Get your head in the game

games

WORDS Paddy Cremen

ILLUSTRATION Alice Wilson

Movies, books and other forms of entertainment have long been responsible for reshaping our beliefs and inspiring social movements. For these types of media, it’s not only allowed but applauded to address uncomfortable issues ranging from slavery to mental health. These themes, however, are often thought to be outside the realm of video games. Games are at best seen as a form of escapism, and at worst a social plague turning children into mindless violent drones.

Games for Change seek to counteract this, and to realise the positive potential inherent in games. The non-profit organisation seeks to promote what have been called “social impact games”. Games for Change’s Meghan Ventura described the product as games “that address real world issues or experiences that really range from the documentary style games to the more autobiographical where people just talk about their own experiences”. One such game places you in the shoes of a reporter in Darfur, forcing the player to face the same challenges as the real world reporters who developed the game. Another uses a series of mini games to display the challenges confronting those who undergo hormone replacement therapy.

It’s an innovative concept, and Ventura is honest about how most people view video games. When it comes to trying to demonstrate how effective these games can be, Ventura said, “It’s definitely a problem.” However, Games for Change have made some impressive strides in this uphill battle. This year’s annual festival, the highlight of the Games for Change calendar, will be held as part of the Tribeca Film Festival. It’s a monumental moment not just for social impact games, but for the industry as a whole.

At the same time, social impact games are becoming an increasingly prevalent part of the gaming ecosystem, with more games reaching popular platforms such as Steam. One such game, Depression Quest, serves as an excellent example of how effective games can be in trying to help players understand complex issues. The text-based, choose-your-own-adventure style game deals with its subject matter with a maturity and frankness that is rarely seen in the industry. Placing the player in the position of a young adult suffering from depression, the game tasks you with making choices that in turn affect your depression level. The more depressed the player is, the less choices are available to them.

If it sounds dreary and intense that’s because it is. Unsurprisingly, those looking for a traditional video game adventure won’t find it in a game titled Depression Quest. Unlike most games, the goal is not to provide the player with a sense of accomplishment, or even to tell a story. For creator Zoe Quinn, the game is designed as both an attempt to help people try to understand the challenges facing those with depression, while also trying to help those who do suffer realise they are not alone.

It’s a sharp contrast to the traditional video game archetype of empowering the player. As Ventura puts it, the strength of social impact games is not only “the amount of agency they give the player, but also the lack of agency”. Depression Quest places you in ordinary situations, and demonstrates how depression can take away your ability to make everyday choices.

It seems much harder to find a way of justifying popular Facebook games like Farmville as anything but a massive waste of time. But these games are a critical part of the social impact gaming network. One such game, Safari Challenge, boldly claims to “redeem the entire field of wasting time”. The game itself feels a lot like Farmville, but with one major difference. Instead of earning money, energy and other gameplay elements, the player earns “impact” points that can be used to invest wells, schools and other African aid projects.

As with most social games, you either pay to accelerate your progress, or progress for free, either slowly overtime or by spamming your Facebook friends with invites until they block you. On the other hand, no matter how you progress, you still earn impact points. So even if you never spend a cent, you can nevertheless contribute toward these projects. It’s impressive that River Island Games could make such a model work, even if they are lending a hazardous amount of legitimacy to those prone to procrastination.

“Depression Quest is designed as both an attempt to help people try to understand the challenges facing those with depression, while also trying to help those who do suffer realise they are not alone.”

However, it’s also clear that social impact games are still in their infancy. Many of the games could perhaps be better classified as promising experiments as opposed to fully fledged experiences. The most successful of the games often last under an hour, allowing their statement to be made without dwelling long enough to reveal the often rudimentary game mechanics that lie beneath.

It’s clear that Games For Change are really starting to gather momentum. Some of the most prominent figures in social activision are now lending their support to the project. “When former vice president Al Gore came to our festival and keynoted, and talked about how games are the new normal, that was really exciting.” At the same time, the games are rapidly progressing in both quality and popularity. Last March, the company developed their own Facebook game: Half the Sky, which became a breakout success. The game, launched in March, has already reached one million subscribers and raised over half a million dollars for various causes.

Games for Change now has international chapters spanning everywhere from South Korea to Israel. Through events like Tribeca Film Festival they are penetrating the mainstream, and through platforms like Steam they are forging their mark in gaming culture. It’s becoming increasingly evident that this is a new, unique, and rapidly evolving medium that allows people to channel their creativity in ways never before possible . Books, movies and other forms of entertainment have long since used their unique tools to address some of society’s most important issues. Now, with games, there is a whole new set of tools available.

Leave a Reply

Your email address will not be published. Required fields are marked *