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"Save the Baby?" is a large-scale video game where the participants use their shadow as well as numerous tools such as bicycle wheels, tennis rackets, and ladders to manipulate the characters of the game. The audience must discover the objective on their own, and as they do, there are a few surprises in stock for them. |
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![]() On one side of the room they discover cute little green aliens that walk on top of shadows. |
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![]() The participants learn to move the little green aliens by manipulating the shadows. For example, here someone is balancing an alien on top of their head while moving an overhead pipe. |
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![]() Inevitably (without being told to do so) they lead the little green aliens towards the baby. But... When the aliens reach the baby, they don't save the baby as everyone assumes - they eat the baby! |
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And thus the moral of the story: |
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"Save the
Baby?"
is a subversive parody of game playing and by
extension, life in general. It shamelessly exploits people's assumptions
that game-playing has no "real" consequences. However, I submit that the
human nature which inevitably compels participants to advance the aliens towards
the baby is a force outside of the game mechanic. How much human history
is, for both good or evil, attributable to people's blind pursuit in overcoming
that which they perceive as an obstacle? And furthermore, does not the
definition of "obstacle" often degrade into "that which fails to
act as
expected" instead of "that which impedes my ability to do that which is right"? "Save the Baby?" reminds participants that they, like anyone, can be easily led to take actions the consequences of which they may find repugnant and was inspired by Stanley Milgram's obedience experiments. I hope that the piece results not only in personal reflection on one's decision-making process, but also reminds participants that when it comes to critiquing collective human action throughout history that they perhaps live in glass houses. More obliquely, "Save the Baby?" is also a satire of the attempts to qualify video game violence. It was inspired by Nintendo's guidelines for product licensing which endeavor (at least when I last read them in the early 90's) to define unacceptable content by enumerating a list of inappropriate elements such as blood, corpses, sexual organs, smoking, alcohol, etc. (Incidentally, conspicuously absent from the list was [is?] a prohibition on depictions of racial stereotypes - after all, such regulations would preclude selling their most profitable product line: Super Mario - the eponymous character of which is a pizza-tossing, outrageously accented, Italian stereotype.) "Save the Baby?" was designed to meet the guidelines for the most junior grades of game content and thus it depicts no actual violence. The aliens themselves are never injured and, when they reach the baby, they merely pull out a fork and knife implying that they are hungry; what happens after scene fades out is left to the imagination. And thus the point: just because the action isn't shown, is it really less violent? I don't think so. "Save the Baby?" is simultaneously both the least violent game measured by aforementioned metrics and the most violent game measured by the repugnancy of the action. And this, I hope, demonstrates the intractability of stamping content labels on fictional worlds be they games or books. -Zack Booth Simpson |