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  <id>tag:henryjenkins.org,2008://2/tag:henryjenkins.org,2008://2.2445-</id>
  <updated>2008-06-09T16:31:23Z</updated>
  <title>Comments for Persepolis: The Video Game?</title>
  
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    <id>tag:henryjenkins.org,2008://2.2445</id>
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    <link rel="service.edit" type="application/atom+xml" href="http://cms.mit.edu/MT/mt-atom.cgi/weblog/blog_id=2/entry_id=2445" title="Persepolis: The Video Game?" />
    <published>2008-04-11T05:00:00Z</published>
    <updated>2008-04-11T01:31:52Z</updated>
    <title>Persepolis: The Video Game?</title>
    <summary>The following essay by Matt Weise appeared late last week on the blog for the Singapore-MIT Gambit Games Lab. My readers who are interested in games might well have encountered it there. But what he has to say is apt...</summary>
    <author>
      <name>Henry Jenkins</name>
      <uri>http://www.henryjenkins.org/</uri>
    </author>
    
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      <![CDATA[<p><em>The following essay by Matt Weise appeared late last week on <a href="http://gambit.mit.edu/updates/2008/04/last_week_i_bought_a.php">the blog</a> for the Singapore-MIT Gambit Games Lab.  My readers who are interested in games might well have encountered it there. But what he has to say is apt to be of interest to those of you who are interested in comics and animation, so I wanted to cross-post it to this blog. I read this essay with a certain pride: Weise was a Master's Student in our program before he went into the games industry (and then came back to play a central role in the operation of our games lab).<a href="http://cms.mit.edu/research/theses.php"> His master's thesis</a> (look under the class of 2004) dealt centrally with issues of how meaning and emotion get expressed through games, themes to which he is returning to within this post. </p>

<p>Here, you see an example of a particular mode of games analysis which has become more wide-spread in our program through the years: Rather than writing an ideological critique which stressed the limits of the original text (or in this case, of games a medium), Weisse engages in a thought experiment -- first, comparing the game <em>Just Cause</em> to what he sees as a more rewarding media experience, <em>Persepolis</em>, and then imagining how games as a medium might be able to more fully realize what he sees as lacking in the text under examination. This is a mode of analysis which doesn't simply point out limitations but also imagines alternative possibilities; it doesn't just accept the text as given but rather writes beyond the ending of the text, reconstructs an alternative version of it to show what might be missing in the original. We've found that these kinds of thought experiments can generate more concrete discussions and may become the spring board for more creative interventions. In a space like Gambit, which is involved in developing playable prototypes which stretch the games medium, this ability to move between current examples and alternative versions can be a springboard for design activities. It represents one way that we can blur the lines between theory and practice.</em><br />
<strong><br />
Persepolis for Xbox 360?<br />
by Matt Weise</strong></p>

<p>Last week I bought a game I swore I wouldn't buy: <em><a href="http://en.wikipedia.org/wiki/Just_Cause_%28video_game%29">Just Cause</a></em></a>. I <ahref="http://game-eaters.blogspot.com/2006/09/bush-era-rhetoric-ruins-another-great.html<br />
">swore</a> I wouldn't buy this game when I read that its politcal  premise--the overthrow of a corrupt South American regime through  guerrilla warfare--would involve the typical <a href="http://en.wikipedia.org/wiki/United_States_invasion_of_Panama<br />
">American</a> rhetoric that, it would seem, no war-themed game can  exist without: the protection of American interest. Thus a game that  could have been, provocatively, Che Guevara meets <em>Grand Theft Auto</em>  became yet another emulation of Chuck Norris barf bag cinema, the kind  where some helpless country needs a swaggering yank to pull it,  kicking and screaming if necessary, to democracy. This is why in <em>Just  Cause</em> you are some CIA dude, and not just a suffering citizen of the  (fictional) country who's finally had enough. One might imagine that a  horrific dictatorship would be reason enough to go guerrilla, but in  <em>Just Cause</em> we need the threat of WMD's which could possibly be used on America to justify ass kickery. Viva la Revolucion!</p>

<p>The notion fills me with disappointment. I know better than to expect  a serious, documentary-like experience from a mainstream videogame,  and yes many games are just elaborate power trips. But what's wrong  with a power trip in which the indigenous population gets empowered in  a way that isn't filtered through America's big brother mythology?  Ugh. Still, I bought it last week.</p>

<p>I bought <em>Just Cause</em> because I played it at a friend's house, and it  turned out to be pretty fun. The American aspect of the story is more  or less in the background. Your avatar is Latin American at the very  least, though he does appear to work for the CIA. The story itself is  still moronic, full of Hollywood cliches. But those cliches make for fun gameplay at times, like when you perform all manner of ridiculous <a href="http:/youtube.com/watch? v=nwJ69Ln3xBw&feature=related/">stunts</a>. My friends and I had a ball  riding cars, boats, and even planes like surfboards as we ran from government stooges. After that, I decided to swallow my political  angst and pick it up for cheap.</p>

<p>Then, yesterday, my girlfriend and I went to see <em>Persepolis.</em></p>

<p>The movie had a huge effect on me. I actually didn't know much about  it, aside from the fact that it was based on a <ahref="http://en.wikipedia.org/wiki/Persepolis_%28comic%29">comic</a> and was an autobiographical account of an Iranian woman's  life. I wasn't expecting it to go so far into the politics and  cultural fallout of the <ahref="http://en.wikipedia.org/wiki/Iranian_Revolution ">1979 Islamic Revolution</a>. I found the film deeply moving for many  reasons, but I think what affected me most was how the protagonist was  portrayed, as a wonderfully intelligent girl who was just trying to have a normal life while simultaneously dealing with a deeply  repressive political shift. It humanized the recent history of Iran  form me in a way that I hadn't experienced before. On another level  the film worked simply as the story of a promising life tragically complicated by authoritarian religion... a concept that, at least in  the abstract, strikes home for me.</p>

<p>I came home after watching this movie and didn't feel like doing  anything. I just needed to sit and let the film sink in. My girlfriend  kept asking me if I was okay because I basically stared into space for  the rest of the evening. I thought maybe I could break out of my  reflection by playing some videogames, but I stopped short at the  thought of playing <em>Just Cause</em>. In light of something as moving and  personal as<em>Persepolis</em>, the idea of playing a game that dealt with  repression and revolution like Just Cause did made me recoil. My  initial revulsion at the game's shallowness came surging back even  more intense than before. Disgusted, I asked myself why it seemed  impossible to make a game that dealt with social upheaval the way  <em>Persepolis</em> did. Why couldn't <em>Just Cause</em> have been like<em> Persepolis</em>? Did  I have to be embarrassed at the thought of picking up a controller  every time I came home from a movie like <em>Persepolis</em>?</p>

<p>I don't have an answer to these questions, suffice to say that if it's  not possible to make a game like <em>Persepolis</em> I've clearly been wasting  my time with this <a href="http://rogerebert.suntimes.com/apps/pbcs.dll/article?AID=/20070721/COMMENTARY/70721001">garbage</a> we call videogames. I wonder what it would take to make  a game like <em>Just Cause</em> express ideas closer to what <em>Persepolis</em> is  expressing. Leaving aside the typical objection of "you'd never get a  game like that funded!" it seems a game design question worth exploring.</p>

<p>One striking aspect of <em>Just Cause</em> is how, for a game about a  repressive regime, the regime doesn't actually seem to be repressing  anyone. The NPC's--whom you see everywhere going about their daily  lives--don't seem to do anything other than walk around and drive  cars. They don't seem particularly unhappy. They are, essentially,  exactly like characters in <em>GTA</em>: more of a decoration than a meaningful  aspect of the virtual world. In <em>GTA</em> this is fine since the world is  not about the NPC's, but in a game that's about revolution and freedom  in the name of The People you'd think The People would be... well,  people. Not that we need hyper-advanced A.I., but we at least need a  game design where political repression is part of the world you are  trying to simulate.</p>

<p>How do you do this? There's obviously no single, right way to do it.  But we can start by observing that repressive states are, in essence,  extremely limiting rule systems that every citizen must learn and deal  with. This is something that <em>Persepolis</em> <a href="http://medias.lemonde.fr/mmpub/edt/ill/2007/05/24/h_3_ill_914143_cannes-persepolis.gif">illustrates</a> extremely well, especially in the first half where  the protagonist is struggling to deal with all the new rules that are  being imposed on women in the first years of the Islamic Republic. The  women in the film learn to survive by quickly mastering this rule  system, by learning exactly when to wear the veil, how to behave  towards men in public, etc. As time goes on both men and women learn  the system well enough that they are able to subvert it in small ways,  such as having illegal parties with alcohol and banned western music.</p>

<p>It's easy to see how one can take the logics of state repression and  model them as a game system. Because a citizen in a police state is in  a game of sorts, a game with extremely dire consequences. But citizens  try to game the system in order to survive, to express their sense of  self and hope. A select few of those citizens might go further,and  game the system with the intent not just to survive it but to change  it. When the rules of the game are successfully rewritten, you've had  a revolution.</p>

<p>Why can't <em>Just Cause</em> follow a model like this? One can imagine a  virtual world in which citizens have simple behaviors. They wake up,  eat, socialize, work, and go to bed... sort of like in <em>The Sims</em>. But  they have to do all these things within a strict framework of  government rules that sometimes conflict with their desires. For  example, citizens might be expected to dress a certain way, stand at  attention during a patriotic hymn, etc. If any deviation from this  behavior was witnessed by patrolling police, citizens might be  arrested, which would affect the happiness levels (like in <em>The Sims</em>)  of the citizens around them.</p>

<p>The goal of a game like this, from the player's perspective, would  involve two distinct<br />
aspects:</p>

<p>Firstly, the player would have to learn the behavioral rules of the  repressive society.This would be necessary so that the player could  be invisible within the society in order to be able to subvert it.  This layer would be somewhat like a stealth or spy game,in which  players must learn to dress, act, and talk a certain way in order to  avoid suspicion. Only instead of some military espionage scenario, the  environment would just be everyday life.</p>

<p>Secondly, the player would have to perform acts that would affect the  happiness levels of the society at large. This could be manifest  concretely as a list of civil liberties which the citizens don't have.  Restoring each one of these liberties would be a goal of the game,  like a series of non-linear missions. Once all the liberties were  restored,the society would be transformed.</p>

<p>This idea is interesting for its emergent possibilities. I am not  imagining a game where society changes instantly, as the hard-coded  result of a cut-scene or boss battle. I'm thinking that each "rule"  that the police enforce (i.e. what clothes you can wear) correspond to  a certain civil liberty on your list. Once that liberty is restored,  the police stop enforcing it, changing the dynamics of the game. Thus  "freedom" is something you experience as a player by having  restrictions removed, and it is also something you see in the citizens  around you because they no longer have to deal with those restrictions  (i.e. there are less arrests, therefore happiness levels increase.)</p>

<p><br />
And how exactly do you restore all these freedoms? Well, that's the  real trick. Do you assassinate and intimidate? Do you organize  peaceful protests in secret? It might be interesting to have a game  where you could do both kinds of things, and each would have an affect  on the citizens you are trying to help. For example, if you want to assassinate a government official by blowing up his house, that might  work. But if you blow up his house, it will also affect the happiness  levels of the population. Is the trade off worth it? What if you  affect political change but end up alienating the population? Have you  accomplished your goal? Is your goal to check all the liberties off your list? Or is it to make the population as happy as possible?</p>

<p>I don't know if the game I just described is subtle or complex enough  to do justice to the personal nature of something like <em>Persepolis</em>. Of  course, <em>Persepolis</em> isn't about being a revolutionary. It's about a  citizen trying to keep her life and identity from falling apart under  repressive rule. A game where you played a citizen under a repressive  regime could be its own kind of game, with maybe some similarities to  the game I described above.</p>

<p>Perhaps we're not ready for a <em>Persepolis</em> game on Xbox 360. Perhaps  we're not ready for a <em>Persepolis</em> game at all. Perhaps I am dishonoring  the reality of the <a href="http://en.wikipedia.org/wiki/ Marjane_Satrapi">author</a>'s life experience by even suggesting that  we entertain such a notion. But I hang onto the notion that I am not  doing that, that games are not somehow intrinsically superficial in  their engagement of political ideas. Political and social ideas need  not be trivial in videogames. They are not trivial by default. They  are full of reality, tragedy, and emotion. The only reason they become  trivial in videogames is because the makers of games choose to  trivialize them.</p>

<p>I have no idea if a game like the one I described would work, but I  believe that a Hollywood bubblegum crapfest like <em>Just Cause</em> could only  benefit from such an experiment. Then maybe I could come home from a  movie like <em>Persepolis</em> and not feel like a moron for having spent $400  on an Xbox 360.</p>

<p>I could feel proud.</p>

<p><em>Matthew Weise<br />
Producer, Singapore-MIT GAMBIT Game Lab<br />
Matthew Weise is equal parts gamer and cinephile, having attended film school before segueing into game studies and then game development. Matt is a producer for GAMBIT and a full-time gamer, which means he not only plays games on a variety of systems but he also completes (most of) them. Matthew did his undergrad at the University of Wisconsin in Milwaukee, where he studied film production before going rogue to design his own degree. He graduated in 2001 with a degree in Digital Arts, which included videogames (this was before Game Studies was a field). He continued his research at MIT's Comparative Media Studies program, where he worked on Revolution with The Education Arcade. After leaving MIT in 2004 Matt worked in mobile game development for a few years, occassionally doing some consultancy work, before returning to work at GAMBIT.</em></p>]]>
      
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  <entry>
    <id>tag:henryjenkins.org,2008://2.2445-comment:211174</id>
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    <title>Comment from Brett Boessen on 2008-04-11</title>
    <author>
        <name>Brett Boessen</name>
        <uri></uri>
    </author>
    <content type="html" xml:lang="en" xml:base="">
        <![CDATA[<p>I'm afraid I don't have anything more useful to say than Great Idea!  When do we get started designing this thing?  How can I help?</p>

<p>I was similarly moved when I saw Persepolis--I had brought a class to NYC from Texas to study Independent Film as part of our January Term, and we saw it at the Angelika.  I had read Reading Lolita in Tehran for the Freshman Reading Selection the year before, and I found many similarities, but also found the animated form of Persepolis somehow more engaging than the novel (if not nearly as full of details and historical specificity).  </p>

<p>Matt draws our attention to the differences between games and film as medium, wondering if games have it in them to engage us as deeply as films.  Surely there were those in the early decades of the 20th Century who wondered the same about film with respect to novels.  It seems the fullness of time has answered that question positively, no doubt through a great deal of experimentation and risk-taking along the way.  Video Games as a medium need creative, passionate developers like Matt to keep striving to expand the apparent limits of the medium.</p>

<p>Also, I'm sure Matt's encountered this already, but Ian Bogost's book Persuasive Games has much in common theoretically with the ideas expressed here.  And he's a developer, too.</p>

<p>Like I said, I'm ready to see this game made, if for no other reason than to see in practice what such a game would look like and what it might do to expand our collective conception of games possibilities.  And to give Roger Ebert something to chew on.  :)</p>

<p>(I guesss I did have something to say after all.)</p>]]>
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    <published>2008-04-11T13:04:32Z</published>
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