{"id":4612,"date":"2014-04-16T11:00:07","date_gmt":"2014-04-16T15:00:07","guid":{"rendered":"http:\/\/www.playthepast.org\/?p=4612"},"modified":"2014-04-12T22:17:50","modified_gmt":"2014-04-13T02:17:50","slug":"prison-sims-birth-of-a-controversy","status":"publish","type":"post","link":"https:\/\/www.playthepast.org\/?p=4612","title":{"rendered":"Prison Sims: Birth of a Controversy"},"content":{"rendered":"<p><i>N.B. This post is <strong>an introduction<\/strong> to an upcoming two-part series<\/i><i> on prison management games, and the controversies surrounding them.<\/i><span style=\"line-height: 1.5em\">\u00a0<\/span><\/p>\n<p>&nbsp;<\/p>\n<p>&nbsp;<\/p>\n<p>It\u2019s a fair question to ask: are <b>prison management games<\/b> any less controversial than your average violent video game? Or any opus from the Grand Theft Auto family, for that matter?<\/p>\n<p>With the release of the fifth title in the <a href=\"http:\/\/en.wikipedia.org\/wiki\/Prison_Tycoon_(series)\">Prison Tycoon series<\/a>, and the crowd-funded hit <a href=\"http:\/\/www.introversion.co.uk\/prisonarchitect\/\">Prison Architect<\/a> going towards Alpha 20 (as of April 2014), what can prison management titles tell us about the treatment of serious social issues in video games?<\/p>\n<p>In December 2013, <b>Kotaku<\/b> published an <a href=\"http:\/\/kotaku.com\/what-to-do-with-prison-architect-a-video-game-about-b-1505204131\">in-depth review and critique of Prison Architect<\/a>, the prison construction SIM developed by UK-based <a href=\"http:\/\/www.introversion.co.uk\/\">Introversion Software<\/a>. The article, a guest editorial by game designer and activist <a href=\"https:\/\/twitter.com\/molleindustria\">Paolo Pedercini<\/a> (of <a href=\"http:\/\/www.molleindustria.org\/\">Molleindustria<\/a> fame), has the remarkable quality of taking Prison Architect to task in its scope and mechanics, with a view of making propositions for the game\u2019s \u201ceditorial direction\u201d.<\/p>\n<p><a href=\"http:\/\/www.playthepast.org\/wp-content\/uploads\/2014\/04\/PA_shower.jpg\"><img decoding=\"async\" class=\"alignnone  wp-image-4614 lazyload\" alt=\"Prison Architect: Shower Scene \" data-src=\"http:\/\/www.playthepast.org\/wp-content\/uploads\/2014\/04\/PA_shower.jpg\" width=\"482\" height=\"301\" data-srcset=\"https:\/\/www.playthepast.org\/wp-content\/uploads\/2014\/04\/PA_shower.jpg 670w, https:\/\/www.playthepast.org\/wp-content\/uploads\/2014\/04\/PA_shower-300x187.jpg 300w\" data-sizes=\"(max-width: 482px) 100vw, 482px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 482px; --smush-placeholder-aspect-ratio: 482\/301;\" \/><\/a><\/p>\n<p>The publishing of such an article on <i>Kotaku<\/i>, in itself, suggests that prison management is a controversial choice for a game, and that the designers have a responsibility in designing a game experience that should be at minimum thought provoking, i.e. not \u201cmere entertainment\u201d. At the outset of his article Pedercini asks:<\/p>\n<blockquote><p>Is it possible to create a prison management game without trivializing or misrepresenting the issue of mass incarceration? As video games mature and tackle more serious topics, players and developers should be aware of the values embedded in their systems.<\/p><\/blockquote>\n<p>Pedercini\u2019s choice of Prison Architect is no coincidence. There is now an established tradition of deconstructing games for their messaging and their mechanics, in <a href=\"http:\/\/en.wikipedia.org\/wiki\/Game_studies\">game studies<\/a>. <b>Play the Past<\/b> contributors are part of this tradition, and regularly engage in exercise of unpacking the assumptions of games, and game genres. <a href=\"http:\/\/paolo.molleindustria.org\/\">Because of his artist\u2019s pedigree<\/a>, Pedercini has sought to position himself uniquely on the continuum of activist game design and game studies. Thus, rather than delve into <a href=\"http:\/\/www.theguardian.com\/technology\/2013\/sep\/27\/gta-v-transgressive-video-games\">the \u201csubversive messaging\u201d of a GTA<\/a>, or evaluate the teaching potential of history-themed games, his <b>activist critique<\/b> is a plea for the potential of games to express things that no other medium can. Indeed, Pedercini\u2019s critique of Prison Architect articulates the hope (and expectation) that games can shed light on human power relations, because games immerse players in dynamic models of reality.<\/p>\n<p>That\u2019s a tall order, albeit, but one that is increasingly attractive for game designers. And Pedercini\u2019s recognition of such a design motive made the developers of Prison Architect <a href=\"http:\/\/www.youtube.com\/watch?v=netYNUAq_ZQ\">take heed<\/a>.<\/p>\n<p><b>So you wanna be controversial\u2026?<\/b><\/p>\n<p>The <a href=\"http:\/\/kotaku.com\/what-to-do-with-prison-architect-a-video-game-about-b-1505204131\">general discussion appended to Pedercini\u2019s article<\/a> reveals just how much writing a video game critique can be a difficult exercise. A common reprimand of the article is that a prison theme is in no way more controversial than more explicitly violent game titles, of which there are countless numbers.<\/p>\n<p>This makes me wonder: have violence and sadism, in having so long the \u201cgold standard\u201d of controversy in video games, made us incapable of looking at controversy in any other way?<\/p>\n<p>Because, without a doubt: prison management games <i>are<\/i> controversial.<\/p>\n<p><a href=\"http:\/\/www.playthepast.org\/wp-content\/uploads\/2014\/04\/prisontycoon4_ss2.jpg\"><img decoding=\"async\" class=\"alignnone  wp-image-4615 lazyload\" alt=\"Prison Tycoon Sweatshop\" data-src=\"http:\/\/www.playthepast.org\/wp-content\/uploads\/2014\/04\/prisontycoon4_ss2-1024x819.jpg\" width=\"465\" height=\"371\" data-srcset=\"https:\/\/www.playthepast.org\/wp-content\/uploads\/2014\/04\/prisontycoon4_ss2-1024x819.jpg 1024w, https:\/\/www.playthepast.org\/wp-content\/uploads\/2014\/04\/prisontycoon4_ss2-300x240.jpg 300w, https:\/\/www.playthepast.org\/wp-content\/uploads\/2014\/04\/prisontycoon4_ss2.jpg 1280w\" data-sizes=\"(max-width: 465px) 100vw, 465px\" src=\"data:image\/svg+xml;base64,PHN2ZyB3aWR0aD0iMSIgaGVpZ2h0PSIxIiB4bWxucz0iaHR0cDovL3d3dy53My5vcmcvMjAwMC9zdmciPjwvc3ZnPg==\" style=\"--smush-placeholder-width: 465px; --smush-placeholder-aspect-ratio: 465\/371;\" \/><\/a><\/p>\n<p>\u201cLet me count the ways\u2026\u201d will be the gist of <b>a two-part series<\/b> on Play the Past on prison SIMs. Following <a href=\"http:\/\/www.playthepast.org\/?p=278\">Trevor Owen\u2019s lead on analyzing statecraft in history simulation games<\/a>, I want to propose that SIM games &#8211; and specifically prison SIMs &#8211; can provide us with a lens with which we can expose technocratic thinking. By \u201ctechnocratic thinking\u201d I mean the various schools of thought popular with our academic, business and political elites, which posit that human thought, feeling and action can be reduced to technical parameters, upon which various experts can exert some degree of management or control.<\/p>\n<p>The <b>first article<\/b> will probe the social engineering roots of the SIM game in computerized economic simulations. I will retrace the path of landmark game titles that led to the emergence of the Tycoon genre, titles that helped move the genre away from its serious games roots to an entertainment format. I will then take a closer look at the ill-fated <b><i>Prison Tycoon<\/i> series<\/b> (ValuSoft, 2005-2010), and analyze why the move to a prison theme was a risky venture for the Tycoon sub-genre, in light of the social models business SIM games seek to naturalize. At bottom, I will be asking: can <i>Prison Tycoon<\/i> remain bounded within the limits of entertainment?<\/p>\n<p>The <b>second article<\/b> will look at a successful (in my opinion) adaptation of the prison theme for a management SIM: <b><i>Prison Architect<\/i><\/b> (Introversion Software, 2012). I will look at the ways in which the creators of Prison Architect have rebuilt the genre from the ground up, and how Prison Architect delivers an ironic twist to the technocratic fantasy of apolitical management.\u00a0 Specifically, I will compare the \u201cprocedural expression\u201d claims made by Will Wright (creator of the SIMS series) and by Introversion Software in their embedding of <a href=\"http:\/\/en.wikipedia.org\/wiki\/Maslow's_hierarchy_of_needs\">Maslov\u2019s hierarchy of needs<\/a> in game mechanics. In the spirit of Pedercini\u2019s critique, I will ask the question: is it possible for a prison management \u201csimulation\u201d to raise awareness of issues with our prison system? Otherwise put: could a serious game publisher release, in this year 2014, a prison management simulation with a straight face?<\/p>\n","protected":false},"excerpt":{"rendered":"<p>N.B. This post is an introduction to an upcoming two-part series on prison management games, and the controversies surrounding them.\u00a0 &nbsp; &nbsp; It\u2019s a fair question to ask: are prison management games any less controversial than your average violent video game? Or any opus from the Grand Theft Auto family,<span class=\"more-link\"><a href=\"https:\/\/www.playthepast.org\/?p=4612\">Continue Reading<\/a><\/span><\/p>\n","protected":false},"author":25,"featured_media":4619,"comment_status":"open","ping_status":"open","sticky":false,"template":"","format":"standard","meta":{"_jetpack_newsletter_access":"","_jetpack_dont_email_post_to_subs":false,"_jetpack_newsletter_tier_id":0,"_jetpack_memberships_contains_paywalled_content":false,"_jetpack_feature_clip_id":0,"_jetpack_memberships_contains_paid_content":false,"footnotes":"","jetpack_post_was_ever_published":false},"categories":[15],"tags":[76,21],"coauthors":[393],"class_list":["entry","author-roy","post-4612","post","type-post","status-publish","format-standard","has-post-thumbnail","category-articles","tag-prison","tag-simulation"],"jetpack_featured_media_url":"https:\/\/www.playthepast.org\/wp-content\/uploads\/2014\/04\/PT4_bosses.jpg","jetpack_sharing_enabled":true,"_links":{"self":[{"href":"https:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts\/4612","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/users\/25"}],"replies":[{"embeddable":true,"href":"https:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcomments&post=4612"}],"version-history":[{"count":24,"href":"https:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts\/4612\/revisions"}],"predecessor-version":[{"id":4640,"href":"https:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/posts\/4612\/revisions\/4640"}],"wp:featuredmedia":[{"embeddable":true,"href":"https:\/\/www.playthepast.org\/index.php?rest_route=\/wp\/v2\/media\/4619"}],"wp:attachment":[{"href":"https:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fmedia&parent=4612"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcategories&post=4612"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Ftags&post=4612"},{"taxonomy":"author","embeddable":true,"href":"https:\/\/www.playthepast.org\/index.php?rest_route=%2Fwp%2Fv2%2Fcoauthors&post=4612"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}