Notes from a session held at the Luminous Green Retreat, 29th of April 2007
Angelo Vermeulen
short (Flash) games: viral nature through internet distribution, disadvantage: oversimplification of the actual problems
more complex games: most NGOs prefer this, disadvantage: should not be overdidactical
virtual worlds (Second Life): games but also protests etc.
physical games, extra games
Question: not everyone plays games, isn’t that a problem?
Not really, games simply address a gamer audience which is a large 'target' group
modding as an interesting option: advantage: known game environment, disadvantage: hard to twist into a completely different experience
Flash is not available for Linux
Processing (programming language) offers interesting possibilities
Good educational games only come out of teams with an adequate combination of different skills: apart from educators, people with a good understanding of gameplay and game culture are also needed; they need not necessarily to be aware of the specific issues addressed in the game.
Darfour live role playing game with different types of characters, objects and possible interactions
even for 16 year olds, the game was rather complex
the youngest participants never wanted to pick up the role of victim
there was a lack of knowledge about the actual conflict
the included book and cd-rom were too elaborate
suggested solution: create two games, an intro game providing information, and a second game reflecting the actual complexity
India
video arcades with a lot of broken machines
use these to program new games with local content
collaborating with local programmers#
extra games: games incorporating activities in the real world (running, GPS locations etc.)
ecology in games: day/night cycles, animal behavior, etc. (STALKER)
compose a TEAM with different skills, include game enthousiasts, preferably also people without knowledge of the specific problem
decide from the onset what TYPE of game you want to make
AESTHETICS are very important, often most of the time is taken up by content creation and visuals are rather generic
easy LEARNING of the game mechanics, quick intro, can become more complex during the course of the game
good REWARDING system, gratifying, could be a score but also a visual
concise but adequate BACKGROUND information
BUZZ (people talking about it), viral (= not necessarily the same)
“Rules of Play”, Katie Salen & Eric Zimmerman, reader on all sorts of games and gameplay