With a tip of their hat they mount their
horses and ride off into the sunset. They seek the outlaws of the vast
wastelands to capture them and trade them for a hefty sum. Their loyalties are
to no one; they have no place to call home. They are merely bounty hunters,
putting their life on the line everyday to scrape by an average livelihood.
They are the Sunset Riders.
Sunset Riders was a game released by
Konami in 1993 originally for arcade but later ported to both the Super
Nintendo and the Sega Genesis. It is a part of a genre dead since the dawn of
3d gaming, the shoot ‘em ups. Its concept is simple, move from one end of the
screen to the other killing outlaws and marauders on your way to the boss of
each level. The gameplay though simple in theory, played out quite interestingly.
Players would cooperate with one another through the regular parts of the level
to take down the multitude of enemies that appeared on screen while preserving
lives. Players would often create gentlemen’s agreements with one another which
usually following the pattern of “let me get this power up and you can get the
next” or “You take the bottom part of the screen and I’ll take the top”. By helping one another out, regular gameplay
can be a breeze as the hail of bullets caused by power up pistols and shotguns
quickly fills the screen. However, all formal agreements and bond of friendship
are quickly erased as soon as the players come across a boss fight. The reward
for killing a boss in each level scales, starting at first at 10k boss and for
the final boss of the game 100k. Because of these huge payouts a player in dead
last who kills a boss can instantly jump to first.
In Roger Caillos’ “The Definition of Play: The Classification of Games” he
states “Play is an occasion of pure waste: waste of time, energy, ingenuity,
skill, and often money”. (Caillos, 125) He also describes it as “…a separate
occupation, carefully isolated from the rest of life…” (Caillos, 125) When I
look at this definition and Sunset Riders I couldn’t think of a definition
anymore wrong. For in sunset riders, sure no wealth is procured, no goods
created, but the person who manages to kill the final boss and secure a first
place position or even just move out of last has bragging rights over his
friends. Friendships have been destroyed because of this game. I’ve had friends
who would refuse to play it or refuse to talk to each other because they felt
wronged for having lost a boss fight.
Works Cited
Huizinga, Johan. "Nature and significance of play as a cultural phenomenon." The Game Design Reader. Ed. Salen and Zimmerman. Boston: MIT, 2006. 96-119.
Caillois, Roger. "The definition of play and the classification of games." The Game Design Reader. Ed. Salen and Zimmerman. 122-155.
Suits, Bernard. "Construction of a Definition." The Game Design Reader. Ed. Salen and Zimmerman. 173-191.
Dan, you make a good point here in that the SOCIAL consequences of gameplay are sometimes quite extreme, so the argument that games are without real-world consequences doesn't fly. I don't, however, see any reference here to either the Huizinga or the Suits reading, which were also part of the assignment.
Posted by: gamegrrrl | 10/18/2009 at 02:49 PM