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.




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