I am of the opinion they are full of shit, and they know they are full of shit and the company line is to piss on folks and tell them it is raining. Honestly the most insulting part is not them saying it but people believing them and help push it.
Except that in a lot of cases the 'interpretations' become cudgels of exclusion ("hey why is there a trans flag in your game?" "why is a woman on the cover of my shooting game?" "I can't relate to your Black GTA protagonist") and it would be nice if Ubisoft had the tiniest segment of backbone to say "Yes we did that on purpose and this is why we think it was the right thing to do" like EA/Dice did instead of turning tail and leaving the conversation for the loudest and worst elements to dominate.Interpretation and criticism are creative processes that are often very much a reflection of the interpreter/critic, and I think that's where Ubisoft is coming from with its neutral stance on these matters.
Two things:1) it's unclear to me who you hold accountable by the perceived message of a game. If in the end the consumer interpretation that matters, why should we ask the devs about their political statement?
2) while the game reward or punish can reinforce a idea, it can also reward contradictory things depending on your playstyle. The unique things on games is that is the only media where almost everyone has a unique experience. If you recommend a music, you are sure everyone will hear the same thing. If you recommend a book, also the same thing. Maybe there are cuts and addition here and there, but hardly there is any media with so many difference between every person experience than games.
You can actively avoid some messages in there if you want, a option that no other media give. In this regard, games are less media and more tools.
I don't disagree, but sometimes when some mouthpiece says something like that I'm not exactly buying it. There's the risk of that "corporate wokeness" buzz idea floating by.—it would be nice if Ubisoft had the tiniest segment of backbone to say "Yes we did that on purpose and this is why we think it was the right thing to do" like EA/Dice did instead of turning tail and leaving the conversation for the loudest and worst elements to dominate.
Maybe I misunderstood you but I completely disagree with the idea that media can change how you see/think about things in real life. I think this is dangerous and leads to censorship. I'm not talking about Sexualizing minors in Anime as thats warranted. I'm talking about censorship with guns, blood, combat in general. Never once has playing games affected my real world stance on things.
Therefore, I am actively against using media as a tool to "change" the "thoughts" of the few people so easily manipulated/influenced.
Actions definitely speak louder than words, but Ubisoft won't even offer the words. It's the spineless inertia that's really the focus here.I don't disagree, but sometimes when some mouthpiece says something like that I'm not exactly buying it. There's the risk of that "corporate wokeness" buzz idea floating by.
I just question how helpful being part of the dialogue is. It can be very tenuous I think, and I respect a creator and producer who would prefer their work speak for them. Ofc, that's not what Ubi is doing by outright denying the existence of political messages in their games.Actions definitely speak louder than words, but Ubisoft won't even offer the words. It's the spineless inertia that's really the focus here.
EA/Dice saying that women fighters are here to stay doesn't make the corporation your friend, but it also means that the corporation isn't completely abrogating any responsibility for the message sent by their games. Their (and other studios') willingness to spend development and marketing resources that are a clear product of a more diverse workforce, *and publicly defend it*, at the very least, is a positive sign. They're willing to be part of the dialogue. Ubisoft isn't.
Saying nothing at all might be preferable to Ubisoft's history of mealy-mouthed dodges.They shouldn't have to justify having politics or excluding politics in their games
Rockstar has political stuff in their games, but they never have to justify it or come out and give a disclaimer or a press release like this
I agree. I love blowing up people's heads with a shotgun in video games, but I'm against guns in real life.
I love fatalities in Mortal Kombat, and violence in games, but I've never resorted to violence in my life, and not once have got into a physical fight since my childhood.
Another example: I don't mind hunting animals in games, like Red Dead Redemption, but I'm absolutely against animal cruelty in real life.
For me on this subject I think I care about the intent of the creator/author more than the myriad of ways individuals could interpret something. I'm ok if a company or the employees of the company think their game is "not political". For example rising up against a corrupt government is such a simplistic tired plot device that I could definitely buy into some author using that as the basis of a story without some deep thought into what it says about governments (or any specific government).
The world isn't always as deep as people want it to be.
Saying nothing at all might be preferable to Ubisoft's history of mealy-mouthed dodges.
They shouldn't have to justify having politics or excluding politics in their games
Rockstar has political stuff in their games, but they never have to justify it or come out and give a disclaimer or a press release like this
"So when you've got other studios saying, 'Oh, no no no, there's nothing political here', we say, 'Yeah, there is.' It's not necessarily what you're expecting, and we're not going to talk about exactly what we're going to say- it's for you to decide when you play it. But Cyberpunk is relevant to today, extremely so. To pretend like it's not? Come on. Mike [Pondsmith, Cyberpunk 2020 creator] wouldn't let us. Mike would throw a fit if we tried to say, 'This is just about cool hairstyles and cool guns, that's all.'"
Love to make politic-free video games called Tom Clancy's Bone Zone about american imperialism, domestic terrorism, emergent weaponry and rogue soldiers.
(applause.gif)I think you seem to be misunderstanding the relationship between media and perspective. Comments like yours are not uncommon in these kinds of discussions and I think they stem from a fundamental miscommunication over why media how influence. I'll take a crack at it.
To say that media is an influential tool doesn't mean that media is going to make you do things or is going to make anyone replicate something they saw in media. This is a scare tactic that has plagued media of every medium. Violent children cartoons, pornography, video games, what have you. There is no causation whatsoever between somebody seeing something shown in media and then deciding it's a good idea to do it and go do it.
Anybody who peddles these sort of concepts is objectively wrong. It's not even a conversation worth having. Your hunting example is great because I actually have the same experience. I hate hunting. I hate animal cruelty. My SO has been vegan for 10+ years. But hunting is my favorite part of Red Dead Redemption 2 and it's something I spent more time doing than anything else. This obviously does not mean I love killing animals, or that I have been desensitized to killing, and that I am going to start killing things because I enjoyed doing it in a video game.
I want to be perfectly clear on this because when people examine and criticize the influence media has on its audience, this is almost never what they are describing. If there was any truth to this, everybody on this board would be a mass murderer and we'd all be posting from prison.
Examining the impact of media is really rooted in two concepts:
1) The first is the idea that media reinforcing certain ideas strong enough basis to credit or condemn it for doing so. I love God of War 2018 because of how it portrays a father trying to open himself up to his son's virtues. These are themes that really speak to me and I find valuable. I like the ideas reinforced in this story and think they are meaningful for players to experience. This is a reason I think God of War 2018 is good: because it reinforces feelings and ideas I think are good ones. The same is true for games I do not like. I don't like BioShock Infinite because of the way it depicts the relationship between oppression and rebellion. I think it reinforces ideas that actions performed from both contexts are morally synonymous. These are not values I think are good ones, so they are not themes I like. This is something I think BioShock Infinite is really bad at, despite liking it for some other things.
This is to say that when media says something, whether that thing is good or bad, it is present and meaningful to evaluate. It doesn't matter if it has consequences, necessarily, because you can feel that a piece of media is good or bad even if the consequences are nonexistent. Media that portrays certain ideas becomes representative of those ideas. So if those ideas are good, that says something about the game, and if the game is bad, that says something too.
So when somebody says "this video game is has racist themes" it should not be confused with "this video game will make you racist." The fact a piece of media embodies a certain idea is enough to warrant praise or criticism as appropriate.
2) Media can and does affect the way people think or feel about certain kinds of stimulus. This much is irrefutable. It is literally the basis for all of marketing and propaganda. If media could not sell you on an idea, neither of these things would exist because they'd have no affect at all.
But like I said above, seeing a commercial for recreational water vehicles is not going to make me go like this:
Nobody is that gullible.
What media does do is immerse you with messages and ideas that affect the conclusions you come to. This is why cigarette advertising focused so much on how cool it supposedly made you to smoke. Kool brand cigarettes, the Marlboro Man, Joe the Camel, etc. By reinforcing the idea that cigarettes were cool and rebellious, people who wanted to feel cool and rebellious wanted to smoke. This is how media works.
This is depicted rather humorously in Indiana Jones and The Last Crusade. Indiana Jones is inspired by 1930s serials that Steven Spielberg used to watch as a kid. These characters were larger than life heroes to him. When it came time for him to create his own hero, he modeled them after these sort of characters. In The Last Crusade, Young Indy is saved by an older, cooler, and already established archetype that he would go on to emulate his entire life. The character gives him their hat, which Indiana Jones wears for the rest of his life.
I've always found this depiction really fascinating because of how the scene reflects both Steven Spielberg's desire to emulate the heroes he used to watch as a kid in his own work. Steven Spielberg and Indiana Jones were both given ideas and images of what it meant to be cool and independent and adventurous. The maturation of Indiana Jones as a character is a reinforcement of those ideals.
So when we criticize video games and other media for the ideas they reinforce, we don't do this because we think somebody is going to say "Wow! Time to start killing!" But media contributes to abstract ideas and thought processes that can, and will, affect your own way of thinking. You will not be susceptible to everything equally, and you have a ton of control over the media you consume, but this is why it's important to consume media consciously. What are the ideas you're immersing yourself in? Can you at least identify them? These are questions worth asking yourself.
If I had to summarize it as succinctly as possible, it would be as such: media does not affect your actions, but it can affect your way of thinking. The fact that it can be leveraged to do so consistently and effectively by brands, institutions, and interests is why we should be as conscious as possible about the ideas we immerse ourselves in.
We're absolutely in agreement there's a difference between Pong and a Tom Clancy game. I think how we differ is more a matter of semantics. I would say the latter gives you a lot more to work with, so it's less of a stretch to extract a political or moral stance from it. I wouldn't describe these stances as some kind of intrinsic feature of the game, however, even if the game features institutions that are morally or politically charged. I think games and other works can give us the tools and inspiration to form a stance without necessarily having one baked in; again, some games just give us more to play with if that's your thing. Ultimately, as an interpreter you're always bringing something to the table, whether it's your assumptions, values, creativity, inclination to think outside the box, or what kind of mood you were in that day. So, I suppose in a nutshell I'm saying games don't necessarily take stances or make statements; people do. Some games, in virtue of their content, just provide a richer interpretive sandbox to play in than others.I agree with you in the sense that our interpretations of something are heavily based on our prior knowledge, our beliefs, etc. It seems that you think that the consumers of the media may or may not glean a political statement from a work, so we can't simply say that a work is political because that isn't how interpretation works. But no one is really making grand interpretations of Pong, whereas we can easily find political themes in a Ubisoft game. It seems that you'd agree (I think) that some games tackle more political subjects than others. I think it follows that there's something "there" that facilitates certain interpretations and an attempt to figure out the "stances" of the game.
Ultimately, games may have very little moral/social/political/economic stance, but they have one nonetheless. Again, I think we all agree that some games feel that they're less political than others (obviously), but I feel that all games (and all stories) have a moral component even if it is small or nearly negligible.
I think I especially disagree with this part. One person, or even a ton of people saying "it's just fun" does not change what the work inherently is. Not particularly caring about what someone is saying does not mean that they are not saying it.
I think what we're dancing around is the idea that "If a work does not make a political statement then it is not political". But again, to depict things in almost any way is to have a stance on it. It's even possible to work something you believe into your media without even realizing it (especially when you make larger things like long books, huge games with extensive lore and complicated plots, etc.).
I think I completely agree with most of the end of your post. An interpretation is definitely a reflection of the interpreter. And I also agree that some people will interpret (or experience) something meaningful in a game and others will not. But I fundamentally disagree with the conclusion that I think you are making.
And as far as Ubisoft goes, I feel comfortable enough claiming that they are doing what they feel is best for their company. The OP was thorough enough to humor two interpretations of their actions, but I believe that even Ubisoft knows that their games are inherently political in nature, and that they may even make some bold political statements. But quite literally of their own admission, "getting political" is divisive and will harm your image and make you less money. I don't really agree with their strategy but I think I know why they're doing it.
We're absolutely in agreement there's a difference between Pong and a Tom Clancy game. I think how we differ is more a matter of semantics. I would say the latter gives you a lot more to work with, so it's less of a stretch to extract a political or moral stance from it. I wouldn't describe these stances as some kind of intrinsic feature of the game, however, even if the game features institutions that are morally or politically charged. I think games and other works can give us the tools and inspiration to form a stance without necessarily having one baked in; again, some games just give us more to play with if that's your thing. Ultimately, as an interpreter you're always bringing something to the table, whether it's your assumptions, values, creativity, inclination to think outside the box, or what kind of mood you were in that day. So, I suppose in a nutshell I'm saying games don't necessarily take stances or make statements; people do. Some games, in virtue of their content, just provide a richer interpretive sandbox to play in than others.
https://apw.polisci.wisc.edu/APW_Papers/MoralFraming.pdfFraming essentially involves selection and salience. To frame is to select some aspects of a perceived reality and make them more salient in a communicating text, in such a way as to promote a particular problem definition, causal interpretation, moral evaluation, and/or treatment recommendation for the item described. Typical frames diagnose, evaluate, and prescribe (1993, 52, emphasis in original).
I think you seem to be misunderstanding the relationship between media and perspective. Comments like yours are not uncommon in these kinds of discussions and I think they stem from a fundamental miscommunication over why media how influence. I'll take a crack at it.
To say that media is an influential tool doesn't mean that media is going to make you do things or is going to make anyone replicate something they saw in media. This is a scare tactic that has plagued media of every medium. Violent children cartoons, pornography, video games, what have you. There is no causation whatsoever between somebody seeing something shown in media and then deciding it's a good idea to do it and go do it.
Anybody who peddles these sort of concepts is objectively wrong. It's not even a conversation worth having. Your hunting example is great because I actually have the same experience. I hate hunting. I hate animal cruelty. My SO has been vegan for 10+ years. But hunting is my favorite part of Red Dead Redemption 2 and it's something I spent more time doing than anything else. This obviously does not mean I love killing animals, or that I have been desensitized to killing, and that I am going to start killing things because I enjoyed doing it in a video game.
I want to be perfectly clear on this because when people examine and criticize the influence media has on its audience, this is almost never what they are describing. If there was any truth to this, everybody on this board would be a mass murderer and we'd all be posting from prison.
Examining the impact of media is really rooted in two concepts:
1) The first is the idea that media reinforcing certain ideas strong enough basis to credit or condemn it for doing so. I love God of War 2018 because of how it portrays a father trying to open himself up to his son's virtues. These are themes that really speak to me and I find valuable. I like the ideas reinforced in this story and think they are meaningful for players to experience. This is a reason I think God of War 2018 is good: because it reinforces feelings and ideas I think are good ones. The same is true for games I do not like. I don't like BioShock Infinite because of the way it depicts the relationship between oppression and rebellion. I think it reinforces ideas that actions performed from both contexts are morally synonymous. These are not values I think are good ones, so they are not themes I like. This is something I think BioShock Infinite is really bad at, despite liking it for some other things.
This is to say that when media says something, whether that thing is good or bad, it is present and meaningful to evaluate. It doesn't matter if it has consequences, necessarily, because you can feel that a piece of media is good or bad even if the consequences are nonexistent. Media that portrays certain ideas becomes representative of those ideas. So if those ideas are good, that says something about the game, and if the game is bad, that says something too.
So when somebody says "this video game is has racist themes" it should not be confused with "this video game will make you racist." The fact a piece of media embodies a certain idea is enough to warrant praise or criticism as appropriate.
2) Media can and does affect the way people think or feel about certain kinds of stimulus. This much is irrefutable. It is literally the basis for all of marketing and propaganda. If media could not sell you on an idea, neither of these things would exist because they'd have no affect at all.
But like I said above, seeing a commercial for recreational water vehicles is not going to make me go like this:
Nobody is that gullible.
What media does do is immerse you with messages and ideas that affect the conclusions you come to. This is why cigarette advertising focused so much on how cool it supposedly made you to smoke. Kool brand cigarettes, the Marlboro Man, Joe the Camel, etc. By reinforcing the idea that cigarettes were cool and rebellious, people who wanted to feel cool and rebellious wanted to smoke. This is how media works.
This is depicted rather humorously in Indiana Jones and The Last Crusade. Indiana Jones is inspired by 1930s serials that Steven Spielberg used to watch as a kid. These characters were larger than life heroes to him. When it came time for him to create his own hero, he modeled them after these sort of characters. In The Last Crusade, Young Indy is saved by an older, cooler, and already established archetype that he would go on to emulate his entire life. The character gives him their hat, which Indiana Jones wears for the rest of his life.
I've always found this depiction really fascinating because of how the scene reflects both Steven Spielberg's desire to emulate the heroes he used to watch as a kid in his own work. Steven Spielberg and Indiana Jones were both given ideas and images of what it meant to be cool and independent and adventurous. The maturation of Indiana Jones as a character is a reinforcement of those ideals.
So when we criticize video games and other media for the ideas they reinforce, we don't do this because we think somebody is going to say "Wow! Time to start killing!" But media contributes to abstract ideas and thought processes that can, and will, affect your own way of thinking. You will not be susceptible to everything equally, and you have a ton of control over the media you consume, but this is why it's important to consume media consciously. What are the ideas you're immersing yourself in? Can you at least identify them? These are questions worth asking yourself.
If I had to summarize it as succinctly as possible, it would be as such: media does not affect your actions, but it can affect your way of thinking. The fact that it can be leveraged to do so consistently and effectively by brands, institutions, and interests is why we should be as conscious as possible about the ideas we immerse ourselves in.
Politics refers to a set of activities associated with the governance of a country, or an area. It involves making decisions that apply to members of a group. It refers to achieving and exercising positions of governance—organized control over a human community, particularly a state
So when we criticize video games and other media for the ideas they reinforce, we don't do this because we think somebody is going to say "Wow! Time to start killing!" But media contributes to abstract ideas and thought processes that can, and will, affect your own way of thinking. You will not be susceptible to everything equally, and you have a ton of control over the media you consume, but this is why it's important to consume media consciously. What are the ideas you're immersing yourself in? Can you at least identify them? These are questions worth asking yourself.
If I had to summarize it as succinctly as possible, it would be as such: media does not affect your actions, but it can affect your way of thinking. The fact that it can be leveraged to do so consistently and effectively by brands, institutions, and interests is why we should be as conscious as possible about the ideas we immerse ourselves in.
They claim that is the case:There is a difference between using political themes and settings for your game/universe and using said game to send a political message/statement. Having played most of the more recent Tom Clancy-branded titles, I'm fairly certain Ubisoft's claims are genuine - the games aren't commenting on real-world politics. They're simply using political intrigue to build their own fictional worlds.
The story might make you see different situations, but we're not trying to guide anybody or to make any sorts of statements. It's a 'What if?' scenario, it's Tom Clancy, it's purely fictional."
Community developer Laura Cordrey elaborated by saying Ubisoft is "always inspired by what's happening around us, and it's always our goal to stay authentic ... but the story does remain fictional."
There is a difference between using political themes and settings for your game/universe and using said game to send a political message/statement. Having played most of the more recent Tom Clancy-branded titles, I'm fairly certain Ubisoft's claims are genuine - the games aren't commenting on real-world politics. They're simply using political intrigue to build their own fictional worlds.
This is another thing that proves what Ubisoft say: they don't try to give any political message.o I never actually thought about the "message" or intention behind the game. For example in Ghost Recon Wildlands you are an American force in Bolivia and you're supposed to stop a drug cartel, so I'm sure it could be scene as very imperialist, but when you play it, it doesn't focus on this question, which might be considered as a problem. For me it wasn't, because I wasn't invested in the story and just wanted to shoot bad guys with a friend as fast as we could.
Maybe I misunderstood you but I completely disagree with the idea that media can change how you see/think about things in real life.
Yeah this is how I've taken and played games such as The Division 1 and 2 and Ghost Recon Wildlands. To be honest, the "story" in these games is paper thin and is just a starting point and a context in order to give you missions. Most of the times I end up skipping the cutscenes because they're so empty and the characters are forgettable walking clichés that you forget as soon as you put the game away.
So I never actually thought about the "message" or intention behind the game. For example in Ghost Recon Wildlands you are an American force in Bolivia and you're supposed to stop a drug cartel, so I'm sure it could be scene as very imperialist, but when you play it, it doesn't focus on this question, which might be considered as a problem. For me it wasn't, because I wasn't invested in the story and just wanted to shoot bad guys with a friend as fast as we could.
There is a difference between using political themes and settings for your game/universe and using said game to send a political message/statement. Having played most of the more recent Tom Clancy-branded titles, I'm fairly certain Ubisoft's claims are genuine - the games aren't commenting on real-world politics. They're simply using political intrigue to build their own fictional worlds.