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Selects: Night Trap: The Video Game Failure that Changed the Industry

By iHeartPodcasts

In this episode of Stuff You Should Know, the hosts explore the history and impact of Night Trap, a video game that sparked controversy in the 1990s. They discuss the game's evolution from its original concept by Atari co-founder Nolan Bushnell through its development changes, including the transformation of its antagonists from ninjas to creatures called "augers" to make it more family-friendly.

The episode examines how Night Trap, despite its relatively mild content, became central to the debate over violent video games alongside Mortal Kombat. The hosts detail how congressional hearings about the game led to the creation of the Entertainment Software Rating Board (ESRB), and they track the game's journey from commercial struggles to cult status, including its 25th anniversary release on Nintendo platforms.

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Selects: Night Trap: The Video Game Failure that Changed the Industry

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Selects: Night Trap: The Video Game Failure that Changed the Industry

1-Page Summary

The Origins and Development of Night Trap

Night Trap, initially conceived as a live-action full-motion video (FMV) game by Atari co-founder Nolan Bushnell's company Axalon, underwent significant creative changes during its development. The game's original antagonists, ninjas, were transformed into slow-moving creatures called "augers" due to Hasbro's concerns about violence. Jim Riley notes that these augers used a special blood-drawing device that, while creepy, was deemed less likely to inspire dangerous imitation by children.

These changes led to what Bryant describes as a cartoonish and campy product, featuring slapstick elements like Murphy beds flipping characters out windows and trapdoors causing falls, making the game more family-friendly despite its horror elements.

The Controversy and Cultural Impact

Night Trap became a focal point in the early '90s debate over violent video games, alongside Mortal Kombat. Despite featuring relatively mild content, the game's use of real actors and perceived control over female characters drew criticism. A campaign by Senators Lieberman and Kohl against violent video games, sparked in part by Night Trap, led directly to the creation of the Entertainment Software Rating Board (ESRB).

The controversy ironically boosted the game's popularity, leading to a cult following. The game's lasting impact is evidenced by its 25th anniversary edition, which was released even on Nintendo platforms—a company that had previously vowed never to feature Night Trap.

The Troubled History and Legacy

After purchasing the rights from Hasbro, the developers released Night Trap through Digital Pictures in 1992. However, the game struggled commercially due to its outdated visuals, which were filmed in the late '80s but looked more like the late '70s. Later attempts to revive the franchise, including a Kickstarter campaign by Jim Riley that raised only $40,000 of its $330,000 goal, and an unofficial mobile port by Tyler Hogle, failed to gain significant traction.

Night Trap's legacy remains deeply connected to the 1990s video game violence debates, serving as a crucial example of how video game content shapes cultural and regulatory discussions in the gaming industry.

1-Page Summary

Additional Materials

Clarifications

  • A live-action full-motion video (FMV) game is a type of video game that prominently features real actors and filmed scenes as part of its gameplay, rather than solely relying on computer-generated graphics. Players interact with the game by making choices or inputs at specific points in the video, influencing the outcome of the story. FMV games were popular in the 1990s and provided a unique blend of cinematic storytelling and interactive gameplay experience. The use of live-action footage in FMV games aimed to create a more immersive and realistic gaming experience for players.
  • In the development of the game Night Trap, the original antagonists, ninjas, were changed into slow-moving creatures called "augers" due to concerns about violence. This transformation was made to address worries about the potential negative impact of violent content in the game. The augers were designed to be less threatening and were given a unique blood-drawing device to maintain a level of creepiness without being overly graphic. This alteration aimed to make the game more suitable for a wider audience, particularly families, by toning down the violence while retaining elements of suspense and horror.
  • Senators Lieberman and Kohl were prominent figures in the early '90s who spearheaded efforts to address concerns about violence in video games. They played key roles in advocating for regulations and policies to address the perceived negative impact of violent video game content on society. Their actions contributed to the establishment of the Entertainment Software Rating Board (ESRB) in response to growing public and political scrutiny of video game content.
  • The Entertainment Software Rating Board (ESRB) is an organization that assigns age and content ratings to video games in North America. It was established in 1994 in response to concerns about violent and sexual content in video games. The ESRB's ratings help consumers, especially parents, make informed decisions about the games they or their children play. Retailers often enforce these ratings by requiring identification for age-restricted purchases and refusing to stock unrated or adult-only games.
  • A Kickstarter campaign is a fundraising effort conducted on the Kickstarter platform, where creators set a funding goal and offer rewards to backers in exchange for their pledges. In the context of the text, Jim Riley conducted a Kickstarter campaign to raise funds for a project related to Night Trap, but it fell short of its funding goal. Kickstarter campaigns are commonly used by creators to gather financial support for various projects, including video games, films, and technology innovations.
  • Nintendo platforms, in this context, specifically refer to gaming consoles and systems created by Nintendo, such as the Nintendo Entertainment System (NES), Super Nintendo Entertainment System (SNES), and Nintendo 64. These platforms are where games, including Night Trap, can be played. Nintendo has a history of strict content guidelines, and the fact that Night Trap was eventually released on Nintendo platforms is noteworthy due to its controversial content and the company's previous stance on such games. Night Trap's availability on Nintendo platforms signifies a shift in the company's approach to game content over time.

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Selects: Night Trap: The Video Game Failure that Changed the Industry

The Origins and Development of Night Trap

The game "Night Trap," initially conceived as a live-action full-motion video (FMV) game, underwent significant creative changes from its original design that ultimately led to its unique blend of horror and campy humor.

Night Trap Conceived As Live-Action Fmv Game Based On Interactive Play Tamara

The game was developed by Axalon, a company founded by Atari co-founder Nolan Bushnell. The initial concept was heavily reliant on VHS technology, which allowed players to switch between different camera views to follow the action.

Developers Changed Ninjas to "Augers" to Lower Violence

Hasbro, the company backing the game, was concerned about the potential for violence and the risk of children imitating dangerous behaviors. The game's original antagonists, ninjas, were transformed first to vampires to address these concerns. However, Hasbro was worried children could mimic vampiric behavior by biting necks.

Ultimately, the vampires in the game used a contraption to extract blood, resembling a Ghostbusters proton pack with a collar clamp, rather than engaging in traditional biting. The augers, as they were called, moved slowly and lumbered around in a manner that appeared less threatening, which further toned down the violence in the game.

Jim Riley further explained that the trocar device used by the augers to draw blood ended up being far creepier than if a vampire had bitten someone's neck. Still, it wasn't considered as directly reproducible violence, which was a significant concern for Hasbro at the time.

Developers Toned Down Violence, Resulting In a Campy, Cartoonish Product

The changes made to avoid reproducible violence ended up contributing to "Night Trap" becoming a campier and more cartoonish product. Bryant empha ...

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The Origins and Development of Night Trap

Additional Materials

Clarifications

  • VHS technology in gaming involved using VHS tapes to store video content for interactive gameplay experiences. Players could switch between different pre-recorded video segments to influence the game's progression. This technology was utilized in games like "Night Trap" to create a unique interactive storytelling experience, blending cinematic elements with gameplay mechanics. VHS technology added a layer of immersion by allowing players to control the narrative flow through their choices during gameplay.
  • Axalon was a company founded by Nolan Bushnell, one of the co-founders of Atari. Bushnell, a prominent figure in the video game industry, established Axalon to work on projects like "Night Trap." The company's involvement in the development of "Night Trap" showcases Bushnell's continued interest and influence in the gaming world post-Atari.
  • Concerns about violence and dangerous behavior in video games often revolve around the potential impact on players, especially children, who might imitate aggressive or harmful actions seen in games. Game developers and publishers sometimes modify content to mitigate these concerns, ensuring that the gameplay experience remains entertaining without promoting real-life violence or risky behaviors. This balancing act between creating engaging content and addressing societal worries about the influence of video games is a common theme in the industry. By making adjustments to gameplay elements, such as character actions or depictions of violence, developers aim to strike a balance that entertains players while also upholding responsible gaming standards.
  • The original antagonists in the game "Night Trap" were ninjas, but due to concerns about violence and children imitating dangerous behaviors, they were changed to vampires. However, Hasbro was worried that children might mimic vampiric behavior by biting necks, so the vampires were further transformed into "augers." The augers used a contraption to extract blood, resembling a Ghostbusters proton pack with a collar clamp, to make the violence less direct and reproducible. The augers moved slowly and lumbered around in a less threatening manner, toning down the violence in the game.
  • The trocar device in "Night Trap" was a tool used by the augers, the modified vampires in the game, to extract blood. It resembled a Ghostbusters proton pack with a collar clamp. This device was designed to be a less direct and violent method of blood extraction compared to traditional vampire biting. The use of the trocar device added a creepy element to the game while addressing concerns about replicable violence.
  • The campy and cartoonish tone of "Night Trap" refers to the game's deliberate exaggeration and humor in its portrayal of violence and horror elements. This tone is characterized by over-the-top, theatrical performances, comical situations, and unrealistic scenarios. It aims to evoke a sense of fun and entertainment rather than genuine fear, creating a lighthearted and playful atmosphere within the horror genre. The game's use of exaggerated traps, humoro ...

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Selects: Night Trap: The Video Game Failure that Changed the Industry

The Controversy and Cultural Impact of Night Trap

Night Trap, a full-motion video game released in the early '90s, became a controversial piece in the video game industry and shaped the direction of content regulation through the creation of the Entertainment Software Rating Board (ESRB).

Night Trap Sparked Controversy Over Its Perceived Sexual Content and Status As an Early Full-Motion Video Game

Night Trap was targeted in hearings alongside Mortal Kombat regarding violent video games. While Mortal Kombat featured explicit violence, Night Trap was described as cartoonish, without any blood from a person's body. The game, which featured women in lingerie, might have been unfairly targeted because its film-realistic style involved real actors and gave players a sense of control over these characters.

During the hearings, a misconception prevailed that the game allowed players to commit violence against women; however, the game's objective was actually for players to prevent such violence. This misunderstanding contributed to the controversy surrounding Night Trap.

Campaign by Senators Lieberman & Kohl Led To ESRB Creation Over Violent Video Games

Night Trap was pivotal in the controversy that led directly to the formation of the Entertainment Software Rating Board (ESRB). Due to the campaign by U.S. Senators Joe Lieberman and Herb Kohl against violent video games in 1993, an industry-created self-regulated rating system was established.

Night Trap's Notoriety and Cult Following

Despite—or perhaps because of—the controversies, Night Trap has retained a certain notoriety and gained a cult following. Josh Clark and Chuck Bryant discussed how the senatorial hearings had ironically boosted the game's popularity, a trend usually observed when games face such scrutiny.

The game's continued appeal is evident as the hosts talk about the memorable elements ...

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The Controversy and Cultural Impact of Night Trap

Additional Materials

Clarifications

  • Full-motion video games, also known as interactive movies, utilize pre-recorded video files to depict gameplay rather than traditional graphics. These games gained popularity in the early 1990s with the advent of CD-based consoles like Sega CD and 3DO. FMV games often feature live actors and real footage, providing a unique cinematic experience for players. Hollywood studios also began to explore the video game market during this period, blurring the lines between the two entertainment industries.
  • The Entertainment Software Rating Board (ESRB) is an organization that assigns age and content ratings to video games in North America. It was established in 1994 in response to concerns about violent and sexual content in video games. The ESRB's ratings help consumers, especially parents, make informed decisions about the games they or their children play. Retailers often require identification for purchasing games with certain ratings, and major console manufacturers typically require ESRB ratings for games on their systems.
  • The campaign by Senators Lieberman & Kohl against violent video games in 1993 was a significant effort to address concerns about the impact of video game content on society. Senators Joe Lieberman and Herb Kohl played key roles in advocating for regulations to address violence in video games, leading to the establishment of the Entertainment Software Rating Board (ESRB). Their actions were part of broader discussions around the effects of media on youth and the need for responsible content regulation in the gaming industry.
  • Night Trap gained notoriety due to its controversial content and the scrutiny it faced from U.S. Senators in the early '90s. Despite the controversies, the game developed a cult following over the years, with fans appreciating its unique gameplay and the memorable ele ...

Counterarguments

  • The controversy surrounding Night Trap may have been a reflection of broader societal concerns about new media forms rather than an issue with the game itself.
  • The perception of Night Trap's content could be seen as subjective, and what was considered controversial in the early '90s might not be viewed with the same severity today.
  • The effectiveness of the ESRB in preventing exposure to inappropriate content can be debated, as many children still access games without regard to the rating system.
  • The cult following of Night Trap might be more a result of its notoriety and historical significance rather than the game's intrinsic qualities or gameplay.
  • The argument that senatorial hearings boosted the game's popularity could be countered by suggesting that Night Trap might have achieved a following without the controversy, based on its innovative use of full-motion video at the time.
  • The suggestion to experience Night Trap like a movie on YouTube could be criticized for not pro ...

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Selects: Night Trap: The Video Game Failure that Changed the Industry

The Troubled History and Legacy of Night Trap

The video game Night Trap has a tumultuous history, marked by commercial challenges and a significant role in the debate on video game violence in the early 1990s.

Developers Bought Rights, Released Cd-rom via Digital Pictures; Outdated Visuals/Gameplay Led To Commercial Failure

The original designers of Night Trap took a bold step by purchasing the game from Hasbro and then founding Digital Pictures, aiming to bring the game to the emerging CD-ROM platform. Despite these aspirations, the game faced significant hurdles upon its 1992 release. The footage used in the game had been shot several years prior in the late '80s, resulting in a visual presentation that appeared outdated, resembling the late '70s rather than the contemporary early '90s. This mismatch in visual aesthetics was a key criticism of Night Trap and contributed to its lack of commercial success. While it sold enough copies to break even, its playability and overall quality were often criticized.

Digital Pictures, undeterred by the setback with Sega, chose to re-release Night Trap themselves, this time with an M rating aiming it at a mature audience.

Attempts to Revive Night Trap, Including a Failed Kickstarter and Unofficial Mobile Port, Have Left It a Niche Curiosity, Struggling For Mainstream Success

Efforts to revitalize Night Trap were made over the years, but they failed to achieve substantial support or success. In 2014, Jim Riley put forward a Kickstarter campaign to resurrect the game, seeking $330,000 in funding. However, the campaign failed to capture widespread interest, raising only about $40,000. Additionally, Tyler Hogle, a mobile game programmer, attempted to bring Night Trap to modern platforms by creating an unofficial ...

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The Troubled History and Legacy of Night Trap

Additional Materials

Clarifications

  • Night Trap's gameplay involved players monitoring live-action video feeds to protect characters from intruders by triggering traps. This interactive movie-style gameplay required players to switch between different cameras to anticipate and prevent threats. The storytelling method of Night Trap was non-linear, with the narrative unfolding based on the player's actions and decisions during gameplay. The game's unique approach blended cinematic elements with player agency, creating an immersive and dynamic storytelling experience.
  • Night Trap was one of the video games discussed during the U.S. Senate hearings in 1993 led by Senator Joe Lieberman. These hearings aimed to address concerns about violence and mature content in video games, leading to the creation of the Entertainment Software Rating Board (ESRB) to provide age ratings for video games. Night Trap's interactive and potentially violent content was a focal point in these discussions, contributing to the development of the ESRB rating system that is still used today.
  • The complexities surrounding video game content and its reception in the broader cultural and regulatory landscape pertain to the intricate interplay between the themes, depictions, and messages in video games and how they are perceived by society and regulated by authorities. This in ...

Counterarguments

  • The outdated visuals of Night Trap could be seen as a stylistic choice that adds to the game's charm and nostalgia for some players.
  • The commercial success of a game is not solely determined by its visual aesthetics; other factors such as marketing, distribution, and the competitive landscape at the time of release also play significant roles.
  • The criticism of Night Trap's playability and quality is subjective and may not reflect the opinions of all players, some of whom may appreciate the game for its innovative approach to interactive storytelling.
  • The re-release of Night Trap with an M rating could be viewed as a positive move to target the appropriate audience, rather than a failure to appeal to a broader market.
  • The failure of the Kickstarter campaign and the unofficial mobile port might not necessarily reflect a lack of interest in Night Trap but could be due to other factors such as the campaign's goals, rewards, promotion, or the legal issues surrounding an unofficial port.
  • Night Trap's status as a niche curiosity could be interpreted as a success in cultivating a dedicated cult following, which ...

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