Water Cooler Games served as the web's primary forum for "videogames with an agenda" — coverage of the uses of video games in advertising, politics, education, and other everyday activities, outside the sphere of entertainment.
The site was maintained at watercoolergames.org from 2003-2009, where it was edited by myself and Gonzalo Frasca. It is now archived here in full.
I've just learned about the Super Columbine Massacre RPG. It's a deep and complex account of the 1999 Columbine High School massacre interpreted in the style of 2D role-playing games. The game has been out for at least a year, but this is the first I've seen it.
After Gonzalo's recent mention of Border Patrol, I can imagine that our readers might have strong reaction to this game. While it is a challenging subject, I think the effort is brave, sophisticated, and worthy of praise from those of us interested in videogames with an agenda. The purpose of this game is not to celebrate the events at Columbine, but to attempt to represent them from the perspective of the perpetrators. This is a worthwhile effort, and one truly unique to videogames as a medium.
Patrick Dugan notes common rejections of the game, including the predictable appeals to ineffability ("how much is too much"). As Dugan says,
The only comment I take issue with here is that there are design flaws and poor graphics in the game. Who cares about the graphics. The rough edges and "vintage" appearance both recall the stark yet fatal amateurism of Eric Harris and Dylan Klebold, as well as the types of videogames they played in the years leading up to the tragedy.
Interestingly, the developers have also provided a discussion board for converstaions about the game and the event it recounts. This is a great strategy for facilitating responses to and interpretations of videogames of this kind. The developers also use this forum as a way to (attempt to) modulate responses to the game:
Super Columbine Massacre RPG is disturbing because it is meant to be. I've talked and written for some time about how games need not be fun to be worthwhile. This game is not fun, it is challenging, and difficult to play--not technically difficult, but conceptually difficult. We need more of that.
Information is Beautiful
The Art History of Games
The Art History of Games
Objects & Things
Object-Oriented Ontology Symposium
Comments
Ian Bogost on Information is Beautiful
Aaron Lanterman on Information is Beautiful
Shane on Information is Beautiful
nick on Information is Beautiful
Federico Fasce on Information is Beautiful






