Video game makers stay course, aim not to offend 9/13/01 11:40 PM ET
By Ben Berkowitz and Jean Yoon LOS ANGELES/LONDON, Sept 13 (Reuters) - The video game industry, known for scenes of cinematic mayhem, will take pains not to offend a public shocked and grieving after terror attacks on New York and the Pentagon, but will keep long-awaited action games flowing, executives said on Thursday. "We've always held (that) there's considerable physical and psychological distance between our games and the reality of current events," said Jeff Brown, a spokesman for Electronic Arts Inc. (ERTS.O), the leading U.S. game publisher. EA suspended "Majestic" its popular online interactive game that draws players into an X-Files-like conspiracy. The company was concerned that one of the game's features, in which players receive recorded calls from actors portraying sometimes frantic characters, would hit a raw nerve after the attention given to phone calls from victims and survivors of this week's real-life violence. Publisher Arush Entertainment is also evaluating a game in development that features legendary video game character Duke Nukem blasting his way through New York. The game is being reviewed for possible offensive scenes, such as depictions of the now-toppled World Trade Center, the company said. The game's logo and a clip of highlights were removed from Arush's site because they contained images of the World Trade Center, Chief Executive Jim Perkins told Reuters. The fate of "Metal Gear Solid X" for Microsoft Corp.'s (MSFT.O) forthcoming XBox game console was unclear. The game's protagonist, Snake, reportedly wreaks havoc in New York. Microsoft declined to comment on its plans for the console or its games in light of the week's events, but Nintendo said it was pushing ahead with its own long-awaited release. "We have spent time talking about whether we need to make any reassessments," said Perrin Kaplan, vice president for corporate communications at Nintendo of America, the U.S. arm of Japan's Nintendo Co. Ltd. (7974.OS). Kaplan said the launch of the new GameCube console and the planned associated marketing efforts, including club-like demo rooms in a number of cities, was still on track. "I think it's important for us to be respectful and cautious," said Molly Smith, director of corporate communications for Sony Computer Entertainment of America. She said Sony is "making determinations if we need to make adjustments" but that no delays were planned yet. Other notable video game publishers THQ Inc. (THQI.O) and Activision Inc. (ATVI.O) declined to comment on how the attacks might affect their plans. "I think that our industry like any industry has a responsibility to look at what we do and assess whether tragedies like this should in fact influence how we approach making the products that we make," said Doug Lowenstein, president of the Interactive Digital Software Association, which represents 90 percent of the entertainment software industry. EUROPE TAKES CAUTIOUS VIEW In Europe, the attitude toward game content was more cautious. "For (the) next couple of years, games makers will stay away from creating games that involve planes going right into any buildings or violence in New York," said one official at a British video game company who spoke on condition of anonymity. "Games makers will deal with it in appropriate sensitivity...They will probably delay releases of violent games for now," said Kean Marden, London-based analyst at UBS Warburg. Others questioned whether the immediate caution would mean substantial long-term changes for the industry. "I doubt (game publishers) will make any change," said Julian Morse, London-based technology analyst at brokerage Beeson Gregory. "(Games) are unreal and I don't think people will make that connection." CATHARSIS OR CAULDRON? The IDSA's Lowenstein echoed Morse's sentiment: "Nobody would seriously suggest a video game has a role in this kind of tragedy." Others argued that games provide an important release to people feeling the stress of the tragedy. "Now more than ever people need escapism," said John Davison, editor and director of the Ziff-Davis Media Game Group. Games provide a kind of all-engaging diversion that even movies cannot, he said. At the same time, David Walsh, president of the National Institute on Media and the Family and a critic of violent video games, argued that they provide no catharsis, and could instead magnify people's anger. "I would find another way" to release that anger, he said, adding that it was "a matter of ethical responsibility" for publishers to reconsider the content of their games. |