Game culture spread world wild

An American gamer walking into a Japanese arcadescale were now possible, where previously the
would probably find themselves quite confused. Atconsole hardware had been the limiting factor.
first glance, everything appears as it should be;The most notable gaming obsession to grow out of
Flashing screens, deafening sounds, and a tokenpersonal computing is the South Korean favorite,
machine in the corner, waiting for your cash. AfterStarcraft, developed by Blizzard Entertainment, based
one converts their bills into the ubiquitous goldenin the United States, for Windows and MacOS-based
funny money, tokens, they may notice somethingpersonal computers. Starcraft is what's known as a
has gone awry: The games they're so used to are"real-time strategy" game, or "RTS," in which players
nowhere to be found. There isn't a single Centipedecontrol large an entire army in a battle simulation.
machine! In its place, however, there is a game inThese games became so popular that they became
which the player can take the place of ato South Korean cultural force in their own right, with
percussionist in a virtual band. In fact, not only arePC gaming centers springing up almost overnight, and
the games ifferent in theme, but many of them don'teventually the development of a national gaming
even have a joystick, the staple control schemeleague.
Americans expect to find on just about every arcade"That snowball has now reached the bottom of the
game and are instead replaced by guitars, bongos,hill. Starcraft is not just a game in South Korea, it is a
and dance-pads.national sport, what football was in America in the
While I've never had the opportunity to travel to1970s. Five million people - equivalent to 30 million in
Japan, I had the good fortune of experiencing anthe US - play. And three cable stations broadcast
"authentic" Japanese arcade while living in Loscompetitive gaming full-time to a TV audience."
Angeles. I traveled from my West Los AngelesOf course, with the advent of the Internet, and
apartment to Rowland Heights, where inside aespecially broadband access, new and unique avenues
shopping center called "Life Plaza" (aka: "Diamondof cross-cultural communication were been opened.
Plaza") there is deceptively small arcade by the nameAnd with that communication, new gaming opponents
of "Arcade Infinity" that specializes in arcade gamescan now be found easier than ever, which lead to
imported directly from Japan. The importation is notthe huge popularity of games like Starcraft. In nations
for novelty, as the Rowland Heights area has a largelike the United States and South Korea, this meant
Pacific Rim population, to many of whom thesethat computer gaming had found a niche that
games aren't as rare or unique as many visitors mayconsoles can't match, at least for the moment:
assume. The space itself looks tiny, but it's packed asMultiplayer network gaming. Japan, however, with its
densely as possible with all manner of arcadelimited broadband access and the ongoing popularity
cabinets. I had come on a mission to play the latestof arcades and consoles has been left out of the
version of the Super Nintendo classic "F-Zero," whichrace to create the most immersive online
had just been released, and would not officially beenvironments. And as a result of this ease of
released in the United States for months to come.communication, post-broadband boom South Korea
While I was there, however, I got a taste of justhas seen a sharp increase in the number of
how different life must be for the average Japaneselocally-produced "massively multiplayer online
arcade fan. For example, take this list of the currentrole-playing" games, or MMORPGs, like NCSoft's
lineup of games at Arcade Infinity (affectionately"Lineage, and "Lineage 2" built upon the infrastructure
known as "AI" by the regulars):provided by the Internet. In this case, South Korea's
"Crackin' DJ 2, Dance Maniax 2nd Mix JPARADISE,gaming culture was imported, in part, from the United
Guitar Freaks V, Keyboard mania 3rd Mix, Para ParaStates thanks to ubiquitous Internet connectivity.
Paradise 2nd Mix, Shakka to Tambourine, beatmania"Koreans spend an average of 16 hours a week on
IIDX 11 RED, beatmania III 7th Mix, drummania V,the Internet -- compared to 10 hours for Americans
pop'n music 12 Iroha"but they represent an entireand four hours for the British -- with housewives who
genre that flourished for years in Japan while being atshop, trade shares, take classes and get information
most under-represented in American arcades, and inonline generating some 45 percent of all Internet
most cases totally absent: "Rhythm Action games,"traffic, Son said. Korea also has over 20,000 Internet
also known as "Bemani," a shortened version of thecafes, which the Koreans call 'PC baangs' (literally, 'PC
title of one of the first and most famous Rhythmrooms')."
Action games, "Beatmania," created by Konami Japan.Taken as a whole, gaming culture, with its high level
There are cultural forces at play that drive theof technical sophistication in the form of personal
development of the games that we play and thecomputers, purpose-built home gaming machines, and
genres they reflect, where ever we happen topublic arcades has become a part of many different
reside, no matter the culture to which we claimcultures across the globe, and in particular those that
affiliation. But games don't seem to directly mirror theare a part of the Pacific Rim. Gaming culture isn't
culture in which they are produced. If one were tohomogeneous by any means. Specific games, and in
assume that the games that are unique to anyfact entire genres that are popular in one area may
culture or nation are a reflection of its citizens, itbe virtually unknown in another. And again, it must be
would follow then that Japan game players, and thenoted that due to the popularity of the internet,
populace as a whole, find music more culturallyespecially as a distribution method for PC games, we
significant than other nations. This, however, is clearlycan assume that a wide array gaming information is
quite impossible to prove, and I would find it highlyavailable virtually everywhere that videogames are
dubious if it were claimed as fact.played. Of course this can be confounded by the
If we look a little deeper, though, it becomesfact that not all platforms are available in all areas (as
apparent that something else entirely is at work here.we've seen with South Koreas former ban of
It's not a love of music in particular that drives theJapanese games), however it's getting rarer every
market for music themed games in Japan. In fact,day, as established consoles push into new markets.
there are many other types of games that areAnd as new gaming markets are discovered, they
similar in their use of "non-standard" control methodsessentially become new "markets" for memes as
like dancing, playing guitar, evenriding a race horse.well. Because gaming is now so closely linked with the
These games are an outgrowth of a JapaneseInternet as a communication method, and gamers
tradition of using arcades as a destination for dates.themselves are closely linked by virtue of
In United States the arcades are slowly dyingInternet-enabled multiplayer games. In fact, some
because there really isn't an incentive anymore to goone of the more famous Internet memes came not
to a dimly lit room and pay a dollar a play for a gameonly directly from game culture, but also from the
when it can be bought for a home console for fiftyinterplay between to markets. The once-funny "All
dollars. By contrast, the games in Japanese arcadesyour base is belong to us" was derived from bit of
are colorful, fun, and more importantly, they appealtext that had been mistranslated in the
to a much wider audience, that is gamers who playEnglish-language Sega Megadrive console port of the
occasionally as opposed to obsessively. Over theJapanese arcade shooter "Zero Wing." Seemingly
past few years, Rhythm Action Games have madeover night, the text appeared on countless
an appearance, most conspicuously in locationsweb-pages as form of nonsensical Photoshop-enabled
outside of traditional American arcades, like movieparody. And as memes tend to do, it spread far
theatres, or even the San Jose Student Unionbeyond the small number of fans the relatively
bowling alley. While I'm somewhat skeptical of theobscure game had, and proceeded to infiltrate the
ability of Rhythm. Actions Games to transform themainstream of American culture, appearing in
arcade market in the United States, they havenumerous mass media publications, including on
gained a foothold, because it wasn't only the gamesoft-cited article by Eric Umansky in the online
themselves that were imported, but and attitudemagazine Slate, entitled "All Your Base Belong to U.S.
about gaming, and in this case, dating. UnfortunatelyComedic memes and Starcraft competitions on South
one of the best indicators of which games areKorean television are clearly the lighter-side of
popular in global markets, quarterly sales reports,trans-national gaming culture, but evidence suggests
doesn't track sales of arcade games. Even with thethat there's a more sinister side to the global trade in
lack of arcade revenues, these reports tell us notgames. MMORPGs aren't just a hit in South Korea,
only what games are being bought for the home, butbut games like NCSoft's lineage have been running,
also which genres are the most popular at any givenuninterrupted for years. Widely considered a classic,
time. These reports are usually generated by theSony Online Entertainment's "Everquest," has been
trade-groups representing the video game industry inproviding a persistent, online world for over five
the specific country of origin. In the United States,years. Since the launch of Everquest, which brought
these numbers are compiled by NPD Funworld, whichMassively Multiplayer Gaming to the ainstream, a
describes itself as "the premier source of marketblack market has developed sounding it and similar
information for the toys, PC games and video gamesgames. In a persistent environment, one of the goals
industries, while Japan's figures are compiled andis the accumulation of wealth and valuable items that
published by the trade magazine, Famitsu. A quickremain with one's character (also known as an
glance at the sales figures in both countries for the"avatar" or "toon"), even after the player logs out.
first quarter, 2005, shows something fairlySome enterprising players took it upon themselves to
remarkable: The number one selling game in both thesell in-game currency for real dollars via services like
United States and Japan was Gran Tourismo 4 foreBay to gamers who either didn't have the skills or
Sony's Playstation 2 console. Gran Tourismo'sthe time to gather it themselves. As MMORPGs grew
appearance on both lists may be due to a fewin popularity, the market for their associated virtual
different factors: It is a driving simulator, which iscurrencies did as well. Gradually what had once been
inherently cross cultural, especially since it representsa niche market turned into an extremely profitable
both cars from the United States, Japan, and muchbusiness venture, and larger and larger organizations
of the rest of the world. Also, due to the fact thatmoved in to fill the demand for virtual gold. One
it's a simulator, there is very little text to translate,player, in an interview with Mike Musgrove of the
meaning that a near-simultaneous release in bothWashington Post explained one method of gathering
markets was achieved with relative ease (the delaymassive amounts of virtual currency:
between the Japanese and U.S. releases was under"We call them 'gold farmers'. Some people call them
two months).Chinese gold farmers because often it is people in
The similarities end there, however, as we moveChina who play hours a day for very little pay to do
further down both charts. In fact, not only to thethis. "
similarities end, but the most of the games listed onIn effect, the result has been "virtual sweatshops,"
either charts are not on the other at all. There is athough while the products aren't tangible, it's thought
long tradition of games being developed in a particularthat the operations work very much like the
market (Japan, the US, etc) and not being releasedtraditional sweatshop, in which as many people as
outside of that particular market. Historically this haspossible work in a small space for long hours with
been related to issues of cost associated withvery little pay in return. The market works, of
translation and distribution, but there have been morecourse, because the sales of the virtual gold are
than a few instances in which a game was not slatedusually in USD and workers are paid very little in
to be released in other markets for fear the gamersChinese Yuan. Exploiting the Chinese working poor
there wouldn't "get it" because the cultural themesworks just as well for gold farming operations as it
may be too foreign to them. In fact, a recentdoes for making t-shirt for Old Navy. At the time of
example of this was Namco's release of Katamariwriting, one site tracking the "virtual currency
Damacy in the United States, which took place afterexchange" hasWoW Gold(World of Warcraft gold)
fans insisted that it be officially translated andtrading at $0.09 per Gold. The realization that video
released outside of Japan. Only when Namco wasgames have created a highly organized capitalist
sure there was a market for the game did the startsystem within communist China is startling, and
the process of exporting it from Japan. In effect,reinforces the fact that not gaming is a force that is
what this means is that American gamers anddifficult if not impossible to contain. The Gold Farmers
Japanese gamers are playing completely differentalso illustrate its power to bring with it extremely
games. And in fact, not only are the gamescomplex cultural ideas and the ability to transform the
themselves different, but the most popular genreslives of thousands of people virtually overnight.
are also different. This is also true of not only Japan,I haven't returned to Arcade Infinity in some time,
but many other nations as well. South Korea, fornow, but I'm confident that if I walked through the
instance, has a very different "game culture" thandoor tomorrow, there would be a fresh batch of
either the United States or Japan, regardless of theimported games waiting for me that are just as
fact that for many years South Korea's most popularmysterious as the ones that I played the first time.
games were developed and produced in the UnitedWhile nay-sayers have predicted the doom of video
States.gaming for years, it's only grown stronger as a
After the videogame crash of the earlymarket force and cultural phenomenon, and has since
nineteen-eighties, gaming's "second wave" tookbecome a more unified global phenomenon. More than
different forms in different places: In the Unitedthat, though, it's become a cross-cultural force that
States is was primarily home computing, while Japanhelps drive the Pacific Rim.
began producing home entertainment consoles (whichBut where will gaming take us as a global culture of
were later sold in the United States), but theplayers? Societies are becoming more sophisticated
post-crash gaming development in South Korean wasevery day with respect to their ability to
driven by cultural seclusion. It wasn't until the latecommunicate with the rest of the world quickly and
Nineties that South Koreans could purchase anythingefficiently, especially through global networks like the
from Japan that was deemed a "cultural import,"Internet. I would imagine that in the near future we'll
which of course included video games.see game developers releasing their games on a
"For decades, the South Korean Governmentwider variety of platforms (both home computer and
maintained bans on Japanese cultural imports - rangingconsoles) as well as in multiple markets
from films to pop music. But soon after taking officesimultaneously. Gamers know what they want to
in 1998, South Korean President Kim Dae Jung tookplay, and I can't imagine a company would continue
steps to improve ties with Tokyo."to refuse to oblige them. We're already starting to
Because of the complete absence of the wildlysee a move toward this sort of unfettered
popular Japanese gaming consoles, South Koreansdistribution. There have been quite a few rumors that
turned to another form of gaming entertainment:some or all of the next generation consoles will not
The personal computer. They had no problem playinghave "region-locks" that prevent the direct
games from America that had been designed byimportation of games from other markets, allowing
American developers for use on home computers.gamers to have the games they want, when they
But personal computers, as we've discussed, werewant. Not only that, but we've seen lately, for
developed originally as business machines. While theyexample with Namco and Katamari Damacy, that
weren't much more powerful than the consoles incompanies are much more responsive to
terms of raw computing power, they did compute infan-pressures to translate and distribute a game
a different manner. These weren't purpose-builtglobally than they once were. The danger with this
machines for making flashy, colorful, fast-movingmodel of global distribution is that it may produce a
graphics. But because the same hobbyists were stillsituation in which games lose their cultural significance.
active, with more advanced hardware and softwareIf we end up with truly a single, global market,
at their finger-tips, it wasn't long before the "strictlygames may be made with as little cultural significance
business" home computers were able to create aas possible, in a homogenized effort to produce
new type of game that the consoles of the timegames that are the least unfamiliar for as many
just couldn't match: the simulation. PC gamingpeople as possible. I hope this won't be the case, and
spawned the FPS genre with the release of idthat gamers will continue to demand both the best
Software's "Catacombs 3d" (and the more populargames from home and abroad, without losing what
"Wolfenstein3d." Instead of guiding Mario along amakes each special, because I plan on discovering
horizontal plane from the 3rd person, Catacombs 3dplaces like Arcade Infinity for a long time to come.real
put you inside the game, looking through the eyes ofworld?
the main character. Games much more grandiose in