
Mass Effect, developed by BioWare and published by Microsoft
Ever since we first saw the train wreck that was Fox's coverage of its hyped up "SeXbox" controversy
surrounding a love scene in the RPG Mass Effect--redeemed only by
Gametrailers TV host Geoff Keighley's withering rebuttal--followed by
Electronic Arts vice president Jeff Brown's forceful defense of his
company's studio, we've had a nagging question in the back of our
minds: why didn't BioWare founders Ray Muzyka and Greg Zeschuk or Mass
Effect project director Casey Hudson lead the charge on behalf of their
artistic creation? Yes, Keighley and Brown did a more-than-admirable
job cutting through the ignorance and explaining the facts, much to the joy of videogame enthusiasts
tired of seeing their medium of choice dragged through the mud. But at
the end of the day, Keighley is a journalist, and Brown is a publicist.
Shouldn't the artists be the ones issuing a full-throated, unrelenting
defense of their art?
There are certainly some game developers
who wouldn't be able to make a strong case for their work under the hot
lights in a TV studio; live television can be a white-knuckle exercise
that isn't for everyone. But in our experience, the BioWare founders in
particular are not only whip-smart, but highly prepared. When we
moderated a panel at the 2007 Game Developers Conference on "Early
Lessons In Digital Distribution," not only did Muzyka turn up with a
sheaf of documents that he periodically referred to throughout the
discussion, he also took copious notes as other panelists spoke, then
proceeded to deliver focused, penetrating remarks when it came his turn
to speak. Surely he or one of his colleagues could have faced off
against the self-admittedly uninformed child expert Cooper Lawrence
on Fox News; penned a point-by-point rebuttal in lieu of EA's Brown; or
published a statement and/or video response on the Mass Effect
community site, rather than the single quote from Muzyka that appeared in the New York Times.
We
asked Muzyka about this during last night's D.I.C.E. Summit
cocktail party. He told us that he wanted to first let the community
respond to the erroneous statements made by Lawrence and other Fox News
panelists (which he colorfully likened to having a complete stranger
hold a gun to the head of one's newborn baby) and that he'd been
heartened by the support that BioWare had received. As for why he and
his colleagues didn't take the lead on the rebuttal, Muzyka not only
cited the quote he'd given the New York Times, but added that there
were different ways to respond to incidents such as these, and that his
focus would be to continue to loudly proclaim at every opportunity that
videogames are an art form deserving of serious respect.
While we
certainly respect Muzyka's stance, and we welcome EA's newly
aggressive, forward-leaning posture in dealing with its critics, we
can't help but feel as though something is wrong when the loudest and
most visible voices in defense of Mass Effect were journalists and
suits. If this were a painting, a novel, a play, a movie or a
television show being made by an artist or artists as successful in
their medium as BioWare has been in videogames, it's hard to imagine
that a gallery owner, a book editor, a theater producer or a studio
exec would be at the forefront of setting the record straight about
their work.
There's a bit of an ostrich mentality in this
industry when it comes to controversy--Microsoft, as best as we can tell, issued not a single statement refuting Lawrence's claims--and it's understandable given
the low cultural profile that videogames occupy compared to other
media, which makes it easy for critics and politicians to turn game
makers into political pinatas when it suits their purpose. But as much as we've criticized people in the media for continually infantilizing videogames,
we would be remiss if we did not point out that the relative silence of
the creators--the ones who have the deepest understanding of what
videogames are, how they function and what they can become--aids and
abets this infantilization. In order to sit at the grown-ups table,
culturally speaking, developers are going to have to act like adults.
And that means not letting other people do their fighting for them.