Design Challange : Make the world a better place
Lately I've been wondering if it's possible to design a game that helps make the world a better place in some way. It's been bugging me that games are such a waste of time. For the most part they are pure entertainment. I can watch some movies and get personal inspiration or thought provoking ideas. I can read a book and learn stuff. I can do some physical activity and make my body more fit but when it comes to games, most of them really don't add much to the world or improve the player in any real world way.

While I think everyone should be able to choose how they want to spend their lives it still sometimes saddens me all the time spent playing games in the context of how that time could have been spent on something productive. In fact it's bleeding over into my own enjoyment were often I feel guiltly for wasting time playing. 80 hours playing some RPG is enough to develop a whole new BBS system or Blog system or other web service. If I broke that 80 hours into 160 30 minute workout sessions I'd be fit instead of 20lbs overweight.

So, I've been wanting to brainstorm and see if we can come up with some ideas that might actually both be popular and have a basically positive influence on people. For example Brain Training for the DS might have some positive value. It is helping people excersize their minds more than say Quake 4 (well, maybe not, you do have to be pretty alert playing an FPS)

I suppose some games like Spore or Civ or Sim City might give people thoughts about how evolution or war or how hard it is to govern on par with what some movies or books can do.

Like that puzzle that says "here's a duck, 3 sticks and a book of matches...go design a game", how about "design a game that is both fun and not a complete waste of time".

...please don't go defending games....that's not the point of this post and please don't get nitpicky and say they are not a waste of time because of hand-eye cooridnation or the ability to earn a living in Second Life. Or that entertainment itself is a good enough goal. I can agree with all of that. My point is try for something more.

If anything comes to mind post it below.



Pass it on

Comments:
hmmm
I've been in this mode of thinking for some time lately.  I've thought about a bunch of games I like and games I dont, and the state of the industry.  I think a lot of the problems come from the fact that there is more than one system, marketing overuns things and people (especially in North America) have a stereotyped opinion of the demographic for games (kids and nerds).

But especially recently, I think I realised that its how we look at games, how we define them, how we say that they are 'games', and more importantly that developers and media feed this ideal.  Im not saying its wrong, Just my opinion is maybe we need to stop focusing on putting the narative INTO the game and telling the story the conventional way.  Easier said than done no doubt, but its like a book or a movie or a play.  They all tell a story in a linear fashion.  Essentially games rely on that approach by emulating movies (cut-scenes) which needs to change.  Look at a sculpture or a painting.  It usually has a message a purpose something that makes the person reflect, but there is no way for that sculpture to tell you what it is.  It lets you focus on it and come to your own conclusion.  Oscar Wilde said that art is not a reflection of society or the artist; art is a reflection of the viewer this couldnt be more true for games.  

I think games need to stop treating themselves as mindless entertainment, as games; and more as an interactive way to say a message.  a lot of games rely on repetitive gameplay, like you said about the rpg taking 80 hours.  Most of that is repetition in battles and leveling up.  usually a game picks a genre one or a few simple gameplay mechanics and repeats them mindlessly; the whole Halo repeats 15 seconds of gameplay thing.  When you say something like brain age is smarter than an fps you're right.  but BA is still a very basic thing.  I dont want to refer to Roger Ebert here, but he did say that a study he observed about the brain and people playing games has a point.  in the beginning the brain lit up and was active, but once people figured out the controls, it went down almost to an inactive level.  Like an fps, in the first few minutes you have to get used to the mechanics, then you go through the motions, its just getting those polygons into the crosshairs.  It becomes mindless, you can do it without thinking, how many times have you read a book and had a full conversation with someone at the same time; taxing isnt it?  

so games IMHO need to be like an interactive sculpture (if you can follow my abstract anology).  They need to be designed no less, not just the whole sanbox approach let the player make his own story, which I'm sorry is a lazy excuse.  But let the story be experienced by choices.  The designer should always have a purpose in designing and a message, but you learn that by playing, by experiencing.  In that sense it ceases to be a game, because you technincally cant win.  I'd akin it to this:  a movie or book being linear is like a lecture.  Someone preaching their opinion through the story.  A game is more like a classroom, you can question , alter (to some degree) and engage in that lesson, but the lesson is still there, and its still designed.  Its up to the teacher to make the lesson fun, but also make the lesson worth doing.

This is getting long winded, but yeah, it basically comes down to, how do you define 'game'?
posted by hmjohnyMay 14, 2006 at 1:49 [ e ]
Reality vs. Games
To make the world a better place, a game might reflect reality more closely, but then reward decisions that would improve the world, and discourage the bad ones. I would like the player to be educated about things that would improve their understanding of how things work in the real-world, and how to improve themselves and their position in it.

I believe Chris Crawford talked a bit about the reward part when he released "Balance of Power", which did not have any sort of animation for destroying the world in a nuclear holocaust. However, I feel that is a bit too high-concept to really influence people in their everyday lives.

So many characters in games tend to be fairly 2 dimensional (if that), disposable personalities with whom the player forms no attachment. It is easy to mistreat a non-human. I think creating deeper, more believable characters would help the player to feel that they have a responsiblility for their well-being. Of course, the game would have to be set up so as to reward helping the NPCs, as opposed to shooting them as is normally done. In a game, we actually have the ability to inflict role-reversal on our players, which might help to give them a greater sense of understanding for their fellow man.

I think a lot of people need to understand how employment works, how debt works, how to schedule their time, how to learn new things, how to be creative. So often, people throw their hands up and say "I don't know how to do that" without even trying. A game that reinforces that the player can actually do stuff, for real, would really improve the world!
posted by timonMay 14, 2006 at 4:08 [ e ]
Yes. It is possible.
Start Rant.

Heres one:
http://www.etc.cmu.edu/proje
cts/peacemaker/

Concept of promoting peace. Make a world a better place. :)

We can do it. it is possible. but the question is do we want to?

First we need to think does the game industry and the public(players) will accept this? Will they buy this idea? How can we educate the public and games industry to start promoting games that will enhance and add values to their life? How can we make them BUY this type of "product"??

In the public's minds, generally the idea of games (as in console and PC) is a form of entertaiment and escapism. Some think of it as a tool to have fun and social with friends (Halo,Nintendos family games), some use it..to do as time waster, pumps ego, e-friends, escapsim to another reality (Wow), some do it for the stories (Final fantasy, Baldur's Gate) and etc etc etc.

The barrier we need to break through is to remove the "labelling" in everybody's mind. What is a game actually? Just like what hmjohnny said. We can define game in anyway we want.

The best game are the game that shape and reflect reality (timon). The ones that immerse us, relate us and ultimately teach us and show us something that we did not discover about reality and ourselves???

Okie...i admit, i might be talking crap here (i'm a good crap talker :P). Ultimately in conclusion, we can make games that make a world a better place, the problem is these questions:

1)will the general public (players) accept it and want to play it? (OOohh i want to blast people, i dunwan to train my body to have six packs.Its too much work).

2)can we get the support we need to promote it?? (game industry - how can we make money out of this, is this a safe product to covers the cost and earn profit??).

3)We can do it if we want to and i belive we can be successfully if we want to change the gaming world. It might be easier if you have the power and influence to do it. We need to ask this question to ourselves:Are you willing to place your commitment to do this?

End Rant.

P/S sorry, i'm bored lol. Love your site, gregg!
posted by NickyKMay 16, 2006 at 23:36 [ e ]

That's an interesting game.

I guess part of my point above is at least with movies and novels, while most of them are pure escapism many have strong messages where their creator was trying to get across something.

without making value judgements on whether or not I agree with the movies here's a few examples from my limited memory

  • China Syndrome : Nuclear energy can be dangerous
  • Platoon : War is Hell or at least Vietnam was confused
  • Coming Home : Veterans are having a really hard time
  • Munich : Eye for an Eye doesn't work

Even more escapist movies often have a strong message like say Crouching Tiger Hidden Dragon might have the message, don't be selfish.

Of course most popular movies probably don't have any more deeper meanings but I guess I'd like to play at least a few games were I got something out of them along the lines of those movies. I don't feel the public really needed to be "sold" on those movies. They just saw them. I see your point though that if the game was basically labled as "game with a message" people would probably turn away.

It's sad to me that a game as different as Animal Crossing seems to have the primary message that "being a consumer and competing based on what the style of what you buy is the best thing you can do" and even funnier (or sadder) that's exactly what Japanese society often seems like.  Even though it's a non-violent game it still managed not to really be anything more than a game.

posted by greggmanMay 17, 2006 at 9:00 [ e ]
It all comes down to a few brilliant minds

You mentioned books and movies. The thing about movies that are meaningful is that most are based on good books in the first place. It all boils down to there being few really talented writers out there (and I guess few really talented directors who can tell a good story via a visual medium).

Can this be done in games? I felt the love story in Final Fantasy X was fairly engaging (as was the other plot lines). So my 80 hours invested didn't feel like a waste of time. But if I spent 80 hours in Doom 3 shooting at monsters, I could only say I did it out of boredom. (Silent Hill 2 also managed to keep my interest by thrusting me in a strange world, without explanation; Left me wondering if the people I encountered were alive or dead; And finally in the end there was a twist ending. I think it took anywhere from 8 to 12 hours in that one).

But since games are meant to be fun and interactive, you have to wonder if optioning a good book to turn into a game would even work in the same way as it does for the movie industry. There are the costs involved that would have to match what Hollywood is willing to pay. Game developers would need writers on par with the movie industry's highest paid script writers (we're talking what, anywhere from $200k to over a million just for a script).

But would it even work? Is this even a model worth pursuing? Movies engage a passive audience for less than 2 hours, and tell them a story in that time span which is mostly "reality based" ("real" people, with human frailties). In "The Sum of All Fears", when the bomb goes off, it's a major shock. We are so used to seeing such plots foiled by the protagonist that it came as a complete surprise to see it happen. And then the realistic detail of the aftermath was equally engaging. But would this work in a game? Players are so used to seeing shit blow up, and are usually not as engaged as they would be watching a movie. It's hard to really "believe" what you're watching, when it looks like a cartoon or the humans involved look like "puppets".

But let's switch gears here and ask ourselves WHY do we need to gain anything from our time investment in games? Perhaps to a person in our age range, such a question starts to matter more simply because: A) We've spent many years playing games. B) As we age we start to value things differently. It's easy when we are young to not care about our health, our future, and how we use our resources. It's easy to indulge. Easy to spend. Easy to think that old age is very far away. It's therefore easy to "waste" time playing games.

It also depends on the type of person you are. I find that the more intelligent and creative types tend to want to create things. So it's only natural to value your time more if you end up with nothing to show for your time. The average person though doesn't usually have this drive. They come home from a day job and the last thing they want is to "be productive". They could also care less about creating anything. And just remember, what is the real difference between sitting in front of the tube watching something idiotic like "Ghost Whisperer" and playing a video game? What is the difference between sitting in a stadium for 4 hours while a bunch of men in tight pants run around chasing a ball? I'll take 4 hours of gaming over that any time!

posted by RayBMay 17, 2006 at 10:57 [ e ]

I'm not saying that all games should have a message. I'm suggesting it would be nice if some percentage > 0.01% had something more than pure entertainment value.

Most TV and books and movies are just entertainment but there is still a large enough percent of each of those that we know they aren't all frivilous. I'm just asking, what can we do to get games to have similar percentages. Of course I would still like to play a pure entertainment games but sometimes I'd like a break to play a game with a little more depth or message or something those other mediums sometimes have.

posted by greggmanMay 18, 2006 at 0:37 [ e ]
It has Begun

Hi Greggman,

Over the last few years there has been a movement towards making games with intent other than just to entertain. There are groups like Games For Change, who want to use games as a media for making people aware of political issues; Women in Games, for concerned feminists about gender issues both within the industry and the way females are portrayed in games, and educational groups like Breakaway and SimuLearn who are encouraging more interesting and useful educational simulations and game based learning. The American military is investing millions on game based training, simulation, recruiting software and hardware. I have an associate in India whoose company makes military simulations for less wealthy countries. So, certainly there are already serious uses for game media, and we can expect to see more as the industry develops and gains acceptance.

I am interested in the uses of simulation and game based learning. I attended the GDC last year for the Serious Games Summit. The general feeling is that the serious games industry, why currently very marginal, has great potential growth over the next few years.

I found this article today that might be interesting: http://www.politicsonline.co
m/blog/archives/2006/05/chan
ging_the_wo.php

posted by anonamanMay 18, 2006 at 6:48 [ e ]
may be you but not all of us .........
from my stand point I believe that the majority of people I know that do play video games feel that games has a good affect on them. take me for example every day I come from college then I go to work after it I come home very tired sometimes having a bad day with all the hostility and tension I just turn on "THE INCREDIBLE HULK" destroy some cars some buildings then I feel just fine and this balance works for a lot of people so you see even games from that niter can be productive in its own way and not all gamers are addicted with nothing better to do with their time but still I can under stand your point and it will be nice if you can find a game that can be fun and productive at the same time.
posted by gamerMay 24, 2006 at 18:53 [ e ]
Re-Mission
Did you hear about Re-Mission, the videogame which helps people fight cancer?

http://www.hopelab.org/remis
sion.html


Inspiring stuff.
posted by MarvinJuly 16, 2006 at 13:36 [ e ]