Spiritual Evolution...
Musings on a hypothetical or conceptual game that teaches
the player about anti-feminism, anti-racism, LGBT rights, class stratification,
or some other issue(s) that impact how humans interact with one another….
Hmm…on one hand, I think the actual design of the game
itself could have an amazing array of possibilities and options that would be
both interesting and fun. I suppose that my larger concern (over that of the
development and programming of the game itself), would be in trying to make it desirable
to those individuals who the game would intend to educate. Indeed, the very
people that I would seek to reach out to in my game often have these sorts of opinions
because of very profound/personal belief systems which are often, if not altogether insurmountable, difficult to
effectively challenge, much less overcome and elicit true change. (That’s the
jaded part of my consciousness speaking, I reckon.)
But, being the imaginative little beastie that I am, I will
suppose that I have an ideal pedagogical environment wherein these individuals
are actually open to the experience and eager to see what the game could teach
them. So, given a genuinely curious and insightful player base, here are some
possible thoughts/ideas about how such a game might be imagined….
I’d likely design it to have the overall feel of an RPG,
with elements of a mystery and/or hidden objects game. I’ve been an avid gamer
since childhood and tend to like RPGs a lot as they provide the opportunity to
be, and potentially act as, yourself, but also ironically gain a little
distance from your “truest” nature. RPGs provide an environment in which the
player is able to contemplate and consider things from a more open-minded, and
differential perspective. Therefore, by designing the game with an RPG base, it
grants the player the “overlay” of a game character, which I feel allows for
greater cognitive openness. I also like
horror/survival type games, but I would try to shy away from violence as part
of the player’s objectives in this game as it would seem counterintuitive to
fostering a sense of non-violence, non-aggressive respect and/or consideration.
As for the setting, I might experiment with a time-traveling
theme perhaps, which again cognitively primes the player to “step outside
themselves” and consider things from a perspective that helps neutralize their RL
socialization and/or experience(s). Maybe call it and model it something along
the lines of “A Spiritual Evolution” or “A Spirit’s Evolution” something…
So, as the game begins the player is given a quick tutorial
as to how to use the controls and navigate throughout the ages. At the end of
each level, the goal is to collect “time coins,” which will allow them to go to
the next level.
Perhaps the player will be given a different level for each
of the categories/issues listed above (feminism, LGBT, social classes, etc.).
In order to teach them about feminism and/or class
stratification – perhaps we would start the player back in a setting like King
Arthur’s court. The player is female at this level. Having woken up in a castle’s
servant bedrooms, the player is instructed to find the time coins needed to
move forward in time. They can search the bedroom (alas – nothing is there),
and as they wander the castle, they will have to solve different puzzles to
gain access to certain rooms (library, etc.). Further, they will be frequently
thwarted by others roaming in the castle – such as “you shouldn’t be in here,” “the
lord of the manor wants you to bring him something to eat,” “they need help
scrubbing the statues,” etc. If we were going for true realism, we could
intensify the experience by having a back story that the character’s children
are starving or dying from disease (and no one helps her), and/or during a
feast, the character is not only subject to sexual harassment, but gets busted
stealing some bread for her children or something. These games could get really
hard-core, so I suppose we’d have to beta test it to find out what the limits
are as far as how realistic we should go. Once they have searched through
hidden object scenes and solved certain puzzles, they can use their time coins
to travel to another epoch.
Perhaps another level may consist of being a male player,
happily living in Africa when a slave-trading ship arrives. As the player’s
wife is taken, the player (though they could escape) decides to go with them so
he can try to protect his wife. On the ship, we could have a few puzzles/hidden
objects and perhaps he finds a few time coins to keep the player playing. The
ship, after a rough travel overseas in which some of his “friends” die, the
player and his wife cling to one another as they are ushered off the boat to a
slave auction in North Carolina. The player is given the choice to be sent
North as a house servant, or give up a time coin to stay with his wife, who is
destined for the brutal life of agriculture. Once they arrive at the
plantation, there will be puzzles and hidden object scenes – along with
obstacles that the player must deal with. These obstacles could be similar to
those that the castle maid deals with and the level of realism – once again –
is difficult to plan for….ultimately, to keep the player going though, having
collected enough time coins, the player can escape into the future with his
wife.
From there we can give them locations/characters that will
similarly walk them through life as a homosexual/bisexual or even a transgender
character, maybe a level to touch on religious tolerance, although I’d be wary
of that because people are so defensive about their belief systems – but perhaps
I would make it more from a mythological perspective – if I can make it fun and
visually appealing enough, maybe I could get the player to consider other religions.
As for making it multi-player, perhaps in each scenario we
can have players that are in the same “category/class” – such as a small group
of female castle servants, or a group of African characters that are from the
same tribe, or non-normative gender characters in the same group. This would
allow for greater authenticity perhaps, because it’s natural for people to reach
out to those that are “like” them and may help facilitate greater openness and
dialogue of the issue. And as McGonigal notes in her chapter, “Fun with
Strangers” – “reminded of how much we share with even the strangest of
strangers.” Setting this up as a multi-player game, then, allows for people
from different generations, different nations, different backgrounds of all
sorts to come together and have a “living, breathing” dialogue with these
issues.
Plus, the players’ efforts could be further problematized by
maybe making them have to reach out, in order to solve some puzzles or find
inventory objects, at different points to the “opposing” power structures/figures.
Yet, that said, I would be loath to actually let people play in the positions
of power in the different environments. I think it would be all-too-easy for
trolls and haters to really take things too far, which would shut down the
player’s ability to experience certain things.
I think I would likely make the “power structure” characters as NPCs
instead, which will help control the game play, its movement and the
experiences that the player can engage in. Ultimately, then, I think this could
be done. I feel that framing it as a collection of RPG characters thrust into
difficult scenarios, but given relatively easy puzzles to solve in order to get
clues or time coins, along with beautiful scenery/environments for hidden
object searching, which are also fun. These parts of the game could help offset
the intensity of the scenarios the character is in – yet still allow for a
learning experience.
I appreciated McGonigal’s text, though I think she tends
towards the conservative when it comes to the types of games we should be
playing. She seems to eschew violence in gaming and personally, I feel that
violence (on a spectrum) is part of human nature. It may in fact, be healthy
for us to engage in “game” violence now and then as a means of blowing off
steam. And as for the argument that violent gaming leads to violent children or
murderers, well, my sense is that if a person games and then commits a RL
murder – they were unstable to begin with. A well-adapted individual recognizes
the boundaries between RL and the game. Indeed, when D&D first came out,
there were cries that we – as players – were Satanists or idolaters, in
addition to the violence debate over killing orcs and dragons.
Yet, as for how McGonical might consider my game – I would
hope that she could recognize the pedagogical potential. She certainly argues for
constructive gaming which can elicit real world change, and I think my concept
could help open people up to these experiences and encourage them to engage
with these issues in an appropriate manner. Indeed, she describes in her text,
a boy named “Tom,” who exclaims about the game “The Extraordinaries,” that “it
was like a life-saving scavenger hunt.” This is sort of how I see my game. The
player must not only experience the trials and tribulations of given marginalized
groups, but do with a positive outlook and the fulfillment of quests/objectives
will grant a sense of pride and accomplishment that is rewarding. It would be a
positive-feedback game – despite the harshness and authenticity of each level. And
just as Tom was able to map a defibrillator and save lives – in my game, the
player is given that same opportunity. It’s just a bit more realistically and
historically based.
(Margie's Musings)