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For business reasons, I would like to know what constitutes satire in a game.

Also, is there a better place to ask questions like this on the business side of game development?

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closed as off-topic by Josh Petrie Dec 2 '13 at 17:40

  • This question does not appear to be about game development within the scope defined in the help center.
If this question can be reworded to fit the rules in the help center, please edit the question.

Thanks for the set of links. – PruitIgoe Jun 14 '13 at 17:16
I have recently asked loosely related question: (more like the accepted answer might be of interest) – sm4 Jun 14 '13 at 17:25
I don't think business questions are necessarily off-topic here. This one is, though. – Marcks Thomas Jun 14 '13 at 17:40
Oh yeah. And we totally welcome business questions here, as long as they are about Game Development. Your question, while tangentially related, is really more of a law question, you won't get a better answer out of us, just because we are game devs. – Noctrine Jun 14 '13 at 18:35
Legally what I am asking about is parody. This link seems to answer the question though legal advice is still advisable. – PruitIgoe Jun 14 '13 at 18:49

I think that it would be better to ask on a different forum, but in answer to your question:

Satire is basically ironic humor (usually sarcastic). Satire in a game can be shown in a couple different ways. You can do it visually, by poking fun at a certain stereotypes of a culture (e.g. Have a american person eating a cheeseburger) or it can be verbally. Verbal satire is easy to make, (just look at south park) and is usually a lot funnier. It involves making fun of anything really, from celebrities to culture. (e.g. South Park)

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To complete RageGolem10's answer, you need to add billboard messages. The ones you can see as false commercials, or wall grafitis, like "the cake is a lie". Duke nukem had some with false movie posters, like sister act III. You can criticize real life things by mocking them using one single in game image. This is more indirect than speech, because speech is necessarily encountered, so the user is 100% focused on it when it happens. Maybe at the exception of NPC speaking to each other like half life, or mass effect, which is more indirect.

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