Reading Reid's article, I found myself agreeing with everything he was saying (except perhaps the knock on physicians for their love of pharmaceuticals, which I'm sure he and I can debate heatedly some other place, some other time). That said, I found it sorely lacking in one practical consideration: convincing a publisher that it would be worth their money investing in an advocacy game. Although The Sims shows that a boring game can move units, but Maxis takes a decidedly apolitical stance incongruous with the idea of making a game strictly for advocacy. I'm a fledgling academic and designer, so I don't have the industry experience to speak here with certainty; however, even in academic game design high merit is placed on the idea of the proof-of-concept. I imagine this works quite the same when pitching a game commercially—a working prototype does persuasive wonders that even a thorough design document could only dream of. I'd like to suggest a form of one-session game that would do wonders toward convincing people that advocacy games are commercially viable (at least on a small scale).
One relatively early text in the theory of political games is “Ephemeral Games” by Gonzalo Frasca, who later went on to design the first newsgames September 12th and Madrid. In the article, Frasca asks a question that has been circulating in game design blogs (especially Clint Hocking's and Manveer Heir's) recently: how does it effect the impact of a game's ethical decisions if we allow the player to take them back by loading a save? His answer was the “OSGON,” or “one-session game of narration.” The idea was to make it clear to the player that they would only be allowed to play the game once, after which their copy of it would lock them out. This, he thought, would ensure that players made decisions carefully and would forever reflect on the consequences.
Interestingly, in the past few weeks two such games were created. One by Terry Cavanagh, called Airplane Adventures, asks the player not to release their mouse. When they eventually do, their plane crashes; on reloading, players receive not another chance to play the game but a message, “YOU HAVE CRASHED.” Another game by raitendo, You Only Live Onc
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Simon Ferrari is a graduate student in Digital Media at Georgia Tech. He works closely with Ian Bogost on the Knight Foundation's News Games project. His primary research interests are political games and MMOGs.
1 comments:
Gah, pardon the typo and double use of the phrase "do wonders for" in the first paragraph. That's what I get for excitedly writing a reply post at 4 in the AM.
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