Moral dilemmas in frozen wasteland
“Hit game Frostpunk is fueling debate on socialism in China. Players can choose to build totalitarian regimes… and players in China love it”. The first thing that came to my mind after reading this headline was highly eloquent "Oh Boy...". Of course, we all create to tell a story, to express ourselves on something that is important for us, to move someone (at least I hope that is the case), but this time the pure scale of the reaction was something new, and scary in some sense. But was it what we wanted? When we started the production of Frostpunk we had one question in mind, "Does the end justify the means?" And suddenly after the release we started to get some answers. From the whole spectrum. But first things first, what is Frostpunk? Frostpunk is a society survival game released this April by 11 bit studios, which is a Polish game dev studio, previously known by This War Of Mine. This previous game was a story of civilians during war, as every war is happening at someone’s doorstep, but we rarely think about people who live caught in the crossfire. We wanted to put some light on that other perspective, to ask about the cost of survival. It was a game with smaller scale, the player had 3 civilians to take care of and to help them live through the war. With Frostpunk we wanted to ask about the survival again, but on a bigger scale. In alternative XIX century, in peak of the Victorian era a calamity has struck: the everlasting cold, frost that killed the bravest one and the shadiest one, Royalty and the mob, it was an ultimate equalizer in this highly stratified times. We put the player in that world, as the leader of the last city on earth and we ask questions, of how much of personal wellbeing of individuals will you sacrifice for the survival of the whole society. And in a crisis like that, is there even a place for morality? Or maybe the Chinese players are right. We don’t give an answer in the game. We leave that for the player. But, at least for me, the interesting part is how we ask the player about it, because if you just ask it straightforward, most of the people will have strong opinion and answer that they are sure of. But thanks to interactive nature of games we can put those claims on the stand. And after the playthrough we can try to make the player reflect on what he/she has done; sometimes that kind of realization is hard, and a lot of them tried to push the responsibility for their decision on the developer, saying that the game ‘made them do the totalitarian regime’ - but that is not true, as one of the reviewers put it nicely "The game is not only allowing you to set your own boundaries, it is also saying that ‘I had no choice’ is not an excuse, and ‘I can’t predict the future’ is not an original or useful claim.". So if anything of that picked your interest and you want to know the design process behind it all or you want to know about Conscience of Frostpunk, join me on UniverCity. |
"Il gioco di successo Frostpunk sta alimentando il dibattito sul socialismo in Cina. I giocatori possono decidere di costruire regimi totalitari… e i giocatori in Cina lo adorano”. Il primo pensiero che mi è venuto in mente dopo aver letto questo titolo è stato molto eloquente: “Oh cavolo!”… Certamente noi tutti creiamo per raccontare una storia, per esprimerci su qualcosa che è importante per noi, per scuotere qualcuno (o per lo meno, spero che sia così), ma questa volta farsi un’idea delle reazioni è stato qualcosa di nuovo, spaventoso in un certo senso. Era questo quello che volevamo? Quando abbiamo iniziato la produzione di Frostpunk, avevamo una domanda in mente “Il fine giustifica i mezzi?”. E subito dopo il lancio, abbiamo iniziato a ottenere alcune risposte, ad ampio spettro. Ma per prima cosa, che cos’è Frostpunk? Frostpunk è un gioco di sopravvivenza sociale ("survival society game") lanciato lo scorso aprile dalla 11 bit studios, uno studio polacco di game development già noto per This War of Mine. Quest’ultimo rappresentava la storia di alcuni civili durante la guerra, visto che ogni guerra si svolge sulla soglia di casa di qualcuno, ma di rado pensiamo alle persone costrette a vivere sotto il fuoco incrociato. Volevamo mettere in luce questa prospettiva per interrogarci sul costo della sopravvivenza. Era un gioco su piccola scala, il giocatore aveva 3 civili di cui prendersi cura e doveva aiutarli a vivere durante la guerra.
Allora, se qualcosa ha stimolato il tuo interesse e vuoi scoprire il processo di design che sta dietro tutto questo, o semplicemente se vuoi saperne di più su Conscience of Frostpunk, ci vediamo a UniverCity! |