Submitted by RobertAugustdeMeijer on Thu, 03/27/2008 - 15:24.
Suggested By:
Frederik77
“Serious” games usually have to balance between being “educational” and being “fun”. Third World Farmer presents itself as a greatly educational game, promising to teach the player the hardships of maintaining a family in a world full of corruption, war and diseases. But once played, it turns out that it’s fairly easy to be successful. And that’s exactly why this game is actually pretty fun for an “educational” game.
From the moment ICED starts up, you know we're in trouble. You see, ICED (which stands for "I Can End Deportation") is a "game for change," in this case one that advocates for reform of immigration policy, its stance being pro-immigrant. During the initial loading screen, voice-over and scrolling text tells us "No one is safe from deportation--the sick and elderly, pregnant women, families..." And so on.
In Against All Odds, you play a citizen of a repressive country who is (in the first of twelve acts) detained by the police and forced to flee. The first four deal with escaping from your country, the next four with trying to establish refugee status in a host country, and the final four with attempting to adjust to life in a strange land. It was developed under the auspices of the UN High Commissioner for Refugees.
Cost Of Life is one of the best political web games released in 2006, right up there with The McGame and the comic genuis of Airport Security. Unlike most games with a political message, like September 12th, or 3rd World Farmer, CoL has a strategy that works buried in a heap of faulty (and revealingly so) tactical blunders. This is most telling in the balance of the game's stochastic elements, where health risks can be marginalized and hurricane disasters are actually quite rare, unlike 3rd World Farmer's frustratingly even spread that ensured you'd lose everything every few turns.
Paolo Pedercini is a mad bastard, and the McDonald's game is his sharp, procedural satire of how fast food is a corrupt industry by necessity. The game is set up so that you cannot win without compromising. Try it, you'll see. While you can maintain mild growth without using hormones or genetically modified crops, your bosses will not be satisfied. To really succeed, you have to employ what some might call "unnatural" means, though at Corporate, they call it "McFriendly growth measures".
Global Conflicts: Palestine takes a very different approach to the Israeli-Palestinian conflict from PeaceMaker; rather than casting you as one of the opposing leaders, you are a journalist, and rather than making high-level decisions, you are exploring a 3D environment meant to represent a section of Jerusalem.
Most "serious" games are, well, seriously dull -- high-minded, doubtless, but way too earnest, and often just bad games (since, you know, actual gameplay gets short shrift in favor of the message). And "The Redistricting Game" does not exactly get the pulse pounding as a name, no?
But surprise, it's actually engaging. It's a level-based game in which the challenges increase: at first, you're just redistricting for population equality, but then you try to gerrymander in favor of your party, and then you also have to deal with racial considerations (a constraint in federal law). You're facing a map of the state of Adams, with little blue dots representing Democratic voters, and little red ones Republicans, sliding district boundaries across the map.
Certainly... At least if its subject is enough to make you cry.
PeaceMaker begins with a cut scene--brief video clips from the history of the Israeli-Palestinian conflict, beginning in 1948 and ending with the present day.
In any game, the purpose of an initial cut scene is to set the emotional context; for most games, this means bombast and violent triumph. For PeaceMaker, it means--sorrow, and perhaps despair.
Created by a mixed American, Israeli, and Palestinian team, PeaceMaker deals with the Israeli-Palestinian crisis. Playing as either the Israeli Prime Minister or the Palestinian President, you must try to satisfy the urgent needs and demands of your own people, while establishing a degree of trust on the opposite side--and, with (a great deal of) luck, an agreed resolution to the conflict.
Inherent Evil was the first graphic adventure developed by Bryan Wiegele and the crew at Big Time Games, and was originally developed in an unusual way: It was supposed to be released episodically, one chapter per week, with a $10,000 cash prize to the first person to 'solve' the game. This structure led to some interesting design decisions; originally, each chapter dropped you to the desk-top on conclusion, and there was no way to save games during a level.
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