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.
As several other sources have already noted, Danny Ledonne has launched a website for his forthcoming documentary Playing Columbine, along with a new trailer for the film.
Kotaku's Brian Crecente, who published the first mainstream press coverage of the game, makes an interesting observation: "it feels like the documentary is a little too much about Ledonne and not enough about the very real and complicated issues involving both the shooting and the idea of tacking serious subject matters with video games." A number of readers at Game Politics seem to agree.
A trailer is just a trailer of course, but its purpose is to advertise the themes and goals of a film, so there may be some weight to the concern. At the end of the day, we have to remember that Ledonne sees himself as a filmmaker, not a game maker. And I am interested to see Danny's work in his "native" medium.
The terrific irony is that Playing Columbine has an infinitely greater chance of getting picked up for broader distribution of some kind at a festival compared to the game. Of course, it also has an infinitely greater chance of actually getting shown at a festival in which it is accepted as a selection. Given Ledonne's negative experience with games, it's probably not surprising that he has told me and others that he never plans to make another videogame. The question Crecente and other are asking is this: will the documentary do for games what I believe Columbine did, or what another similar game could. Or will it just make it seem like Ledonne made the game to document its controversy. It's a good question, and its out of his hands. No matter its answer, hopefully the film will culture new spaces for discourse between artists in film and games, much like the ill-fated Slamdance controversy did.
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