The other day at work, while I was hanging around the coffee machine, I saw a flyer for an IAP (read: Jan Term) course on “Serious Games”. It looked neat, so I emailed the instructor to get the syllabus, and I’ve started playing my way through. I figured I’d post my half-formed thoughts about how these projects work both as games and as tools to educate/persuade/mobilize people.
Before I started playing, I asked myself – what makes for an effective “serious game”? I came up with three criteria:
- Like all games, it compels you to keep playing, and is an enjoyable (or at least engaging) experience.
- A serious game “educates” you in some way. That might mean you’re learning new information, or it could mean you’re empathizing with someone you might not otherwise empathize with, or experiencing a new situation.
- I think ideally, a serious game leaves you with a new attitude towards its real life analogue. It could change your opinion on a subject, or perhaps motivate you to take action. It alters your interaction with the world outside the game.
So, on to the first three games I played.
1. Gray

This is a short concept game: you are dropped down in the middle of an artfully drawn mob and tasked with convincing the rioters to change their minds. You can do this via a very simple mechanic which requires exactly two things: halfway decent timing, and a lot of patience. As you convince people, they change color and switch the direction they’re running in. Soon, everyone is black instead of white. Suddenly your character changes color, and you have to convince them to change back to their original color. Play for long enough, and you turn gray.
This game was too much of a blank slate for my taste. In the game’s forums, one of the designers explains, “sorry for being purposely obtuse, but there really is no one thing we want people to come away with, the fact that you guys came away with anything at all makes us feel like our experiment was worthwhile in some way.” The game seems to be the functional equivalent of saying, “Hey, have you noticed how people seem to have a sort of all-or-nothing approach to politics? Especially when they’re in crowds? What do you think about that?” Yes, Gray, I have noticed.
So: the gameplay didn’t engage me, the concept didn’t compel me, and the two didn’t work together — there was little about the game mechanics that resonated with the topic at hand, with the exception of how it was sort of difficult to make your character run against the crowd. Not an effective serious game, according to my criteria.
2. Against All Odds

Against All Odds is a collection of twelve mini-games that attempt to “let you experience what it is like to be a refugee.” The mini-games vary widely in their effectiveness. Some have a great synergy of concept and mechanics, where the act of playing provokes empathy beyond what you’d get from merely taking in facts. Others seem less like a game and more like a classroom exercise with good artwork and animation.
There were moments I really liked. In “Interrogation”, you look down at statements you are being asked to sign. Wrong answers are followed by blood dripping down onto them. Effectively chilling. In “You Must Flee” you have two minutes to pack a bag, and the process of grabbing seemingly vital items like clothes and then hurrying to dump them out and replace them with true necessities before the authorities arrive left me feeling rushed and frustrated. (And having to leave my pet rabbit just killed me.) I liked that in “Leaving the Country”, the risky choice of helping others did not always turn out bad, nor did it always turn out well. In “New In Class”, your character learns to communicate without knowing the language, using well drawn visual and situational cues.
That said, there were so many places where this game could have been much better. “Leaving the Country” looks at first like a choose-your-own-adventure style mini game, but there is only one path through, and most of the dead ends are immediate. Why not let players flee the country by foot or boat? Why not have consequences for players jettisoning water or food instead of clothes? It doesn’t feel like a game when you’re just following a set path. “You Must Flee”, in addition to having a really frustrating interface, missed an opportunity to better capture its flavor: they could have used sightlines instead of physical proximity to guards to trigger capture, and encouraged the player to stick to the shadows, they could have used more hidden passageways and had more bystanders you had to decide whether or not to trust.
In the end, the majority of the mini-games were not really games at all. In many of them (“Shelter for the Night”, “Find the Interpreter”, “Shopping”, “Neighbors”) you just clicked on various things in your environment in order to see how a refugee might experience them. And in “Immigrant or Refugee” and “Origins” you step out of the refugee PoV entirely in order to learn lessons about what makes a refugee different than an immigrant, and how much Americans owe to other cultures.
I did like playing through Against All Odds, and I do feel as though I learned quite a bit. But I’m not sure it was terribly successful as a serious game.
3. Layoff

Another quick game with a simple mechanism. You mouse over workers standing in an 8 x 11 matrix, reading biographies so that you can match similar workers with each other. Once you have three or more contiguous workers, they all leave the board for the “Unemployment Office” at the bottom of the screen. They’re replaced by other workers, some of whom are bankers. Bankers cannot be laid off, making the game more difficult as you go along (although if you really get stuck, you can click a button reading “Bailout”.)
Again, it didn’t seem like there was much synergy between the concept/flavor/issue of the game, and the game mechanics. The objective was nominally to “match similar workers” to “eliminate redundancy” but the actual implementation (so! many! paragraphs!) made it hard to learn much from the game – I found myself guessing almost at random, and whenever I did successfully cause workers to swap whole swaths of the board would walk off before I had a chance to investigate what they had in common.
Layoff works mostly as satire, not as a game. It also, as satire, seems to be preaching to the choir – I don’t think there’s anything persuasive or educational about the game that would convince someone who was previously supportive of layoffs as an economic tool to rethink their position. No explanation of why layoffs are bad, beyond that they make people unemployed. (For contrast, what about a game where you and a bunch of AI-driven coworkers struggle to do certain tasks. As the CEOs lay off your coworkers, you must do more and more work just to get by, exhausting you and ruining your products.)
***
I was pretty disappointed with these games. That’s not a knock on the designers, because they’re all interesting in their own way – they just don’t fit my idea of a “serious game”. Because I chose to start with browser games, I might have ended up with an unusually short and simple set. Next time I’m going to try and find one that plays more like a traditional game with a serious spin, and see if there’s something more satisfying there.
Filed under: games & puzzles, reviews by Shauna on 8:57 am, January 28, 2012
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