Oftentimes, the reader that could benefit from reading a work of literature that is intended to develop empathy for a particular plight is not likely to pick up a book that clearly advertises itself as being about that hardship. Many authors have tackled this obstacle in the past by writing speculative fiction rather than a straight narrative. The time-travel aspect of Octavia Butler’s Kindred might draw in the temporal enthusiast, but her message is still overtly about the struggles of African-Americans. Jesmyn Ward’s Sing, Unburied, Sing is a fantastic ghost story that is still straight-forward about the poverty- and incarceration-related suffering of African-Americans over several generations. However modern authors approach this minor subterfuge of “tricking” a reader into ingesting their message of social justice, there will still be a group of people that have no desire to pick up a book.

This is where new forms of media, not just modern writing, come into play. Television and film based upon novels that have a message of social justice reach more of an audience than just fans of the book. Video games, especially those developed by independent studios, are in a unique position to deliver the audience a perspective they would not normally have sought on their own through the allure of gameplay. One such game I will focus on is This War of Mine, published in 2014 by 11 Bit Studios. The game uses a popular game style from the time—Survival—to deliver a specific message about the lives of non-combatants in a military conflict. The tagline of the game (“In War… Not Everyone Is a Soldier”) provides the player some foreshadowing that the game is atypical.

Indie vs Large Publishers

When discussing how to link “Social Justice Literature” to single-player story-focused video games, several peers suggested that I should write on the Assassin’s Creed series, published by Ubisoft. I balked at this suggestion, because Assassin’s Creed, like many other big-budget games released for console and PC, on the surface didn’t seem to seek to engage with the player beyond the wallet. I don’t intend to disparage the series, however I find it hard to be required to identify with the muscled, stoic, late-twenties-to-mid-thirties, unshaven, brown-haired, male leads found so often in games from triple-A studios. How many games can be described as having such a lead? Most of the time, if there is a non-cis-white-male option, the offering is a female-shaped object with a backstory as flimsy as her armor. (There’s always Guerrilla Games’s Horizon Zero Dawn for those of us bored with the usual.) These sort of games seek to be wish-fulfillment for the targeted male player, and tend to rely on the mechanics of a game (as well as the “best” graphics, an entirely dubious goal for sales for the last few decades) to deliver action-packed stories that tick all the boxes for clichés. In short, these games are made to appeal to the demographics that would spend the most money for the purposes of making money for the publishers.

Felski’s “Recognition”—the ability to create a personal connection with the reader by allowing the reader to identify with the character or situation—falls flat with games that focus on being the biggest and baddest soldier or assassin or post-apocalyptic survivor with the most kills and missions completed. Assassin’s Creed has a story, for certain, but it is a story refined by editors, publishers, and writers, to the point where the essential message of the story can be safely ignored by the player seeking to just experience the game. Many larger games publishers, just like many publishers of the written-word, will balk at any storylines that call into question current politics or any of their shareholder’s interests.

I knew I needed a game that showcased an injustice in the world, and on the recommendation of a friend, I was introduced to This War of Mine. Gamespot’s review, highlighted on the game’s website, describes it thusly: “It’s a longform exercise in empathy, a sobering piece of work that fills in the blanks left when all we see of war are the headshots.”

Games from independent studios (or indie games) are made by a single person or a small team, and while they may offer innovative gameplay, they more often have a story to tell. By not being beholden to any larger publisher, their stories can go direct to the public without political sanitization. Indie devs and indie games are akin to small-press or self-published authors and books, with some being closer to zines (which tend to have extreme or unconventional topics). Indie games are sometimes made and sold not because of the money that could be made, but because of the creator’s love of games or their desire to depict a certain situation.

This War of Mine was created and published by a small Polish team of developers with the idea that the player should “pay if they can afford to.” Many indie devs release games this way, either independently on their own website or through services like Humble Bundle, because either the exposure to the cause the game represents or to their own skill set is more important that the money that may be made. 11 Bit Studio’s team is interested in fostering the moral and empathetic side of the player while they played This War of Mine, rather than focus on filling the company’s bank account.

Many of the team at 11 Bit Studios left larger developers (including some from the aforementioned Ubisoft) in order to pursue a career in making games that can make a difference. In fact, the 2015 War Child DLC (downloadable content) released for the game is named after the charity they support, which provides assistance to child refugees of Syria. The results of this charity fundraiser are no longer available on their website, but other sources indicate that food and services for 350 children, including counseling for their trauma, were completely funded. Other sources said the amount was over €500,000 ($555,877 US).

While large publishers will make donations to charity as business, rarely do we ever see it as directly related to the content of a game as with This War of Mine. For example, Electronic Arts (EA) runs charity campaigns under the title “Play to Give” where they donate $1,000,000 US to the selected charities, and ask EA games players to donate in addition to that amount. Over the years they have been able to fund initiatives for the UN’s HeForShe, PACER’s National Bullying Prevention Center, and Ditch the Label. The focuses of these charities, bullying and gender equality, are often linked with the video game industry; especially with the misconception that those that identify as female cannot play games and the toxic trash-talking often associated with online games. However, EA is doing little with their publishing lineup to address the issues. Rather than reaching out to their player base to elucidate them on the negative side of gaming and fostering change, they instead provide (tax-deductible) funding to groups that will address effects of and those affected by the injustices. They opt to pay someone to clean the mess rather than address what’s causing the mess (which is often their own gaming community).

Conclusion

I want to emphasise that this play experience, and my connection with it, is unique while at the same time not unique. Anyone can make the same game decisions, for (as Hoofd laments) decisions in-game are limited to what is programmed, and get the same result. However, my reasons for these choices are exclusively my own because of the writing of the story and characters by 11 Bit Studios. Rather than telling a story of war via novel where the reader is told what the characters do, the interactivity of a game allows the reader to control what the characters do. This connection is what Graham highlights in having his students tell history via games. In other words, the interactiveness of games is what can make a message of empathy strike home, especially for those who would not have sought to understand the struggles of another demographic without the lure of the game.

Survival and resource management games are popular on mobile, and one that is well developed might get picked up and played by someone who wasn’t even considering the conditions depicted. Additionally, by presenting the past in a way that isn’t strictly accurate, the intended lesson of social justice can be applied to situations outside the ones referenced in the game. This War of Mine may be primarily based on the Siege of Sarajevo, but the situation shown is similar to any siege of a city. The message of the game isn’t limited to “This is how people survived in Sarajevo” but rather “This is how people will need to survive when their city is under siege,” or indirectly, “These are the living conditions that refugees of war are fleeing.”

Independent developers are better suited to deliver these messages of social justice due to the freedom of having a small team (and fewer people to answer to or offend). Conversely, large game development companies tend to have marketing departments that make sure the game is advertised and appealing to as many people as possible. Anything that could be seen as impacting sales, such as moralizing or taking a political stance, is likely to be scrubbed from a game or diluted to the point that the player’s reception of the message is optional. Many indie developers that release games with a specific social message prize that message over the monetary gains, and with the proliferation of services like the Humble Bundle, indie devs can have both.

Works Cited
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  • Graham, Shawn. “Pulling Back the Curtain: Writing History Through Video Games.” Web Writing: Why and How for Liberal Arts Teaching and Learning, edited by Jack Dougherty and Tennyson O’Donnell, University of Michigan Press, Ann Arbor, 2015, pp. 149–158.
  • Hoofd, Ingrid. “Video Games and the Engaged Citizen : On the Ambiguity of Digital Play.” The Playful Citizen: Civic Engagement in a Mediatized Culture, edited by René Glas et al., vol. 1, Amsterdam University Press, Amsterdam, 2019, pp. 138–156.
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  • Włosek, Rafał. This War of Mine. 11 Bit Studios, 2014.