The Occupy Session: Critical Game Design
http://thatcampgames.org/2012/01/19/session-proposal-occupy-game-design/
Attendees have interest in Occupy movement, serious games, critical pedagogy
Some of the games mentioned in this session:
Monopoly Mod: http://games.commons.gc.cuny.edu/2011/07/15/monopoly-mod/
A Force More Powerful http://www.aforcemorepowerful.org/game/
Up Against the Wall… http://boardgamegeek.com/boardgame/12246/up-against-the-wall-motherer
Grow a Game http://www.tiltfactor.org/growagame/play.html
Spent http://playspent.org/
The Curfew http://www.thecurfewgame.com/
Kabul Kaboom http://www.acmi.net.au/68A5FD6A7EC34525948645CE443F8227.htm
Phone Story http://phonestory.org/
McDonald’s Video Game: http://www.mcvideogame.com/index-eng.html
September 12th http://www.newsgaming.com/games/index12.htm
Serious game designers can’t control how players will take a game and run with it
With serious games in the classroom, is it possible to design with no agenda? To learn how to think about these issues on a meta level? (fostering critical thinking)
What about students designing their own games to learn about these topics?
Make an argument with a game? Remember that trying and failing is also a learning experience
Encouraging students to mod games
Creatively misuse what already exists
Approaching games as text, ask students to deconstruct it
Use Grow a Game to highlight specific Occupy issues
Can pull out specific mechanics or models too
Genre descriptions
Spent: “bad” game design, it’s unwinnable, but that’s the point
What makes a game critical, serious?
a “message”?
Are there commercial games with a critical/social justice component?
Sim City, Civilization
These games have an agenda, a point of view
And are they preaching to the choir?
Is knowing why/by whom the game was made affect how you feel about it? Whether we should use it in educational contexts?
Playing through Spent — what do we do in the end?
Discuss the mission asking for money
Can use problematic ending to discuss these issues with students
Not winning isn’t a problem in the context of the game, because it’s an unwinnable social problem (if you could win it would reinforce the meritocracy)
Though of course this oversimplifies things a bit
Does the agenda in these games undermine their critical component?
Frame “fun” against “agenda”
Impossible to not have an agenda, express the agenda
How could we expose a game like this to the peer review system
Factcheck or annotate a game
What would it turn into after peer review?
Take an extremely simple game like Rock Paper Scissors and add an agenda to it: how could it be an environmental game, etc.
OTOH, how do you create a game that both espouses and advances an agenda (DDOS attacks, e.g.)
Flipping/copting games: group that was vandalizing Counterstrike
If you cross the boundary into the real world is it still a game?
Some major themes:
Serious games have an argument
Probably not winnable, but that sets up a problem-posing argument
Encourages players to be critical
Also encourages player production
Articles mentioned in this session:
“Hypermediating the Game Interface” about GTA San Andreas and creative mis-use: http://bit.ly/xBXlpM
“Critical Game Pedegogy” http://bit.ly/zoEZEQ
(suggested on Twitter by @swarthmoreburke: http://www.rollingstone.com/politics/blogs/taibblog/owss-beef-wall-street-isnt-winning-its-cheating-20111025)
Source: https://docs.google.com/document/d/19A5YVcaDjT7hyRiTmhBmp6yGL5uGC40z7omqIAGdeXc/edit