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Just a few of the varied games on Kickstarter – and ones you probably haven’t heard of.
Just a few of the varied games on Kickstarter – and ones you probably haven’t heard of.

Pop CultureAugust 1, 2018

The weird, the beautiful, the unfundable: A look at Kickstarter’s gaming section

Just a few of the varied games on Kickstarter – and ones you probably haven’t heard of.
Just a few of the varied games on Kickstarter – and ones you probably haven’t heard of.

Popular crowdfunding platform Kickstarter has been a boon for video game developers for a few years now. Sam Brooks investigates the less glamourous side of the platform.

Pillars of Eternity$3,986,929.Torment: Tides of Numenara, $4,188,927. Bloodstained: Ritual of the Night$5,545,991. Shenmue 3$6,333,295. All video games funded through Kickstarter – and yes, all those commas are in exactly the right place.

These are the success stories of Kickstarter, and crowdfunding in general. These games probably wouldn’t exist in today’s marketplace without the crowdfunding platform, and the industry is a better off as a result. Should some of the best and most critically acclaimed games of the year only be possible because of crowdfunding? Maybe not! Should our industry be investing in these games rather than expecting fans to pre-invest them? Also maybe not!

But this is not that conversation. This is about the other side of Kickstarters – the weird games you don’t hear about, the beautiful ones that only super enthusiasts are super into, and the ones that you kind of hope never see the light of day again.

(I have retained the strange bolding and italics from people’s projects, because I find them as endearing as I find them frustrating.)

This is a lot of information in one picture.

The Super Patriotic Dating Simulator

What is it: “The Super Patriotic Dating Simulator is a satirical visual novel. Play as Elodie, a 19-year-old CIA super spy. As one of America’s most ruthless agents, you’ve been assigned a deadly solo mission: infiltrate and destroy I***.

Besides the whole “super spy” thing, you’re just a normal American girl… who’s really horny. Give these fuckers an American ass-kicking, and maybe learn a bit about your body on the way. Just remember the #1 rule of the CIA: always ask for consent.”

The goal: NZ $62,018.

Would I fund this: Kind of? I’m a fan of the visual novel style, and this seems to parody both that style and also be a genuine critique of Western attitudes towards Arabic people.

Essentially my life.

No Longer Home

What is it: No Longer Home is an episodic magical realist point and click adventure game. Drawing from the personal experiences of the two lead developers, the main characters Bo and Ao, two recent university graduates, prepare to move out of their flat and face the looming threat of adult life.”

The goal: NZ $48, 284.

Would I fund this: A mumeblecore point and click game about a quarter life crisis and existential dread? Sign me up!

An incredibly photorealistic depiction of space.

Space Station Continuum: A NASA Inspired Management Sim

What is it: “Beginning in the 1970’s at the height of NASA’s Apollo Applications Program, Space Station Continuum puts you in charge of your very own government funded space station.

You’ll design and launch new modules, manage power generation and heat dissipation, direct research into new technologies and more. All while your astronauts conduct experiments, produce goods, eat, drink, breathe, sleep, and exercise – as long as your station can provide everything they need!”

The goal: NZ $11,234

Would I fund this: Space-related admin? Lo-fi graphics? Put it in my veins!

All I see is Nemo.

unmemory: an interactive escape book game

What is it: unmemory is the story of the Killer Kittens, a band of classy cat burglars. Many are after their valuable loot but there is only one person in the world who knows where it is hidden: you. Everything would be fine if it wasn’t for a small detail: you don’t remember anything.

unmemory lives at the intersection of games and literature and might appeal to noir novel fans, interactive fiction readers, graphic adventure lovers and escape room players as well as to anyone who loves challenging puzzles.”

The goal: NZ $65,165

Would I help fund this: Totally! This is exactly the kind of game that Kickstarter exists to fund – the kind of game that might not have a core, market-researched kind of audience that a triple-A studio would dive at. But the fact that this game has funded about 80% of its goal already, for a fairly obscure concept in an even more obscure genre (or genres), is a great example of why crowdfunding does work.

… is fog.

Beyond Death

What is it: Beyond Death is a sandbox survival adventure, played in first person and made to be realistic as much as possible. Play alone or in group. Settle down and fortify or keep exploring. Fight or flight, hunt and farm: live your own way using the limitless gameplay mechanics which make Beyond Death totally unique. You will be able to discover what caused the infection and maybe find a solution for it.

The goal: NZ $85,744

Would I fund this: I have a general antipathy for any and all zombie games, largely because I think the whole genre is a convenient way to work a lot of violence into games while technically getting off the hook of shooting real-life people. There are a lot of projects on Kickstarter in this vein, all of which sound like mildly different takes on a genre that already exists.

Looks like these women have already hunted enough pantsu – why do they need more?

Pantsu Hunter: Adventure/Visual Novel

What is it:  “A mixture of visual novel and adventure game made in the anime style of the 80’s and 90’s.

The story is about a young man who values women’s beauty and especially the beauty of women’s underwear. He is a jack of all trades and knows thousands of ways to get into the house of beautiful girl. It’s not easy to find panties because decent girls don’t store them in conspicuous places and wouldn’t a strangers to take their underwear… unless they like him.”

The goal: NZ $1,719 (although it has been pledged well over $6000, so… take that, put it in your pipe, and set it on fire).

Would I fund this: What do you think.


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Photo: Sam Churchill / CC BY 2.0
Photo: Sam Churchill / CC BY 2.0

Pop CultureJuly 31, 2018

Why eSports shouldn’t be in the Olympics

Photo: Sam Churchill / CC BY 2.0
Photo: Sam Churchill / CC BY 2.0

eSports is rising in prominence around the world and is set to be a one billion dollar industry by the end of the year. But should it be an Olympic sport? Olympian Nicole Forrester says no.

Ever since the 2024 Summer Olympics in Paris first expressed interest of possibly adding electronic sports to the Olympic Games program, we’ve seen a growing interest by the IOC in e-sports – traditionally defined as any “organized video game competitions.

Recognizing the growing interest in e-sports, the organizing committee of the 2024 Summer Olympics in Paris said: “The youth are interested, let’s meet them.”

As an Olympian and former world class high jumper, I struggle with the notion of e-sports becoming an Olympic sport. I am not alone. Conversations I’ve had with other Olympians reveal concerns about comparing the physical skill and demands of traditional athletic competition with e-sports.

Given the IOC’s advocacy role for physical activity, e-sports seems to be a conflict with its push for an active society.

In an interview with Inside the Games, Sarah Walker, an IOC Athletes’ Commission member and three-time world champion in BMX, explained her opposition.

“If I want to practise any Olympic discipline, if I wanted to try one of them, I actually have to go out and do it. I have to be active. Where gaming is right now, if I was inspired to be a gamer, my first step is to go home and sit on the couch.”

Most Olympians recognize that those who participate in e-sports spend a great deal of time training — even working with nutritionists and sport psychologists to improve their prowess. But is that is that enough to join the Olympic Games family?

Thomas Bach, president of the International Olympic Committee, attends an e-sport forum held at the Olympic Museum in Lausanne, Switzerland in July 2018. (Greg Martin/International Olympic Committee)

$1 billion market

Given the growth in popularity, it’s understandable why the IOC would want to partner with e-sports. The IOC generates more than 90 per cent of its revenue from broadcast and sponsorship. Partnering with e-sports, where revenue is generated mostly through sponsorship but where more money is coming from broadcasting, could be complementary and attractive.

The marketing firm Newzoo estimated last year that with brand investment growing by 48 per cent, the global e-sports economy will reach almost $1 billion in 2018.

ESPN provides in-depth analysis and coverage with a digital vertical platform on e-sports and the network recently announced an exclusive multi-year agreement with Blizzard Entertainment for live television coverage of the professional e-sport Overwatch League, with the finals airing in prime time.

Is e-sport a sport?

Still, the question remains, is e-sports – “organized video game competitions” – actually a sport?

To answer this question, perhaps we need to revisit the academic definition of sport. While differences may exist in their granular descriptions of sport, researchers appear to converge on three central attributes: The sport involves a physical component, it is competitive, and it is institutionalized, meaning a governing body establishes the rules of performance.

While e-sports can be argued to be competitive and institutionalized, the first criteria of physicality is where it falls short.

Some have argued the fine motor movements that are required with the hand-held controller by e-sport players fulfils this criterion. However, the same could be said about various table top games.

A 2016 study in Quest, the journal of the National Association for Kinesiology in Higher Education, used the block-building game Jenga to illustrate this point. Jenga requires precision and dexterity as each player must to remove one block from the bottom and delicately place the block on top without disturbing the structure. There is even a Jenga World Championship. Perhaps then Jenga should also be considered an Olympic sport.

Since the modern Olympics were first held in 1896, the number of participating sports has grown over the years. The first Games had just nine sports — athletics (track and field), cycling, fencing, gymnastics, shooting, swimming, tennis, weightlifting and wrestling. At the 2016 Summer Olympics in Rio, a total of 28 sports were contested. Five more will be added for 2020 Games in Tokyo Games.

Participants at the e-sports forum held at the Olympic Museum in Lausanne, Switzerland. (Photo: Christophe Moratal/International Olympic Committee)

The first step for a sport to be included in the Olympic Games program requires being recognized by the IOC. In this process, the sport must have overarching international federation (IF) that will govern the sport – enforcing the rules and regulations of the Olympic Movement, which includes drug testing. (It is also possible for a sport to be recognized as an Olympic sport and never participate in the Games, as is the case for chess, bowling and powerboating.)

Once recognized, the sport’s IF can apply for admittance into the Olympic program as a sport, a discipline or an event. For example, the women’s steeplechase was added to the 2008 Olympic Games as an event within the sport of athletics.

More sports added

An Organising Committee of an Olympic Games (OCOG) can also propose the inclusion of an event. Most recently, the IOC allowed the addition of karate, surfing, sports climbing and baseball/softball to the Olympic program in Tokyo 2020.

Paris 2024 had indicated an interest in including e-sports on its program, but the IOC has said it won’t be eligible by the time the schedule is set in 2020. Still, IOC President Thomas Bach said at the recent e-sports forum that the meeting was a “first step of a long journey” to what could lead to Olympic recognition.

A male-dominated activity

Central to the Olympic Movement and nestled within the criteria of accepting a new sport is gender equality. Interestingly, this has been an area in which e-sports has been heavily criticized.

A study that reviewed gender and gaming determined that even though there are approximately equal numbers of males and females who play video games, most professional gamers are male. Moreover, female players who achieve some level of success are marginalized. Researchers concluded the “video game culture is actively hostile towards women in the private as well as the professional spheres.”

Thirteen minutes of sexual harassment on Cross Assault in e-sports for Miranda Pakozdi.

Within the gaming community, it is not a surprise for female players to be harassed.

One notable case involved Miranda Pakozdi, who was sexually harassed for 13 minutes on the live internet program “Cross Assault.” The portrayal of females in e-sports should also concern the IOC. Women are usually depicted as highly sexually and as victims instead of heroines.

The ConversationMany Olympians, including me, feel it’s inevitable that e-sports will one day join the Olympic family. Still, one can only wonder if Pierre de Coubertin, the father of the modern Games, would question whether the values of the Olympic Movement are being compromised for the financial enticements that e-sports promise.

This article was originally published on The Conversation. Read the original article.


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