Q&A: Creator of Super Columbine Massacre RPG
Tuesday, May 16 at 9:54 AM
Q. What inspired you to create a game about Columbine?
A. Firstly the shooting itself. This may seem like a tautology to even mention but it's resoundingly true. Columbine marked me deeply. I was in a Colorado high school then. I was a bullied kid. I didn't fit in and I was surrounded by a culture of elitism as espoused by our school's athletes. I saw so many similarities between the situation there in Littleton and my own. It was very much like being terrified by one's visage in the mirror. At the same time, it was empowering to see two oppressed, marginalized kids rise up--but we'll get into qualifying this later because I think there is a dangerous oversimplification to be made by saying this.
The real spark to fuel the fire was stumbling across a moderately user-friendly platform for making video games. I played so many during my youth and often imagined making one but lacked the necessary computer skills to do so. All that changed in the fall of 2004 and I began encoding. Almost immediately I realized I could do something profoundly unique and confrontational--never really knowing whether it would be played by one person or (at least count) over ten thousand.
Q. Why did you decided to make it a role-playing game?
A. If I told you it was purely my intention that would be a lie. The fact is that RPGs are easier to program because they have vastly more simplified game physics. There is no aiming of weapons, hit detection, and gravity or inertia to program. With these limitations, however, also came new possibilities that a conventional action game (first person shooter or otherwise) simply couldn't offer. There were real characters, a storyline, flashbacks, song lyrics, and genuine opportunity to create more cinematic experience--a narrative from a true story.
Also there's something innately comedic about making a violent school shooting into a game with tiny, cartoonish sprites and text-based menus that make firing a TEC-9 feel like casting a magic spell. Part of the point of SCMRPG is that it parodies video games--much like the Broadway version of "Backdraft" from the film "Waiting for Guffman" parodies films adapted for the stage.
Q. Why do you have gamers playing as Eric and Dylan?
A. This seems only logical to me. Who would want to play as a girl that got shot in the head?
To be fair, though, the larger question here is "why do you have gamers playing as killers who massacre innocent people?" The answer: I think this is a great way to confront people's moral sensibilities. You must CHOOSE to kill in SCMRPG. You have to chase down your victims. You carry shotguns and they run away from you, unarmed, making a bloody gurgling noise when you kill them. Do you feel guilty? Do you kill one of them or fifty? The choice is entirely yours. You enter a classroom later to find the bloody bodies still lying there from your rampage. Do you feel triumph or remorse? Most videogames never cast doubt over the player's actions. SCMRPG does and I love it.
Q. What purpose do you think the game serves?
A. I'll admit that, sociological imagination removed, it's not that entertaining. I want people who don't usually play video games to take this one up. It's not very challenging and only requires the arrow keys and the spacebar. I want people to read and learn something new about the shooting. I want people to walk away feeling disturbed or at least introspective. I think the ultimate purpose of the game is to promote real dialogue on the subjects of school shootings, violence, retribution, media coverage, and many others. For me the website's forum is as important as the game itself; otherwise I would just be firing .zip packets into the black hole of cyberspace.
Q. Would you call this a serious or educational game?
A. I'm not sure the two are mutually exclusive. I feel like parts of the game are very emotionally powerful--something I wanted to push in a medium best known for innocuous icons like Mario, Sonic, and Pac-Man. The game deals with difficult coming-of-age situations like rejection, isolation, ridicule, and depression. Behind all the pixels is the fact that people really died--including angry two boys who were at times very thoughtful, sensitive, and intelligent young men.
At the same time, the game is a great way to learn about the shooting itself. Much of the history of Eric and Dylan is in the game's flashbacks and cut scenes--consisting mostly of direct quotes. Even trivial details like the fact that a man contracted to repair the school's roof was initially mistaken for one of the shooters are in the game. I think SCMRPG is educational in the sense that it is an antidote for many of the myths and mistruths about the shooting and those involved.
Q. What sort of lesson are you trying to teach with the game, if so?
A. I think that question is excessively pedagogical. SCMRPG isn't a nursery rhyme with readily available morals at game's end. To cut to the heart of the issue, though: I got tired of all the traditional platitudes and panaceas being wheeled out around the shooting. "Insufficient gun laws!" "Violent video games!" "Children devoid of God-fearing morals!" "Angry music!"
What really frightened people about Columbine is that it confronted America's dark inner soul. These were upper middleclass white males who had the potential to do anything at all; and all they ended up wanting to do was blow it all up. This scenario, in my view, indicts the most fundamental aspects of society. Eric and Dylan were the canaries in the mine; they represent something larger than themselves. Perhaps in a hundred years they will be recognized as precursors to the collapse of modern civilization but right now this is far too bitter-tasting an analysis for most to embrace; hence the smoke and mirrors of feigning to want to know "why they did it" but really only being concerned with make-shift solutions to prevent more destruction in the future. Society has a powerful self-preservation meme and most people are incurably affected by it. Thankfully I'm not--hence, the game.
Q. Do you worry that some might get the wrong message from this game?
A. I think the concern that this game will "inspire" more violence is a fairly hollow one. Amidst such a violence-saturated media in such a violence-saturated world, if a collection of 16-bit colors and sounds inspire someone to walk into a public area and randomly execute people... well, this is cosmically beyond my control. For all I know, random colors and shapes could inspire such a fragile psychopath to do the very same. I sleep quite well at night, trust me.
Q. When did you create the game and how long did it take you to make?
A. I discovered the RPG Maker 2000 software in the fall of 2004 and worked on and off over the next several months; finally in March of 2005 I poured all my spare time into getting it completed and available for download before the 6th anniversary of the shooting on April 20th. I would estimate between 200 and 300 hours went into the game from start to finish. It was all off the clock and at odds hours of the night so we'll never know for sure.
The game's creation was a pretty monumental undertaking for one person who's never programmed a videogame before; during tedious and trying times in the process I had to keep reminding myself of what Tyler Durden says at the end of the film "Fight Club" as the financial buildings are primed to explode: "this is the greatest thing you've ever done, man. Don't stop now."
Q. What sort of research did you put into creating the game?
A. As much as I could. Honestly I didn't know how huge the cult following around the shooting was until I began researching. There's really something morbidly special about the Columbine shooting; people on six continents know about it and I found great sites from the UK to Australia to refer to. I listened to KMFDM. I watched all the school shooting movies I could find. I played Doom all the way through. I recovered videotapes of Eric and Dylan's home movies. In every way I could, I tried to understand them and, in an eerie way, I imagined they were by my side designing the game (being that Eric designed his own levels for Doom II, this isn't really that far-fetched a notion).
Some aspects of the fact checking process were very important to me. In the game players get the exact numbers of bombs and the exact guns the shooters used. Most everything the boys say (as well as a bulk of the rest of the text) is verbatim from firsthand accounts. In other ways, like the layout of the school and the game's metaphysical second act, I took the liberty of creating a world I wanted the game to be comprised of.
Q. Do you think there are certain topics that should be taboo for video games?
A. Absolutely not. Foremost, the concept of "taboo" is a laughable one in a society that pretends to care about free speech. I stumbled across KKK versions of Super Mario Brothers, a game about escaping the World Trade Center as the towers collapsed, and a shooting game that takes place at the Branch Davidian. I knew then that I was in good company in making this game.
If I made a film in which the main character was Adolph Hitler, I might be up for an Oscar nomination. Conversely, if I made a videogame in which Hitler was the main character, well, I'd be buried in anti-defamation charges. Honestly I'm not sure why videogames are held to a larger degree of scrutiny than films, books, or other mediums. Perhaps because some believe (incorrectly) that the demographic consists mostly of young children? I don't know. It's quite irritating and I think SCMRPG is a way of widening the chasm of subject matter for videogames. The Palm d' Orre at Cannes in 2002 was "Bowling for Columbine" and in 2003 was "Elephant." Why, then, ought not a videogame be made of the same award-winning subject matter? The silence is deafening.
Q. What sort of reactions have you received from the game?
A. I would say around 95% of everyone despises it outright and doesn't give even a passing thought to the potential the game actually has in creating inquiry and civil discourse. I'm routinely accused of being soulless, of being destined for an eternity in Hell, and similarly colorful assertions. However, I cannot emphasize enough that there is a small fraction of the population who really gets it--who really understands why I made the game and how possible it is to escape from the polarized, dualistic thinking the Columbine shooting seems to illicit in most people.
Q. Are you concerned about the impact a game like this might have on the people directly effected by the events at Columbine?
A. This is actually a more difficult issue for me that my detractors might otherwise imagine. Yes, that is a concern of mine. I realize it's very difficult for someone affected directly by the shooting to understand or appreciate my point of view in creating a videogame from what is no doubt the most painful experience in their lives. Nonetheless, film directors are embraced for "getting it right" on the Holocaust and I think anyone, including CHS families, who really look at this game will understand that I don't advocate or endorse the violence but rather am calling for a deeper understanding of the shooting itself. Anyone who rejects outright the search for an alternative perspective is either a fascist or is hopelessly entranced by the emperor's new clothes.
Q. How should I describe you for thee story? Like any background: place you live, age, profession.
A. I went to high school in Colorado during the late 1990's. I currently live in the United States. I have a variety of jobs that are media-related. In a more thoughtful, tolerant society I could tell you more but judging from the kind of online animosity I'm already receiving I'll leave it at that for now, thanks.
If there is anything I could add, it would be this: if this topic is of interest to you, go to
http://www.columbinegame.com , download the game, play it, read the forums and add to the debate. I'm not going to kill anyone and I don't hope for the same from my audience. Let's exchange ideas and agree to disagree if we must. Nonetheless, a game like this has underground popularity for a reason--and that reason can't be easily swept away by blanket assertions of "offensive" and "inappropriate."
A world that does not exist.