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.
Also read a statement from a member of the 2007 Slamdance game jury
Yesterday I reported that the Slamdance festival had pulled Super Columbine Massacre RPG from its lineup of game finalists. Based on conversations with creator Danny Ledonne and the statements he received from the festival, I concluded (as did Brian Crecente) that the decision was driven by pressure from festival sponsors, who it seemed had threatened to pull funding if the game remained in the festival.
The public response on sites like Kotaku, Slashdot, and GamePolitics has been understandably mixed (including a barrage of inane comments about free speech). Yet, a common thread runs throughout many of the comments--readers who lament the decision still empathize for the festival organizers, who appeared forced to make a difficult business decision: rescind their invitation or compromise the festival itself.
One reason I shared this position is because game festival organizer Sam Roberts contacted me on Wednesday, asking if I would be willing to speak with sponsors uncomfortable with the game's inclusion, given my previous defenses of the game (1, 2). I agreed, although there was never time for anyone to contact me, as Slamdance decided to pull the game the very next day.
Today, I know that story to be incomplete at best, and incorrect at worst. And I'm afraid to say, the full story is deeply discouraging.
Brian Crecente followed up yesterday's story with another today in the Rocky Mountain News, which includes statements from Slamdance festival president Peter Baxter.
"On the one hand a jury selected this game, and as a result of that decision it leads to our organization supporting their creative decision," said Slamdance President Peter Baxter. "On the other hand there are moral obligations to consider here with this particular game in addition to the impact it could have on the Slamdance organization and its community."
"Ultimately it was my decision to pull this game and I hope that a choice like it will never have to be made again."
This statement, combined with corroborating information I heard elsewhere, leads me to believe that there was never a specific threat that major sponsor funding would be lost. In short, Baxter pulled the game because he was afraid of what would happen if he didn't. He pulled the game because he didn't want difficult, yet groundbreaking videogame-based expression to get in the way of his film festival. Baxter's actions reveal that videogames, in his mind, simply do not deserve the experimental, independent venue he provides for film.
As N'Gai Croal eloquently observed, this mindset is nothing short of hypocrisy. Slamdance was founded partly on the principle that the Sundance festival had become too mainstream, that a venue for more experimental innovation no longer existed. Says Croal:
In the two years that Persuasive Games exhibited at Slamdance (1, 2), we took advantage of the opportunity to see a number of the films shown at the festival. Some were just ok, many were very good, and many were deeply and powerfully disturbing. I think of films like Keun-Pyo Park's Wake, in which a 5-year old girl subsists in a small apartment after her mother dies in her sleep. I think of Jaroslaw Banaszek's Television Love, in which a cruel reality television show drives an earnest man to suicide. I think of Etienne Kallos's No Exit, in which three gay men suffer the wrath of their crystal meth addiction in a sordid motel.
These films haunt me. They do so because Peter Baxter was willing to host them. Because he didn't back away from them for abstract fear of the future "impact" they might have on the Slamdance community. Their impact, as it happens, is tremendous. Not positive, per se, nor negative but powerful and important.
To his credit, Slamdance game festival organizer Sam Roberts openly opposed the decision in his interview with Crecente:
Baxter, it would seem, is not equipped for, or not willing to consider, the idea that videogames might have the importance or impact of the films he screens. During the two years we exhibited, I saw Baxter once or twice, but he hardly spent much time with the gamemakers. We were, it seems, a sideline, an experiment, a distraction. I now feel more than a strong measure of regret for having previously celebrated Slamdance as a venue for games as expression, compared to the Independent Game Festival's focus on games as commerce. At least IGF carries out its mission without inconsistency and false virtue.
We didn't make a submisssion to Slamdance this year, mostly because we didn't have a game ready in time for the deadline. But I'm glad that we're not finalists this year, because I don't know if I would decide to pull our entry or not. Likewise, I'm not going to moralize here and call for this year's entrants to pull their work from the festival. But I think we all would do well, be we gamemakers or filmmakers, to reconsider supporting this event with our work in the future. For the filmmakers, the die is cast, you should wonder if your medium is next on the chopping block of Peter Baxter's personal morality. For the gamemakers, we now know that Slamdance was apparently never really serious about videogames. When the time came to make good on their word, they failed. And in three short years no less.
In a closing comment in Crecente's article, IGF chairman Simon Carless predicted that this action won't "discourage people from making games that have social meaning." Well, I'm discouraged. I'm discouraged because I've had such satisfying experiences showing my games at a venue like Slamdance, with its broadly creative attendees, its large general population audience, its decidedly down-to-earth sensibility. We make games not just so that they might be played, but so that they might affect people, influence their opinions, change their attitudes, make them question their world. Today one venue for encouraging those ends has died abruptly, and prematurely.
Barred Ronald
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Alien Phenomenology
Pretty Girls for Nixon
Atari Hacks and Demakes
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