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newshacker47

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I can see people losing their minds about a lie that leads to war compared to overselling a change to medical insurance. I would like politicians (or anybody) not to lie about anything, but the consequences of those seem to be in completely different ballparks.

I was surprised how much I got into the "walking simulator" Dear Esther. It just had beautiful art direction and sort of semi-random nonsensical voice over that gave it a bit of atmosphere. It turns a lot of people off for being pretentious and having zero gameplay, but I still really enjoyed it just to ogle the scenery. It was only about an hour long.

[dead] 10 years ago

Oh, no doubt that the information is out there in other formats. I'm interested in the concept of using games as a medium and perhaps my expectations were in the wrong place.

[dead] 10 years ago

The game pretty much consists of "do you want to turn back from voting, or continue to vote and have $BAD_THING happen" (if you are not a white programmer from California).

The game format doesn't really do much here. Of course extremely long lines, abusive bosses, distant polling locations and abusive election observers are bad. Clicking yes/no doesn't really get the point across better. I'd rather read an article with some research about how different demographics are impacted. Heck, ending the game with a link to some statistics would have been good (correct me if I missed them).

I want to juxtapose this with another game with a social message: Cart Life. It had you making decisions as a low income worker. As the game went on your series of problems and decisions start accumulating in a way that helped communicate that small problems in the right place for people with no safety net can be disastrous.

I guess what I'm trying to say is that a game is a good way to communicate interactions between things or events in an easy to digest way, but probably a bad way of communicating a simple "this exists" message, since a game can contain whatever you imagine.