Thursday, September 15, 2011

Social Issue Game Reviews

So today I played 4 different flash games online that were based on various social issues. In this blog I'll be going over them in moderate detail and giving them my reviews.

The first game I played was called Consumer Consequences, linked here. Here's a picture of the game in action: 

The target age group for this game is probably in the late teens, early adulthood years due to the game asking questions about utility bills and travel expenses. The main concepts the game is trying to teach include consumption impact, perspective of consumption, and how to reduce consumption. I know that's a lot about consumption, but literally that's all this game is about. The game does a good (albeit demeaning) job of teaching me about my consumption levels. I feel as though it's more about reprimanding people for living their lifestyles, and I get the "green" feeling from it almost immediately. Aside from it all the game itself is just a survey with some visual representations, and without any entertainment value I don't see it accomplishing much. People don't like being told they're wrong, unless it's in a way that still makes them feel good (ironic, but still truthful). If this game wants to convey its message better, I'd recommend possibly making it more interactive, instead of just using the survey tech, have a player be able to adjust their lifestyles throughout the game and see the consequences change accordingly.

The next game I played was called Third World Farmer, which can be found here. Here's a picture of the gameplay:

The game was probably aimed at young adults, due to the more intricate system for farming, crop wages, and "random" afflictions. The game's message was clearly discussing the hardships and travesties that third world farming families have to face, and how much harsher their lives are than really anyone else's. But I feel as though the game can also show how some families end up doing well and even getting their children a solid education, although this is a rarity. The game did a good job in the short time I played it teaching me just how hard things are (relatively) by being almost completely unforgiving. Within two years I had basically lost the father to illness and had no sustainable crops due to one problem or another, while selling my dignity and part of my land to make enough money to live off of. It's almost shameful to think that I have their perspective now, and I know that I do not, but this game did give me at least a small glimpse into that world. To improve upon it, I can't really think of anything. The game was engaging enough to keep me playing even when things looked impossible, and the message is taught through the experience, rather than just spelled out for the player.

The third game I played was called Darfur is Dying, linked here. Here's a screenshot of gameplay:


This game could have been targeted to almost any age group past 10 years of age because of the gameplay, but due to the seriousness and mature nature of the message I'd say the age target was probably around 13+. The message of the game is clearly the state of refugees in Darfur under the Sudanese government. Having to dodge roving rebels in search of water as well as essentially watch a camp die hits pretty hard, and the game does a good job explaining all of the fates in store for those who get captured. More instruction during the camp sequences would help, because I felt like I was missing something that would have allowed me to do more, but maybe that was the point. I truly felt helpless at times, and I imagine that feeling is infinitely greater for the actual refugees.

The fourth game I found and played was called The Brink, located here. Here's a screenshot:
The game is targeted for just about any age group, and while it doesn't talk about a specific issue, it did discuss the global resource issue, which many are sure will become larger as we move into the future. The game was simple enough with it's design, but it was really too easy, and I managed to win in just three turns. I think a more visual aspect with a higher degree of difficulty would help convey the message better. Otherwise I think it's a solid idea that just needs some refinement.

Thursday, September 8, 2011

Life After WoW: The Next Generation

As we begin to say our fond farewells to the WoW generation, we look to the future, wondering what it holds in store for us. For this segment, I will be looking into a couple of MMORPG's that have either come out since WoW, or will be coming out within the next couple of years.

First on our list is the much-anticipated Star Wars: The Old Republic, by Bioware. Set in the Star Wars mythos (As the title suggests) this game takes place well before any of the movies, and even before many games that are placed in the universe.
While the game is still in development, and the release date changes depending on who you ask, most of the game's features are fairly well known and the community at large is eagerly awaiting the release.

One of the main features that will set TOR (The Old Republic) apart from other MMOs is the dialogue and player choice system. Players will be able to choose how their characters interact with the various NPCs (Non-Player Characters) that they encounter in the world, including how they speak to them. These dialogue options along with choices in how the players accomplish quests will open and close other quests further down their game progression, giving each player a unique experience that they themselves crafted through their actions. In this way Bioware is hoping to break the mold of linear quest progression, the idea that every player will do the exact same quests in the same order. While this does foster companionship with players working together to complete the same quest, I feel like the system in TOR will allow players to experience their own stories, and then help their friends in their own unique plots.

Another game worth mentioning is already out and has been doing well. It is called Rift, and it was developed by Trion Worlds. Rift is set in its own fictional world, creating a brand new universe and a brand new experience for players.

The core elements of Rift are similar to the standard MMO trends, but what separates it from others is the Rift mechanic. Throughout the gameworld rifts to other dimensions randomly open and special types of monsters begin to pour out of them. The players will have to rally at these moments to fight off the monsters and protect the area. If they fail, the area falls under the control of the rift-based beasts, and this causes long-term problems for the players until they can seal the rifts. I find that this is an interesting and spontaneous way to break up the standard monotonous questing, as well as a fresh take on the "random encounter" concept many RPGS rely on.


The last game we will be looking at is called DC Universe Online(DCUO). Set in the DC comic universe (Superman, Batman, Green Lantern, etc) the game was developed by Sony Computer Entertainment and Warner Brothers Games. An interesting note about this game was that it was released for both the PC and the Playstation 3.

Unlike more traditional fantasy-based MMOs, DCUO takes place in either Gotham City or Metropolis from the Batman universe and the Superman universe, respectfully, based on player choices at their character creation. Instead of character "classes" players instead choose a fighting style (martial arts, magic, sword, brawling, etc) and a power base (fire, gadgetry, nature, etc) and finally a movement style (super speed, flight, etc) and they craft how their superhero (or villain) will play from there.
Another interesting aspect of DCUO is how the weapons and armor system work. Players create the look for their characters before entering the game world, customizing color scheme and many details of their character's appearance. In a lot of other MMOs, these looks would eventually be covered up by the different armor and gear the player would acquire. While the gear is surely designed to be appealing, the character's individuality is crushed. In DCUO when a player obtains new gear they may choose to equip it normally, or they may choose to equip it but keep the "style" of their old gear. This allows players to visually keep their character's setup, unless they would prefer the look of the new gear. Due to this design choice almost every character is completely unique in appearance.


Games have come a long way since the likes of Pong and Pac-Man Those in the MMO world have come pretty far themselves. The knowledge that the industry will continue to tirelessly work and improve upon the greatness of the past fills me with hope for the future. I can't wait to see what this next generation of gaming can produce, and even the generation after that.