The Impertinent Manifesto

im·per·ti·nent
/imˈpərtnənt/
1.Adjective
not showing proper respect; rude.
2.Formal
not pertinent to a particular matter; irrelevant.
late Middle English (sense 2): from Old French, or from late Latin impertinent- ‘not having reference to,’ from Latin in- ‘not’ + pertinere ‘pertain.’

What the heck is an impertinent game?

Impertinent Games are a collective of people speaking their mind about critical social topics not considered by the majority of the games industry. We make micro-games with the aim of triggering active thinking and shaking public opinion.

Though the origin of the word impertinent means ‘not pertinent’ and ‘not having reference to’, we believe the only thing we are not pertinent with is the common morality, the forced politeness and the ambiguity. Impertinent games is a vitriolic way to make a point about critical topics many people wouldn’t like to make a point about.

Why video games?

Video Games are very good in telling stories, simulating situations and explaining complex social topics. They have the power to highlight issues and make them tangible. They can make a point, raise consciousness and, potentially, change people’s opinions. Players directly and actively experience the consequences of their actions and the impact of these in the overall environment. Whether the game environment looks similar to our world or the social etiquette is acceptable or not, the game is not less real in its effects.

In this sense, Video Games can teach, ‘persuade’ and lead to long term changes.

Video Games lack the cultural statute of ‘legitimate’ art forms because they are widely perceived to be trivial and meaningless. We want to make meaningful games. As we are independent from market forces, we are able to design games focused on delivering a message rather than selling more copies.

 

Our Manifesto

Games should trigger active thinking

  • We are against prepared solutions and ready interpretations. We aim to trigger independent thinking.
  • Unlike books and essays, the audience is active while playing a game. They can express themselves, make decisions and see the effects.
  • Players can learn new things while they explore a game. If they feel surprised after understanding a social issue, they will accept they had misconceptions about this topic.

Games can persuade

  • Games are good simulating complex social problems. A society will be easier to understand exploring a game simulation than reading a book or watching a movie.
  • To win a game, players need to understand the gameplay mechanics. If we make games simulating our societies, our users will complete the game by understanding the mechanics of our complex societies. They will not only consider issues new to them, they will propose solutions too.
  • Games are also good creating empathy. Going beyond stereotypes and uninformed judgements, a user can understand why a character of a videogame – somebody very different from him – behaves on a certain way.
  • We hope Impertinent Games may change people’s opinion, leading to potentially significant long-term social change.

Punk Games

  • Our games don’t need to feature the latest technology or best graphics. We are proud to make “Cheap Art” or “Punk Games”. Because they are meaningful, we think Punk Games can be considered more artistic compared to good-looking but commercial, pointless games.
  • Just as punk rock bands are considered counter-culture, we think this definition should be applied to games as well. We understand many people won’t share our opinions but, as an old punk rocker said, “Don’t hate the media, become the media!”.