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Many games have also been made with a free program called Twine, Alexander said, which gives people who do not know how to code the ability to make little text games that run in an Internet browser. Other tools exist to help people learn how to code, such as Scratch, which is a programming language designed for kids to use. Sandvig said game creation tools like Unity, GameMaker Studio, RPG Maker VX, Construct 2, Fixel, Adventure Game Studio and Stencyl are publicly available, with some of those being free and most requiring no programming knowledge to use. But we also have web clearinghouses, like, and simple web pages that people make and share.” Part of that is the rise of third-party distribution systems geared toward small publishers like Steam Indie and XBox Arcade. “Unusual indie games like ‘Dys4ia’ and ‘Candy Box’ are easy to find. “Today, the distribution bottleneck is largely gone,” Sandvig said. While there was some independent distribution of early computer games, it was limited to floppy disks and cassette tapes, or it required copying game code from a paper printout to a computer. He said that from the beginning, distribution was the bottleneck that limited game creation, since people would need to work for, or publish through, larger companies that could afford the production costs. More personal games about the experiences of women, gay men, non-white people and transgender people have been popping up in this small-scale game space too, she added.Ĭhristian Sandvig, associate professor of information at U of M, said this expansion of what a video game can be and who can make them is nothing less than a “rebirth of the medium.” “You begin to see some issues a different way when you start literally weighing the cost of human lives,” she said. “Real Baku 2015” portrays activists “competing” while in prison to protest Azerbaijan’s hosting of the European Games earlier this year.Īnother game, called “Passengers,” casts the player as a smuggler taking migrants and refugees to safety on boats based on their jobs, names, whether or not they have families, and how they treat the player. Alexander said the game is short, and it feels good to boo the flag, but it also expresses the view that booing the flag does not solve any broader issues of racism. “Boo Flag” is a game where you have a Confederate flag on the screen, and by booing it using a laptop microphone, the flag will come down a flagpole and catch fire. With that game, players begin to express their own values of right and wrong, whether it’s what the state wants or what they want, all while trying to earn enough money to feed their digital family.
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She highlighted games like “Papers, Please,” which put the player in the role of a bureaucratic border guard in an oppressive country, deciding who gets to come in and who stays out while contending with rebels, refugees and desperate migrants. “I suppose I truly consider games as a modern avenue for play, in the sense that animals play in order to learn about themselves and the rules of their world, and to experiment with those rules in the real world.” “Suppose we think about games as a medium for human expression, as an outlet for creativity and communication,” Alexander said. Instead, Alexander said she thinks of “smaller moments” that help people see the world in a new way, or understanding something that they otherwise could not because it is being done in a safe space. She said such games could be educational, although not necessarily in the sense of a game trying to teach a person math or reading skills. In contrast, new creators frequently produce cheap or free games that run on computers or even in Internet browsers. 1.Īlexander said that traditionally, video games have had barriers for newcomers, whether those barriers were a lack of experience with the pastime, the cost of the games, or having the reactions and skills needed to progress in the games. In the past few years, however, the Internet has opened the door for new creators, new audiences, and new, socially aware and personal video games made by people who never learned a line of BASIC, according to video game journalist and critic Leigh Alexander, who spoke at a talk presented by the University of Michigan School of Information Oct. METRO DETROIT - For decades, making video games was the sole domain of people trained to speak the arcane languages of computers and the major companies willing to publish those titles.
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