Design Contest Highlights Video Games With a Purpose
drew30319 writes "Game developers' website Gamasutra discusses a video game design contest with socially redeeming qualities — is this a productive role video games can play? Quoting: 'A unique game design competition aimed at teen violence prevention has announced its winners, revealing that Grace's Diary is taking home the top prize. The annual contest is sponsored by Jennifer Ann's Group, a non-profit organization focused on teen violence education and prevention since its founding in 2006. The "Life. Love. Game Design Contest" challenges entrants to design a game about the issue — without using violence itself.' The winning games are available to play online now."
Games already have a purpose. To be fun. They can have secondary purposes. Training reflexes, imparting information, yadda yadda yadda. However, games with a *message* often push the message at the expense of the primary purpose of enjoyment. After all, you're not going to keep playing a game if you're not having fun in some fashion. So while these all may be beautifully design games that really speak about the issue, how effective will they be generally?
Honestly, a situation like this is probably the *worst* to try and get across in a game. It's aimed at people in their mid-teens, it says. Okay, so those people should be old enough to have a talk with and explain the dangers of abusive relationships and such. And if you can't have a talk with them, how the bloody hell do you expect a game to work?
"Hey Suzie/Johnny, I know you completely disregard everything I ever tell you, but I want you to play this game and really pay attention to the message it's trying to tell you." Because they're really going to pay attention to a message from a video game given to them by the people they won't listen to in the first place (even IF the game's fun enough to get them past being preached at).
Canada: The US's more awesome sibling.
I "played" the winning "game" for about 5 minutes. I think I "played" all the way through. Outside of the few bad grammatical errors, this was not entertaining at all. It's not even a game. It is a mildly interactive narrative. You are in this girl's room, and you can click on things in the room and she will talk about them. ("Oh, that's a picture of my friends..."). There's a print out of a violence prevention website she talks about. The main "goal" seems to be the cell phone you click it you'll learn a boring sob-story about a friend of hers with an abusive boyfriend. Then the credits roll. This does not qualify as a game. It would not teach anyone anything.
If would take an extra 5-10 minutes to add a "choose your own adventure" to this and actually provide a mild form of entertainment where you get to decide what happens, and maybe in one version you convince the friend to get help or something. This fails on so many levels. But I guess, if anyone ever wants to win a game design contest, anyone could win this if they were able to put in more than 30 minutes of effort into the "design." (I admit the art was decent, that's really the only redeeming quality.)