Educational/ecological games
Notes from a session held at the Luminous Green Retreat, 29th of April 2007
Angelo Vermeulen
Examples
- Darfour is dying, http://www.darfurisdying.com/
- Darfour live role playing game, Bart was involved
- Make your own Bush speech, here
- Escape from Woomera: controversial due to its stance on detention of immigrants and its funding by the Australian government, http://escapefromwoomera.com/
- Climate Challenge, http://www.red-redemption.com/press/
Different types of educational games:
- 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
Tools for creating educational games:
- 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.
Project Bart:
- 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
Project Tapio:
- India
- video arcades with a lot of broken machines
- use these to program new games with local content
- collaborating with local programmers#
Promising prospects:
- extra games: games incorporating activities in the real world (running, GPS locations etc.)
- ecology in games: day/night cycles, animal behavior, etc. (STALKER)
Some factors that make an educational game successful:
- 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