Reach the Passenger has now evolved into Global Crisis 2020. I am still continuing with a cooperative game centred on movement around the world but I have included the topic area of refugees and immigration to Australia. This was after I came across Freedom: the Underground Railroad. This board game has players working together for the Abolitionist moment. I decided to mix the two game ideas and create my own.
Over the past few weeks I have thoroughly researched cooperative board games. Sadly, I have found that many people claim that this type of game to be all based on luck and no strategy is involved at all. Furthermore, claims have also been made that cooperative games are basically a solitaire game dressed up to look multi-player. I disagree with these statements and hope that with the development of ‘Global Crisis 2020’ I will justify my argument.
Click here to read more about forums and opinions on cooperative games.
After researching and listening to Chris about this weeks topic on machinima, I was inspired to think about what sort of machinima could be produced if Global Crisis 2020 was a digital game. Content created about refugees in a machinima context could be pivotal to many individuals understanding about this large global issue. Barwell and Moore (2013) note that the prominence of affect in a digital networked learning environment cannot be underestimated. Something similar to the video below which is about Pandemic could be created for a digital version of Global Crisis 2020.
After creating a gameplay and researching production, distribution and marketing factors for my idea (shown in the Prezi above) my potential audience would be similar to people who play games such as Food Force and Stop Disasters both listed on Games in Education – Global Issues. My game would be perfect for school students, University students interested in politics and any other individual interested in refugees and more broadly global crisis’. The participatory culture of gaming entrusts that players will be interactive, especially in Global Crisis 2020 as players have the opportunity to influence the course of events and actions (Rassens, 2005).
In the coming weeks I hope to expand and clarify the gameplay, rules and the production of my game. Please comment!
Barwell, G. and Moore C. 2013, ‘World of Chaucer: Machinima and Adaptation’, in Understanding Machinima: Essays on Filmmaking in Virtual Worlds, edited by Jenna Ng, Continuum: London.
Raessens, J. (2005). Computer games as participatory media culture. In J. Raessens & J. Goldstein (Eds.), Handbook of computer game studies (pp. 373-388). Cambridge, MA: MIT