Categories
Game Development Games Marketing/Business

The Rising Cost of Making Games

With the newest game consoles arriving soon, there has been a lot of talk about the cost of making games. EA is insisting that next generation games will cost $30 million to develop. Outrageous! And then Will Wright comes along with Spore and describes a way to make huge games without spending money on creating your own content. I had covered Spore previously. Of course, not all games can be made in this way, and as I’ve read elsewhere, the use of HDTV by game consoles will mean that games will need better art. Blocky and polygonal models can’t hide behind low resolutions anymore. So the idea is that costs will rise for mainstream game development. I think it will be natural for most people to expect indie game development to follow in kind. Graphics on the par of Super NES won’t be good enough, and I don’t think it is good enough today either. Of course, I’m just guessing, so feel free to slap me down.

The Gamasutra interview with Epic’s Mark Rein on the topic of middleware solutions shows that Rein doesn’t think costs will rise that much. Since EA acquired Renderware, companies that compete with EA are looking to other middleware companies, so Epic’s tools have found a market. When asked about the rising costs of game development:

I guess one of the biggest things we’ve seen that’s bothered us lately is big companies like EA going and tossing out “it’s going to take $30 million to make a next-gen game” and we just don’t see that. I mean we’re making our next-gen games for 25-50% more than our previous generation games, and when we hear those kinds of numbers, we think that’s just bravado, that’s just them trying to scare their competitors out of the marketplace.

We don’t subscribe to that, we don’t think it has to be ridiculously expensive to make next-generation games, and we’ve done a lot of work – like our visual scripting system is a perfect example – in making our tools really optimized so that artists and designers can get the most out of the engine without having to involve a huge amount of programmer resources.

My favorite part was the last question. Apparently Activision and THQ have announced that their games will cost $10 more than before. Rein basically pointed out that the market will likely not allow games to cost that much more. He said there would be an increase in piracy and people revolting.

I think we spend enough money on games, and I just don’t think that’s reasonable. I think what you need to do is make better games, take your time, do them right, and sell more! I don’t think we’re ever going to have 20 million selling games, until we bring the cost of those games down, not up. I think the way to build the market is to decrease the cost of the games, not increase the cost of the games.

Make better games instead of making more expensive games? Who’d have thunk it?! B-) How does all of this talk relate to indie games? I think that making better games, taking your time, doing it right will allow you to sell more. Oh, and effective marketing to make sure that people know about your better and rightly made game in the first place.

Categories
Game Design Games Geek / Technical

Game Rules Are In Fluxx

I’m always trying to learn about new game mechanics, so when I discovered the game Fluxx by Wunderland, it was more than just fun. It got me thinking.

Fluxx is a card game in which the rules change as you play. Some people might be familiar with the game of Mao: the rules are secret, and part of the fun is figuring out what those rules are. Unfortunately it requires one or two people in the game to already know the rules, and there are apparently many variations on the game depending on the college campus you went to when you learned about it. Fluxx, on the other hand, is very specific. Everything is out for everyone to see, and so rule changes are always disclosed. Naturally, it is much easier to pick up the game after only a few hands.

Even though the rules change as you play, it isn’t difficult or confusing. In the beginning, you have three cards, and you must draw one card from the pile and then play one card from your hand. That card you play can change the rules immediately. For example, you can play a “Draw 5” card, and now each player must draw five cards and play one. The card “X = X + 1” means that you add 1 to any number. In this example game, playing this card will now require everyone to draw six and play two. Even the winning conditions can change as Goals are played or removed.

I thought this game would appeal mostly to technically inclined people, since it seemed like a programming game based on if statements. Apparently everyone, including children, gets into this game easily.

I think that there are a few things going for this game. The interface is simple. It’s a card game, and everyone knows how to play card games. The rules are simple. Just follow what it says on the table at any given moment. It is easy to handle the complexity. Some rules supersede others. Others simply change existing rules. And each card tells you exactly what you need to do. No need to go to the instruction booklet just to find out what it means to draw the “X = X + 1” or “Let’s Simplify” cards.

What can I apply to making video games? Well, for one, an easy to use interface isn’t just a suggestion. It’s necessary! As Xemu has said, the interface IS the game. If Fluxx made it difficult to follow or make the changes, it would feel more like work than like play. There are definitely elements of video games that feel like work, such as jumping puzzles. Video games should be as easy to pick up and play, or if that is not possible for some reason, they should at least make it easy for the player to figure out what they have to do. Fluxx has the equivalent of context-sensitive help screens, and games such as Super Mario RPG or The Sims are perfect examples that used them nicely.

Another thing to take away from Fluxx is the idea of modifiers and rule changes during the course of play. Imagine playing a sidescroller and then hitting a spot where the gravity is reversed or a different force is in effect. It will likely change the way you play that game or at least move about. Maybe an enemy will only be revealed when the wind tunnel is on, or perhaps you can only find an item when X-Ray vision is available. While it is normal for an item to have a simple effect, such as a bullet killing an enemy, perhaps rules that have a wide effect make for interesting gameplay? If all players on a server now have attacks with 50x the force due to some muscle-enhancing gas in the level, it will definitely change the way the game is played. Even if only one player is affected, it can be interesting and fun.

Sure there are power-ups, and none of what I am talking about is really all that new in video games. Games make use of these techniques more or less all the time. For example, speeding up, slowing down, and/or stopping time for all entities in the game are used in Prince of Persia: Sands of Time, Viewtiful Joe, and Max Payne. Quad damage in Quake 3 is another example. In Super Smash Bros. Melee, one of the pokemon will make the screen go dark for a few seconds, naturally affecting all players.

I simply want to be consciously aware of such generalized mechanics. Changing the rules and goals sounds like something that could make an otherwise bland game into something interesting and, as seen in Fluxx, can actually BE the entire game.

Categories
Game Development Games Marketing/Business Politics/Government

The ESRB Ratings System

Since the “Hot Coffee” scandal is in the news, and enough people are talking about it, including developers, I’ll just add my own thoughts so that more than enough are talking about it.

If you haven’t heard about “Hot Coffee”, essentially Rockstar, the developer behind the Grand Theft Auto series of games, is getting itself and the general game industry in a lot of trouble. The already controversial GTA: San Andreas apparently has a sex mini game buried on the CD. You can’t actually play the mini game normally. As far as I can tell based on the media that I’ve read so far, you have to get a patch that someone else made that unlocks access to the content. To top it all off, Rockstar’s statements ranged from quite confusing to downright lying about it.

GTA:SA is already rated M for mature by the Entertainment Software Ratings Board. The ESRB provided its own ratings system, and this system is getting a lot of heat. While they providea description of the ratings, I’ll give a basic review of the main ratings:

  • E for Everyone: basically, safe for children
  • E 10+ for Everyone 10+: children 10 or older can handle it
  • T for Teen: not safe for children, but teenagers should be mature enough to handle it
  • M for Mature: the key word, Mature, should indicate that it is not safe for people who are not mature; technically, not for people under the age of 17
  • AO for Adults Only: usually those words imply content the likes of which you will find on late night Cinemax

Now, the ESRB changed the rating from M to AO due to the unlockable content on the game. A new version of the game that prevents the mod will be released for the fourth quarter of the year with the original M rating. If stores wish to sell the current version, AO rating stickers will be provided to them. Of course, most retailers will pull the games from their shelves instead.

Of course, the damage has already been done. Senator Clinton is proposing a law similar to the laws proposed in Illinois. GTA:SA was already considered “bad enough” by certain people, but this “hidden pornography” has a number of groups and politicians up in arms. It’s basically a debate about protecting children, free speech, and the fact that the game wasn’t originally meant to be played by children in the first place. It’s rated M, so children shouldn’t be playing it.

Kotaku does a nice job describing the differences between the movie and video game rating systems, although I would like an actual answer to the question, “What is the purpose of the rating system?” because telling me that they are voluntary and who sponsors them isn’t telling me about the purpose.

Anyway, if we were to compare the ratings to the movie industries ratings, which are widely known, you could see they are pretty much line up nicely:

  • E == G
  • E10+ == PG
  • T == PG-13
  • M == R
  • AO == NC-17

Granted, there are slight differences, but if you understand one, you can understand the other without too much of a problem. At least, I would think so.

One complaint I’ve seen a lot about the game ratings system is that it is so similar to the movie rating system that they should just adopt it themselves. Unfortunately, I couldn’t find any reason as to why the ESRB cannot do so. I imagine it might be a trademark thing, but I would like to believe that the MPAA wouldn’t charge an exorbitant amount of money just to allow another industry to use it, especially since the two have so many business connections.

Another complaint is that the difference between M and AO is negligible. I’ve seen many blogs and news articles comparing the two descriptions and concluding with, “WTF?!” Or, to clarify, they find that the difference is a bit contrived and shouldn’t exist.

Of course, in the movie industry, a movie that is rated R will play in most theaters and can make money, whereas a movie rated NC-17 wouldn’t. The sweet spot is PG-13 because now teens AND adults can pay to see it. So there is a huge incentive to get your movies a lower rating, and some people have taken issue with movies like Saving Private Ryan and Orgazmo getting ratings they shouldn’t deserve due to who made the movie.

Similarly, a game rated AO will not sell at most retailers, whereas M will. So some people believe that difference between the two ratings is artificially created to allow otherwise extreme content to sell in stores. In either case, children are not supposed to be playing these games, but they can more easily get access to a game rated M than one rated AO.

Just like they can more easily get access to R rated movies on DVD than those rated NC-17. In fact, this problem can happen more than the problem with children getting access to M rated video games. But I’m still waiting for the outrage and sensationalization on that issue.

Essentially, what’s the outrage here? That’s the question a lot of game players are asking. The games are already not supposed to be played by children, so changing the rating will not do anything but make someone who is 17 wait a year before they can play it. Big deal! Of course, historically video games were played by little children. How many of you adults have heard your mother complain that you shouldn’t play video games anymore? That you should “grow up” and act your age? There is a perception that video games are children’s toys still. They are not anymore, and people need to learn this fact. It doesn’t help when the only ones making noise in the media are the ones who insist on saying things like violent games are being “marketed to children” or that these games are “training kids to kill cops”. The implications to parents and others? Violent and sexually explicit games ARE being marketed to their children. Who is saying otherwise?

So what’s going to happen? Politicians are going to continue to make it clear that they are outraged about the situation, or at least clear to those who will vote in the next election. They’ll continue passing laws that won’t have any effect on actually protecting children since the parents will still be the ones who make the majority of the purchasing decisions. Jack Thompson will continue to create his own facts to scare parents. Parents will be confused when they see games that clearly state they shouldn’t be played by children while they hear the media insist that these games are being marketed to them.

In the end, no one will be able to trust anyone. But I believe that Rockstar basically gave the entire video game industry a nice, big black eye. Talking about the nuances of the issue doesn’t change the fact that parents, media, lawyers, and politicians have a perception about video games that is a bit different than it was before “Hot Coffee”. Changing that perception to reflect reality, where an adequate and clear ratings system already exists for parents to use, will be tough. It already was tough, but it is just made all the more tougher since Rockstar gave the opposing view more ammo, no matter how immaterial it would be to the actual issue.

I believe that “Hot Coffee” would have died out on its own. It is a poorly made mini game, and outside of the juvenile curiousity, no one would play it for long. But, the content is technically pornographic, and generally there are laws that restrict the sale of pornographic material to minors. As informed game players, we know that playing a copy of GTA:SA won’t let us play the mini game. We’d have to find and apply the patch to the game first. It’s not as if an unsuspecting child, who shouldn’t be playing the game anyway, can stumble upon the mini game in the course of normal play. Nevertheless, this information isn’t getting out there to the general public. The perception is basically along the lines of “Rockstar has released a game that rewards children for killing cops and glorifies violence. Now it turns out it also allows this child to simulate sexual encounters! This is an outrage!”

Nevermind that GTA actually punishes you for killing cops. Nevermind that children shouldn’t play this game in the first place. Nevermind that it is not possible to just “play sex” with a purchased copy of the game without going through the steps needed to download and apply the patch/mod. Nevermind that the ESRB couldn’t possibly have been able to rate the game based on this content. The point is that Rockstar, the ESRB, and by association the video game industry are perceived as the enemy of parents and moral values. Not to claim that Rockstar is completely to blame and that parents are allowed to be ignorant. Not at all. There are clearly people out there who have an incentive to be less than genuine about the facts, including politicians and game developers alike. Also, I believe that Rockstar should be able to make whatever games they want. This issue is not cut and dry, since they didn’t release the mini game as something playable in the first place and so probably shouldn’t have been required to disclose it.

But the content shouldn’t have been on the CD. While it is normal for developers to leave unfinished levels or other things in the build, this mini game is a bit much, I think. It wasn’t just some unfinished level or 3D model. The repurcussions from this incident and the reactions to it will likely extend farther than just legal issues for M or AO games made by mainstream developers.

Categories
Game Development Games Linux Game Development Marketing/Business

New Linux Gaming Link

Somewhere this past week I came across the Linux Gamer Guide Wiki.

I set this site up to help people be aware that there ARE linux gamers.. and gaming on a linux platform is a CHOICE!.. now… to add stuff.

I’ve been trying to get the site out more in the public..if you find any of these HOWTOs useful please give ’em a link 🙂

I didn’t post the link originally because the site was very new, but now it seems to be taking shape. I think it can be a great resource along with The Linux Game Tome and other sites.

Categories
Game Development Games Marketing/Business

Why Good Games Don’t Sell Well

This past weekend, I had a chance to play Prince of Persia: Sands of Time. My girlfriend’s cousin owned the game. I’ve been wanting to play this game for quite some time, and I finally did for a couple of hours. From the beginning, I could see why people loved this game. Just doing acrobatic moves without much effort was really cool.

I talked with my girlfriend’s cousin about how the game was a lot of fun and that I can’t believe no one bought it. He mentioned that his friends generally felt that the game looked like a “ripoff of Aladdin” and so they wouldn’t even give the game a try. Too bad for them…and unfortunately, too bad for the developers.

Over at Zen of Design, there is a post called Viewpoints on Why Great Games Don’t Sell. It cites a forum post on Idle Forums and a post by Scott Miller about the games Psychonauts and Ico. Both games are supposed to be amazing, and yet they had terrible sales.

While playing PoP:SoT, I did find that the jumping puzzles could have gotten frustrating. I wanted to fight off a group of opponents with flourish instead of jumping across pits at the right moment to avoid a buzz saw. On the other hand, running along walls and leaping from pillar to pillar was kind of fun in its own right. Apparently Ico and Psychonauts also had jumping puzzles.

Scott Miller provides a few of his own reasons for why a good game can fail, but I think part of the problem was the lack of marketing. I saw an ad in PC Gamer about Psychonauts. It didn’t immediately appeal to me and I still can’t tell you what the game is about. The review, on the other hand, made it sound kind of cool. I guess I didn’t read it very thoroughly though. And Ico was mentioned many times in the “Difficult Questions About Videogames” book, but I still don’t know anything about it. Of course, I don’t have a PS2, so I wouldn’t have played it anyway.

I suppose Miller could be right about the “kid’s game” idea. After all, Prince of Persia: Warrior Within was made darker and sexier than SoT, and it sold a lot better. But perception is a marketing problem. Obviously, Psychonauts looks childish, but I’m sure marketing could have figured out a way to convey the game itself rather than the idea that it is just a kid’s game.

Now, blaming it all on marketing is a cop-out, and I don’t believe it was the sole problem with these games. But I’m sure more could have been done to prevent this problem. Play testing is important. Are you telling me that no focus groups are arranged to figure out first impressions on games as well? “Based just on this ad, what can you tell me about the game? How do you think it would play? Would you buy it?” Tailor your ads based on the feedback you receive here.

Also, do something about the jumping puzzles and similarly tedious gameplay mechanics. It could be that no one really enjoys them. SoT at least made them interesting and fun for the few hours I got to play.

Categories
Games Politics/Government

Why I Think The Game Industry is Quiet

I read Seth Godin’s post Stuck (with a bump on the head). Apparently there is a study that found child seats are no more effective than seatbelts for children.

Yet Americans spend millions on car seats every year. In some cities, it is against the law to strap a child in with a seatbelt. In the mind of millions of people, child seats are safer, so they’re willing to spend that much on laws and products. Logically, these efforts are not well spent, yet people do it anyway.

I think that example can explain why the game industry is quiet when it comes to laws like the ones passed in Illinois. The laws try to ban the sale of violent and sexually explicit video games to minors. No similar laws are being passed to ban the sale of violent or sexually explicit DVDs or movie tickets even though such sales happen, and in the case of DVDs, can happen more often.

Apparently there are studies that show that most video game purchases are made or approved by parents. Yet politicians and media will go in a frenzy about the need to “protect our children” and then pass laws that ban the sale of games to children. Now, if most children get their games through their parents, how are they being protected by a law that prevents the sale of the game directly to them? They aren’t, but politicians and parents can feel good and pretend that they’ve made a difference.

And I think that the video game industry in general knows that these laws won’t make one difference in their ability to sell games. I haven’t heard an outcry, and the IGDA made an effort only after the laws passed one of the two parts of the Illinois Congress. Maybe people feel that these laws are helping. After all, children shouldn’t be playing games with an M or A rating, so they shouldn’t be able to buy them. It makes sense. Of course, how much sense does it really make when you can point out that children aren’t buying the games in the first place! Once again, all the studies that the Illinois governor has used point out that minors CAN buy the games. It doesn’t tell you whether or not that they do. And those same studies point out that those same minors CAN buy DVDs at a much higher rate of success than games. Shouldn’t we protect our children by also banning the sale of violent or sexually explicit DVDs to children?

No, because people seem to understand that just because a child CAN buy DVDs it doesn’t mean that they DO. But there is no public outcry over children watching these movies. Not all movies are for children, after all, and the public knows this fact. At the same time, these people can’t get over the fact that not all games are for children either. It is a lot easier to assume that children are buying excessively violent games on an epidemic scale and that such purchases need to be stopped. It is a lot easier to assume because it is easier to believe that these laws are actually helping than to do something that actually helps.

And the game industry doesn’t need to worry because it knows the laws are ineffective. EA won’t lose out on sales since it knows that the people who make the purchases aren’t affected by these laws.

Categories
Game Development Games Geek / Technical

Keeping Up With Games

I was in Ohio over the weekend, and I just caught up with my email. I saw the trailer for Age of Empires 3. I thought AoE2 was pretty fun, but 3 looks amazing. And not just the graphics. It looks like the gameplay will be different from the “you attack, the attack does X amount of damage”. For example, it seems like ships will lose masts depending on where they were hit. Then again, it was a video and I may have just assumed that it wasn’t pre-animated damage.

Civilization 4 is also looking great. I am still guilty of not playing Civ3 yet. What I would love to see is a sequel to Colonization though.

I have two games to review for Game Tunnel, so it isn’t all AAA mainstream titles. There are a number of indie games I want to check out as well, including Oasis and Trash. Unfortunately there isn’t much available for Gnu/Linux, although Nexuiz recently hit 1.0 and so should be more stable now, DROD seems to be fun, and Neverwinter Nights looks to be a better value than ever before.

I’m also missing out on console games. The new Kirby game seems to be great fun, and Katamari Damacy‘s sequel is almost here. I haven’t played either game.

But what I plan on doing is setting a regular schedule to play the games I do have. Final Fantasy VII, Civilization 3, and others have been sitting here and have never been installed. I really must do something about this situation.

Categories
Game Development Games

TIGRS: The Independent Games Rating System

The Entertainment Software Rating Board acts as the video game industry’s self-regulating body to enforce and apply ratings and marketing guidelines among other things. Unfortunately, if you aren’t a multmillion dollar publisher, you might find it difficult to contact the ESRB to get your games rated.

What do indie game developers do? They either continue to push, hoping to get heard eventually, or they sell their games without worrying about the ratings.

Enter TIGRS, The Independent Game Rating System. It’s simple, clear, and free. There is no need to go to some licensing board who will take their time to approve an expensive grant to claim that your game is kid-friendly.

It is also well-designed. The colors were carefully chosen so that the small percentage of the population that is colorblind can still comfortably read the ratings.

The author has granted the freedom to use these works so long as you don’t claim authorship. The only request is to not abuse the fact that you can basically give yourself an E for Everyone rating when you have clearly made a game that deserves an A for adults.

In the end, I think it should be fine. You can’t confuse an E game for an A game. A problem I can see is that someone from Japan will think a game is for everyone whereas someone in America will see the game as too racy for children. Similarly a game will be perfectly fine for American audiences, but will be deemed to violent for Japanese children. Different cultures will have different standards for E, T, and A.

But maybe I’m wrong and there will only be minor quibbles about whether or not a game has cartoon violence or realistic violence. TIGRS will be more effective when more people use it, of course. I think it is a good idea, and it can evolve as needed.

EDIT: the system is fairly new and changes were made. It will no longer use E, T, and A ratings. It is also easier to create the rating. Now, the website is really useful for publishers and customers alike.

Categories
Game Development Games

IGDA Meeting: Willy Wonka Post Mortem

Tuesday was the IGDA Chicago chapter meeting at Dave & Buster’s. High Voltage Software‘s Matt Corso discussed what it was like to develop Willy Wonka and the Chocolate Factory.

Wonka was plagued with licensor demands. Normally a licensed title might have the developer, the publisher, and a single licensor, but this game needed approval from about five different sources, including Tim Burton! The game had a tight schedule and needed to be released to coincide with the movie. The movie itself was also completed on a short schedule, so the project team did not have much to go on except the original book for a long time.

Over 15 design documents later, one was finally accepted by everyone and they set to work. They created their own art assets, only to find that the concept art from the movie set looked completley different. A number of times they had to scrap any work they had done and start over. They were required to use the sets from the movie, which meant that it would be difficult to create a game around them. But restrictions promote creativity and they managed to make a game that was fun for the actor who plays Charlie. He found it incredibly fun to have free reign of the sets when in reality he was not allowed to go in certain areas.

One thing I found weird was the convincing the team needed that combat wasn’t necessary. The licensors demanded that there would be no combat and that Charlie Bucket could not get hurt or killed. “How do we add combat to this game?” “We need combat!” These comments were common in the group. Matt said that while he likes games that involve heavy combat, he also likes games like Animal Crossing which are fun despite a lack of combat. From the way Matt described it, they made a puzzle game with Oompa-Loompas that could be used as tools, such as in Pikmin or Lemmings, although he never named those games. He made it sound like the lack of combat was frustrating the development team.

In the end, the game was made, missing its target date by only three days. Licensor demands, the lack of assets from the movie, and the constant reworking of the game were identified as the causes of much discouragement.

I personally think that the development could have been less hectic if they wouldn’t have tried to build their own art assets and levels before the concept art and movie assets were available. Also, licensor demands for change were fairly drastic, and I think that if both sides discussed the cost of such changes that it would have been more clear. Non-developers can’t be expected to understand that a request to change an entire level or gameplay mechanic results is in delays and work. It didn’t sound like Matt or the team made those concerns clear to the licensors.

Of course, I was not involved personally. I have no idea how much wasn’t said. I don’t know the day to day events that happen to a group that works night and day for seven days a week for months at a time. Perhaps any perceived dissent would have rubbed people the wrong way. Maybe the licensors were expecting to have their way without question. I don’t know, but I think that communicating concerns would have gone a long way to eliminating the Us vs. Them mentality.

In any case, it was good to hear a post mortem of a game. Reading the post mortem just isn’t the same. I hope there are more IGDA meetings like this one.

Categories
Games Politics/Government

New Letter to Governor Blagojavich

This past week, I submitted the following message to Illinois Governor Blagojavich’s Safe Games Illinois comment form:

I note that safegamesillinois.org cites studies regarding mature game content, but it overwhelmingly suggests that children are buying M-rated games in mass quantities and that such games are a major problem. There seems to be a lack of balance. There are studies such as the recent one conducted by Modulum that found that parents ignore game ratings:
http://gamesindustry.biz/news.php?aid=9703
http://news.bbc.co.uk/1/hi/technology/4118270.stm

If the above get mangled through your site’s form again, please search for “Parents ignore game ratings” in your favorite search engine.

While the study was conducted in the UK, I can see that a similar problem would be occurring here in the US and Illinois in particular.

It seems that the studies listed on safegamesillinois.org are quite biased and would indicate to someone not familiar with the industry that there are no studies that contradict them. The Useful Links page does not provide any links to the IGDA or any other representative body for the video game industry. The “Summary of Video Game Studies” does not list studies that indicate that most minors either have permission from their parents or have their parents present when they purchase M-rated games. Rather than fostering an Us against Them mentality, the site could be much more useful.

Some studies indicate that the problem isn’t enforcing ratings. They indicate that parents are buying games that they otherwise consider bad for their children because they assume the ratings don’t apply to their children. Once again, I ask in light of this information how the new laws are supposed to help protect children when the children aren’t the ones doing the purchasing and the parents are the ones who are providing access to the games in the first place? I still believe the new laws will not be effective at protecting children or preventing “seemingly arbitrary” violence in society at large.

I think parents should be better educated about game ratings and content, but I would prefer that safegamesillinois.org be a bit less biased and sensational and a bit more informative. Frightening parents away from video games isn’t the way to protect children. Not all video games are like Manhunt or Grant Theft Auto, and safegamesillinois.org does not do a good job of informing parents that there are other options.

Please pass this letter to the Senior Advisor Sheila Nix. I look forward to hearing from you regarding the balance of information provided on safegamesillinois.org. None of the studies on the site indicate that children are actually buying M-rated games, and it seems that the main problem is creating informed purchasers. The site could be an incredibly valuable tool for parents in making the purchasing decisions that they are already making, but I think the site is seriously lacking and misleading in its current state.

Gianfranco Berardi

I still think that the purpose of the laws doesn’t match with the reality. Children don’t buy the games in general, and citing that X% could buy the game doesn’t imply that they do. 98% of children walking to school could run out in front of cars, but they don’t generally. We don’t see legislation preventing children from taking dangerous walks to school.

These recent studies show that parents don’t think they need to pay attention to the ratings that are put there for them to use. And yet the game industry is painted as creating killers.

Huh? Am I supposed to assume that when a parent buys a game for a child that his/her negligence of the ratings system is now the game industry’s fault? The studies show that parents basically say, “Yes, I know the ratings. Yes, I know what they mean. Yes, I bought the game anyway because even though I don’t like the content, my child can handle it.”

The laws passed the Illinois Congress already. I’m sure we’ll see them overturned like similar legislation. But the Safe Games Illinois website claims to be a resource for parents, but it really isn’t. It seems to be more like a resource for those who are already convinced that the video game industry is out to get the children and have managed to sneak past the hard-working-but-innocent-victim parents.

Yes, video games can teach. Yes, there are games that are incredibly violent. But they aren’t the only games or lessons, and it is apparently the case that parents DO have the means to tell the difference.