A Game Cultural Tour of Brazil



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A Game Cultural Tour of Brazil by James Portnow Part One Last month, business brought me to Brazil. I spent most of December wandering the country; talking to members of the industry and gamers alike. In Brazil I found something completely different than anything I could possibly expect. Expectations Often Brazil is overlooked as a force in game culture. When we think of nations that impact gaming at large we think of Japan, the United States, Korea, and perhaps, China or the EU. South America as a whole isn t even on our radar, at least in the US, but it should be. When I began to prepare for my trip to Brazil I started by asking about within the industry here for information on the games industry down there. Over and over I heard the 1

same thing it doesn t exist or they re like China except without the money. People I spoke to thought of Brazil only as a backwater pirate nation where the PS2 had just gotten its official release and legitimate copies of games were impossible to sell. Like all stereotypes, there is some truth to these statements, but, like all stereotypes, that grain of truth covers a much greater lie. Discoveries One of my first stops was at the Center for Technology and Society at the Fundação Getúlio Vargas Rio de Janeiro Law School (henceforth referred to simply as FGV). The school is an internationally recognized center for intellectual property policy (they shepherd the Creative Commons international project) and have recently set up a division looking into how games, as an emerging medium, will be dealt with in the years to come. At FGV there was an amazing dialogue going on about games need to be classified as art in order to fall under the freedom of speech protections that all other artistic mediums enjoy in most first world nations. It was a question that was alive and active for them. A question not merely philosophic but legal and immediate. This lead me on my the first steps of my journey discovering game cultural in Brazil. With the help of some intrepid students (Arthur Protasio, I speak of you) I spent a week walking through Rio, trying to understand how games were viewed. I found a sharp, but encouraging divide. As a whole the non-game playing populous still sees games as an activity for children. They see them only as an entertainment; a potentially dangerous and morally degrading one at that. This group is the vast and overwhelming majority but they are by no means the totality. I saw museums where games were placed next to great paintings or sculptures. I saw an incredible high school whose function was to prepare students for the technological culture of the future through the medium of game. I saw nascent game development programs in 2

every university I visited and I saw research, a great deal of research, about the impact of games as a cultural force. Serious Games and Research The government of Brazil is a strange and bi-polar thing (as perhaps all democratic governments are). On the one hand, poorly worded draconian bills banning games appear whenever someone needs to score political points with the rural populous, on the other hand they have more grants for serious games and research regarding the cultural aspects of gaming than we do in the United States (this may be on overstatement as I don t have exact numbers but I m confident in relation to GDP this is absolutely true). This means that the serious games industry is better developed in Brazil than in the United States and better funded. Not only does this in turn mean that they are creating better educational games and social games than I often see come out of the US but it also means they have another advantage, the opportunity to be fun. In the media I ve often bewailed fact that the educational/progressive games industry and the entertainment games industry are two separate industries in the United States. This isn t true in Brazil. Brazil s internal entertainment games industry is underdeveloped, so many of the people who in the US would gravitate towards the entertainment side of the industry have entered the edutainment/progressive games field in Brazil. This means that as the internal Brazilian entertainment industry begins to take shape many members of the progressive games industry will migrate over and the exchange between the two will blur the lines until there is only one industry in Brazil, busy creating fun games that matter. Games as Art Games right now aren t an economic force in Brazil, they aren t big business (at least not legitimately) and so those who desire to create games do so for the love of the medium, 3

for they are not well remunerated. While this is in many ways tragic, it breeds creativity and a willingness to experiment. Developers in Brazil aren t constrained by any of the traditions or mindsets that the more established industries of other countries have become locked into. The small size of projects (no one is taking sixty million dollar risks in Brazil) and the general spillover from the progressive games industry go to further this general attitude of seeing game creation as an artistic endeavor. Of course, like all arts, 90% of what gets turned out by these first halting steps of a rudimentary industry will be terrible, but this does not prevent that last 10% from having a lasting impact on our medium and perhaps even on humanity in general. Part Two I ve talked enough about the industry in Brazil, but what about the people? How do the players feel? Well, it s an interesting mix. There is an ardent and universal desire to see the medium gain more respect and acceptance. Every gamer I talked to hoped to see games become a 4

more valued aspect of Brazilian culture, but to do that more of the populous has to have access to games and games can t exist in a world outside the normal legal structure of the country. So what are the problems? At first glance, piracy is the simple answer and so far few people have stopped to take a second glance. The real problem with getting games out to the masses are taxes. Let s take a game that s several months old, old enough to drop in price in the US say Red Faction: Guerrilla because that happened to be all over the shelves while I was there. Red Faction is being sold at a legitimate retailer for $250 Reais, which translates to roughly $150 US. This is true of almost every current gen game. Would you buy a game for $150? For that matter would you buy a system for $900 if you knew every game would cost $150? Now let s say that system is an Xbox, would you still buy it for $900 with $150 games if you couldn t use any of those games on Xbox live? (Because you can t sign up for Xbox Live with a Brazilian address, the only way to access Xbox Live in Brazil is to use the address of someone living in the States.) You get the point. Brazil is a poorer country than ours and yet games are three times as expensive in US dollars there. How could an industry ever take shape under such circumstances? Piracy. I went to the Sahara in Rio and to pirate vendors everywhere from São Paulo to Porto Alegre and the story was the same, I wanted Red Faction: Guerilla for my 360? No problem, 15 reais. Yes, that s around ten dollars or close to a 1500% price differential! The strange thing about this price point is that it means that Brazilian gamers consume a lot of games. Nearly everyone I talked to was incredibly game literate. The average person I talked to said they bought at least four games a month, and I believe that average is skewed low because many of the pirate stores will let their customers try games by letting them exchange their purchases if, after a few days, they find they don t like the game they bought. Unfortunately the gaming populous in Brazil seems very comfortable with these pirate stores (and why shouldn t they be, they provide superior service and offer vastly better prices than the legitimate options available), so games will have to come down a great deal in price 5

before they can hope to begin dislodging the pirate stands. The worldwide industry will have to begin caring about this market in order to put enough political pressure on the Brazilian government to remove their protective tariff on an industry that doesn t exist in their country (and is actually being strangled by this very tariff set up to protect it). The Culture There are a lot of hurdles before Brazil starts shaping game culture in the way that Korea, the US or Japan does, but if we can lower the cost of games legitimately sold and help kickstart the internal development industry with a little external capital, Brazil will in turn give us the new blood and new perspective this industry needs so badly. But it will do much more than that a fight is coming, a fight to decide whether games deserve the legal protections afforded other arts. Brazil is the place where we want to have this fight. It s where we ll win it and win it resoundingly. The mainstream press is interested and may even be friendly to the idea of an interactive art, the political opponents of games are weak and used to having an easy target, the country is eager to take its place amongst first world technological nations and the gaming populous is idealistic and well informed. Brazil isn t a backwater country. Technology use is high and on the rise. It is the fifth most populous nation in the world with an exploding economy and growing middle class. The money and the interest are there and, with a little help, Brazil could easily be the place where we finally put to rest the question Are games art? (and What the hell does that even mean? ), but if we continue to ignore this sleeping giant we may lose this opportunity and the opportunity to add a new and vibrant element to our game culture, here and in all of South America, entirely. 6