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.
Today's NY Times reports on new games that allow players to take drugs as a part of the gameplay (thanks to Jane). Narc, a game about arresting drug dealers, allows the player to take the drugs they confiscate. Each drug temporarily improves gameplay but also has side effects.
What concerns me most about these games is not the representation of drugs, but the seemingly minor representation of addiction. Here's what the Times says about Narc:
This just isn't even remotely adequate. I would find a game about, say, heroin addiction interesting if it focused on the experience of addiction, of being strung out and desperate. Videogames could do a remarkable job creating a debilitating, uncomfortable representation of such conditions. Unfortunately, the developers playing with this particular fire seem more interested in culturally blind "afternoon in the ghetto" games that refuse to deal seriously with social issues. Here's what the producer of Narc has to say about the possibility space for drugs in games:
Actually, yes I would want to see such a game. The continued obsession with fun is one of the most dangerous obstacles to the evolution of the medium. I've given at least two talks now on why games don't have to be fun (including one at yesterday's Living Game Worlds event here at Georgia Tech), riffing largely off of my objections to Raph Koster's Theory of Fun. There are many aspects of his book that I appreciate, such as the following gesture that seems to suggest a wider set of possible responses to games.
But as I've argued informally before, at the end of the day Koster simply returns these new types of emotional impact back to the realm of the same, trying to recapture all possible emotional responses back into the notion of fun:
Raph is a smart and influential guy who has many worthwhile insights about games and culture; indeed, he's one of the few designers who deliberately and consistently engages academic work on games. But I simply can't abide this continued reinforcement of fun as a first principle of games. I'm working on an article-length version of this objection, but I wanted to bring it up briefly here, just to show the depth and breadth of this problem in games today.
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