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October 17, 2008
Playing Columbine: An Interview with Game Designer and Filmmaker Danny Ledonne (Part One)Danny Ledonne's Super Columbine Massacre RPG! has been the center of controversy since it was released in 2005, on the sixth anniversary of the shooting at a Colorado high school which sparked international controversy surrounding the links between video games and real world violence. Some have embraced the game as a powerful demonstration of how games can force us to re-examine controversial issues from new vantage points. Others have condemned the game in the harshest terms possible, suggesting that it exploits a deep human tragedy. In 2006, PC World declared the game #2 on its list of "The 10 Worst Games of All Time." Every time the controversy started to die down, some new development shoved the game back into the news, whether it was attempts by the news media to link it to a Canadian shooting or the decision by the directors of Slamdance's games festival to withdraw the film, a decision that led to strong support from many invested in the idea of games as art or simply the value of free expression. Ledonne's game has been a model for other serious games projects and has been a focal point for discussion about whether there are some topics which can not or should not be explored through this medium. For an overview of the controversy, check out this Wikipedia entry. You can see the game yourself and make up your own mind about its merits. Now, Danny Ledonne has produced Playing Columbine, a compelling documentary which allows him to tell his own story. This film will be extraordinarily valuable as a classroom resource for those who want to spark discussions about games as a medium. It will also be a useful film to share with skeptics who doubt that games can deal with serious topics. Danny was kind enough to agree to an extensive interview for this blog, one which takes us through the various controversies as well as examines the process of producing this documentary. You will see that I adopt a devil's advocate posture here, pushing Ledonne to pull down to first principles and explain his own thought process concerning the Super Columbine game and Playing Columbine. I hope this three part interview will spark further reflection on these very important topics. Ledonne is a graduate of Emerson College's film program. He has worked as director of photography on KiskaDEE, as editor for An Awakening Journey, and shot and edited Kenya Jidaya. He is a native of Colorado and currently lives in Washington DC where he owns Emberwilde Productions. What were motives for making the Super Columbine Massacre RPG? It sounds like you had not done much work in games before this. Why did you think games were the right medium to say what you wanted to say about Columbine? I have answered the question of "why did you make this" many times--probably so many that I have begun to wonder why I am asked so often what my motives were. I suppose releasing a highly controversial game on the Internet, free of charge, and setting up a discussion forum does make one wonder. I guess if I had charged five dollars per download it would be evident that I was trying to make money and then the question would shift from "why" to "how could you?" SCMRPG is my first game and perhaps my last. What most outsiders to the creation of games do not understand about game design is how specialized a field it is--involving a multitude of skills from computer science and programming to graphic design and (hopefully) a flare for storytelling. Games generally cannot be made without a set of highly acute skills and usually a great deal of training. My efforts were amateur and my game certainly reflects that--but even then the results were only possible because I had a game creation program (RPG Maker) to act as middleware between an untrained user and a finished game concept. Columbine had been a subject of considerable importance in my own life. I was a sophomore in high school at the time of the shooting in another Colorado high school. I listened to the same music, played the same videogames, and at times even had similar feelings of anger or depression as Harris and Klebold (the shooters). Amidst all this was a media frenzy and subsequent political fervor over a "culture of violence" replete with condemnation toward Hollywood, the music industry and videogames (in short, the best ways to decompress after another day of high school). As a politically powerless teenager, I had no real way to challenge the official assumptions as to why the shooting occurred. Among my friends, though, the consensus was that the real causes of Columbine could not be answered by pointing to Doom, Natural Born Killers, or Marilyn Manson.
It is worth mentioning that for a long time the game received the kind of underground, subdued exposure that I expected it to get. I posted the game online around April 20th, 2005 to coincide with the sixth anniversary (not the best word to use here, I know) of the shooting. For over a year, it remained an Internet anomaly--receiving about 10,000 downloads. I more or less went back to my life of working as a youth mentor, honing my filmmaking craft, teaching Tae Kwon Do, and volunteering as a community radio station DJ. I posted the game anonymously for many reasons, some practical and some ideological: 1) I was aware that the approach of using a videogame to represent a school shooting would generate outrage from those unwilling to acknowledge games as a socially-conscious medium. 2) I was interested in fostering discussion not about myself and my motives for creating the game but rather the shooting at Columbine itself. 3) I had no interest in furthering a career in game design so putting my name to the work in some attempt to be "discovered" or "recruited" was unimportant. 4) The larger experiment was one of digital culture; I wished to combine musical, photographic, and textual elements gleaned from the web, assemble them in a piece of software, and finally release this reassembled contextualization onto the Web for further discourse. I did not know why, per se, but that the possibility to do so did not exist a decade earlier and this experimentation seemed interesting to me as a multimedia artist. It was as though the Internet itself assembled this game--as though it were a living information machine giving birth to a new creation. What were the biggest misunderstandings people had about the game? Misunderstandings can be miniscule or they can be gigantic. Among the smallest misunderstandings was that I was a former Columbine High School student who made the game as an act of catharsis to personally grieve or process the tragedy. Among the largest were that I made the game for money, I made the game to get on television, or that I made the game to encourage school shootings. Which criticisms of the game hit you the hardest? Were there moments when you questioned your own creative choices? At first I was hesitant to keep the game online. However real or imagined the charges are, the legal implications of producing controversial media can be intimidating. And that is precisely what I have faced from time to time. As one can imagine, various groups and individuals have sought to take SCMRPG off the Internet--using a variety of tactics from baseless claims of personal injury to draconian interpretations of copyright law (the game features the same media posted all over the Net and in news reports and documentaries which employed Fair Use in Copyright). If the Dawson College shooting was the low point in the discourse of SCMRPG, Slamdance pulling it from the Guerrilla Gamemaker Competition would have to be the high point. For the first time, I was not defending my game in solitude but with some solidarity--often from game developers far more talented and established than I. If it weren't for this competition and the controversy that pulling out the game created, the dialogue about games with a social agenda would be slightly further behind. Finally game writers and cultural critics began to take notice of the double standard our culture has imposed on games in comparison to other popular media. Finally the game wasn't the central scrutiny of every article it was mentioned it. Finally the wagons were being circled and the case was being made in the larger culture for Super Columbine Massacre RPG! Henry Jenkins is the Provost's Professor of Communications, Journalism, and Cinematic Art at the University of Southern California. Until recently, he served as the co-founder of the Comparative Media Studies Program at the Massachusetts Institute of Technology. More about Henry Jenkins is available here. |