LEGOs have been a staple of childhood’s creative playtime in the US since their arrival from Sweden in 1962. Now kids and adults are re-exposed to the brand in a digital form through Traveler’s Tales numerous LEGO inspired games.
LEGO Star Wars started the trend in 2005. And roughly every year after, the video game industry has seen a steady flow of LEGO games based off movies like Indiana Jones and Batman. The LEGO craze continues with a new “LEGO Indiana Jones 2” and “Harry Potter: Years 1-4” that are slated to be in stores this fall and 2010 respectively. And let’s not forget the new musical venture appropriately called LEGO Rock band due out this fall.
What TT Games hasn’t done over all these versions of the same basic game is make a LEGO game that allows players to freely build structures and contraptions. Something one children’s advocacy group says is just as damaging to young consumers—whom the games are marketed for—as the commercialization of the LEGO brand.
The Campaign for a Commercial-free Childhood, or CCFC, is a group of healthcare providers, educators and parents who argue that the over commercialization of a child’s playtime will hinder their ability to develop critical thinking skills and their budding imagination. The CCFC calls out the LEGO brand and Traveler Tales’ LEGO Batman specifically. Arguing that the brand once promoted creative play and self expression but now don’t. Instead the LEGO brand now settles for a partnership with successful movie franchises.
LEGO Batman was even nominated for the CCFC’s “TOADY” award (Toys Oppressive And Destructive to Young children) which is a spoof of the Toy Industry Association’s toy of the year award. The reasons against the caped crusader’s LEGO game aren’t your usual “it’s too violent” talking points. It’s that the game came out to promote Christopher Nolan’s “Dark Knight” and had spin-off prizes that were given away with happy meals from McDonalds. The CCFC argues LEGO batman “simultaneously promoted the video game, junk food, and the violent “Dark Knight” movie series to preschoolers.”
Parental intervention of what kids buy and the lack of knowledge of the ESRB rating system aside, the only real argument left is that LEGO games keep the building to a minimum–something that would seem like an obvious fit for the series. For those who don’t know, the “building” elements of the LEGO series are rarely used outside of solving simple puzzles where players hold down a single button and watch the LEGO blocks jump together by themselves. To the CCFC’s point, it’s clear how this doesn’t promote free thinking or creativity.
There are games however, that are essentially more LEGO than LEGO games. An example is Rare’s “Banjo-Kazooie’s: Nuts and Bolts” for the Xbox 360.In Nuts and Bolts, the Nintendo 64 heroes return to video game stardom where players build vehicles to compete in a series of events that unlock more parts so they can construct more complex machines for our bear and bird heroes to use. This adaptation to the Banjo and Kazooie series brings out a level of creativity and out-of the-box thinking that is enjoyable and accessible for gamers regardless of age.
Banjo and the bird aren’t alone in the endeavor to develop a build-and-play style of game. Sony’s “Little Big Planet” is hailed for its simple-to-use-yet-difficult-to-master stage building experience and its ability to share user-created worlds via the Playstation Network. This new franchise and style of gameplay is so successful that it spawned a spinoff version for the PSP and a probable sequel and downloadable content much later down the road for the Playstation 3
Sony went a step farther at this year’s E3 conference when they announced “ModNation Racer” for the PS3. Like its cousin, Little Big Planet, ModNation lets players build racetracks, avatars and carts all while sharing them with the friends over the web. Sony unveiled the simplistic building engine for the game when they had ModNation’s developers build a racetrack in front of the audience at the expo, which is something to my knowledge that hasn’t been done before.
However, the LEGO brand is gearing up to bring out a build-and-play game in 2010 with NetDevil developing “LEGO Universe.” LEGO Universe is said to play out much like Nuts and Bolts, where players complete tasks using the contraptions they’ve made to gain more building components. The difference is, like other MMO style games, the world will be open and continuingly running for all players.
This is a step in the right direction for LEGO inspired video games but there are doubts about how successful this venture will be. It’s hard to imagine gamers who enjoy the MMO community atmosphere and style of game leaving “World of Warcraft” or “City of Heroes” to build things in LEGO Universe. It’s harder to believe that parents will fork out the dough for their kids to play with LEGO bricks online when they could easily play with them in the living rooms of their own homes.
Nothing can replace the physical interaction with a set of LEGO blocks and the benefit of letting a child’s imagination run wild of what to build next. For the past forty years legions of kids have done exactly that. With games like Banjo and Kazooie: Nuts and Bolts and Little Big Planet already out and Sony’s Mod Nation Racer on the release-date horizon show is creative experiences have a place within the video game industry. It’s just time LEGO and Traveler’s Tales got involved.
Playing the other side
Tags: call of duty, call of duty 4, first, First-person shooter, FPS, PS3, shooting games, video games, world war II, world war II video games, xbox 360, xbox 360 elites
Artcile first appeared on sleeperhit.net
No one can deny that the video game industry loves making games about World War II. And what’s not to love? Our boys heading off to distant shores to rid the world of tyranny and murder, and bring liberty back to the Europe and the South Pacific. Yet here is a problem with the World War II games that we’ve seen thus far. Players have never had the opportunity to experience an era of history that’s shaped pop culture and human consciousness through the eyes of the people we were fighting: German and Japanese citizens and soldiers.
World War II games have put gamers in the seats of Flying Fortresses, in the jungles of the occupied Philippine islands, and on the crumbling streets Berlin. All while players continue to fight the good fight against the Axis powers even though the war has been over for more than fifty years. It’s time that American game developers and publishers show the whole story of World War II and give gamers the perspective of our foes of old.
One argument against such games is that they would force American gamers to kill their digital ancestors. Though this may seem insensitive and something that no developer in their right mind would dare produce, it’s been done before.
If you turn back the clock a bit, Electronic Arts’ Medal Of Honor: Rising Sun was the first World War II game to feature a campaign and story based in the Pacific Theatre. Rising Sun pushed the envelope further by having its first level open with the Japanese attack on Pearl Harbor. The game debuted here in the States where the events of Pearl Harbor and the Pacific Theater are still sensitive topics, but it was also released in Japan.
Rightfully so, Rising Sun’s release was met with friction from Japan’s gaming community. A 2004 GameSpot article interviewed two Japanese gamers, both left anonymous, about the game’s premise and release. Both gamers described their feelings as being at odds with and disliking the idea of playing an invading soldier who’s killing their virtual ancestors.
Tarrinie Williams, the senior producer of Rising Sun, defended the game in an interview with IGN in 2003. Williams said the premise and story of Rising Sun was a natural progression of the Medal of Honor series. Williams also said that the story of the game needed to be told because the Pacific campaign and its battles are frequently overlooked in the grand scheme of the Second World War.
To Williams’ point, The Pacific Campaign was a natural direction for World War II games to go. The stories and experiences of soldiers fighting in jungle paradises turned to living hells needed to be told—along with the fact that Europe is seen as a bland game setting these days. What better way to bring those stories to life than through a medium where the consumer can look through the sights of the Thompson sub-machine gun?
The next step, though a risky one, for World War II games is to tell a story through the eyes and voices of Japanese and German soldiers. These soldiers are human beings with families and reasons for fighting, and above all else, stories that should and need to be told. And there is no better way to tell these stories than through an interactive medium like video games.
Another argument that could arise from these potentially controversial video games is how to deal with acts like the Bataan Death March and the Holocaust. Many would argue that the atrocities committed by the Japanese and Nazis don’t warrant a game being made. This argument is understandable and these topics need to be approached with the utmost empathy. But a point needs to be made. The United States is still the only country to deploy nuclear weapons in a time of war, an act that killed over 200,000 people, and yet this event has never made it into a video game—probably due to tactfulness. So by applying the same logic to all World War II games, none of them should be made.
It’s doubtful that a game featuring the perspective of one of the Axis powers will ever be made because of the backlash that it’d create. Everyone from veterans’ groups, senators, and news-group pundits would jump down the throat of a developer attempting to make a decent game worthy of all the negative attention that it would receive. After all, if a game like Six Days in Fallujah gets pulled off the production line because its relationship to one of the deadliest battles of the Iraq War, then there is no telling what would happen to a game where you aim the iron sights of a MP-40 sub-machine gun at ‘40s era US soldiers during Market Garden.
There is one game that ventured down this path; it’s called Battlestations: Pacific. The Battlestations games put players in control of warships throughout the Pacific theater, along with aerial dog fights and ship-to-ship warfare. Unlike the first Battlestations game, Midway, Pacific offers a Japanese campaign that acts as a what-if timeline where the Japanese win the pacific side of the war. Though this game does have the Japanese as protagonists, it lacks a specific main character that you follow through the course of the game and the naval combat feels distant and unemotional.
What the game I’m proposing would ultimately be about is the story of a young man who is fighting for his country while the world is plunged into total war. The reasons for him fighting are vaguely known because the major decisions regarding the war are made way over a lowly grunt’s head. All that our protagonist knows is that to get home he will have to fight his way through the forests of Europe or through the jungles of the South Pacific against one of the strongest armies the world has to offer. When put into this description it sounds like any other story or game about World War II. It’s only when you add labels like Japanese Empire, Nazi-controlled Germany, or the invading Americans that turn the perspective of the game sour.
If movies like “Letters from Iwo Jima” and “Valkyrie” can tell stories about soldiers fighting for the Axis powers and portray them as human beings, instead of pop-up targets asking for bullets to be thrown at them, then it’s time video games followed suite and told a story worth hearing from the perspective of our long-time virtual enemies.