32
Regardless, that kid is a moron.
05/18/2007 15:46
05/18/2007 16:07
Are they both art? Can be debated to death
Are they both earnest attempts at some artistic statement? For Ledonne, he says yes, and I believe him. For Lambourn, he says no, and I believe him.
Are they acheiving the modern intent of "art", to cause some discussion, internal or socially of an idea? Yep
Are they both achieving the classical intent of art, which is to present a level of practiced and excellence in craft? Not quite at all. But considering the size of the canvas and the power of the tools, there's not much they can do as a single creator to that effect.
05/18/2007 16:15
05/18/2007 16:33
The line about video games....Nintendo fans....was a joke. I'm not really funny, sorry.
05/18/2007 16:59
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05/18/2007 19:49
you deserve a raise for conversing with that retard.
nice to have the gaming community represented by this menstrual scrape.
05/18/2007 20:35
05/18/2007 20:39
05/18/2007 21:37
If you're referring to the guy who did the V-Tech Shooting game, then the one way you could troll him back is to imply he quotes YTMND.
05/18/2007 21:45