Note: This post deals with my game, Learning to Be Human. As such, it will contain spoilers.
An
educational anti-bullying game has to do everything, and do everything
well. It has to be accurate, engaging, and polished. If any of those
things slip, the game falls apart quickly. I made sure that didn't
happen by avoiding those all-too common pitfalls.
Too often,
educational games aren't fun or engaging. While sometimes the subject
matter can be difficult to make fun, the delivery and the mechanics
are important in addressing that issue. But I've seen too many
educational games that don't really consider the mechanics of the
game at all, and instead focus entirely on the information.
Sometimes, the "game" aspect is a long list of unflavored
facts or quizzes (Encarta Mind Maze). I've also seen
complicated tasks presented to the player without any explanation or
description, such as the insta-kill police safety protocols in Police
Quest, or the obscure surgical steps in the game Life &
Death 1988. These types of mechanics don't feel like interactive
experiences, they feel like work.
So then the question becomes: how do
you present players with facts without making them boring? This is
actually a bit of a solved problem in video games. There are so many
just-for-fun games out there that teach players loads of information.
There are books worth of lore from World of Warcraft, on top
of all the learned information about combos, rotations, stat
optimization, fight mechanics, etc. The difference is that in a game
like World of Warcraft, the lore isn't constantly the focus of
the game, and often players have the chance to pick and choose which
aspects of the game they want to focus on. While educational games
don't have as much leeway, it is important that the educational
aspects don't always dominate the game. That players have a chance to
focus on different aspects of the game.
I successfully presented facts in a fun way in Learning to Be
Human by having sections of the game that weren't focused on
bullying, that instead focused on a more normal life. I had sections
of the game where the android worried about its place in life, where
it could relax and watch a movie or read a book, where the kids were just laughing and having fun. And I included an ending where the player got to choose their own future. Those scenes
were important because they created a feeling of engagement and connection, and
because they allowed players some down time between the educational
aspects of the game. The game shouldn't always be focused on the message, but should include some parts that offer a respite.
There is always, of course, the danger
of the opposite problem. There are plenty of educational games that
focus too heavily on having fun mechanics, so much so that they don't
convey much information. This was a problem in the game Bronkie as well as Ozzy & Drix (GBA). Those two games were just platformers with educational themes. The problem with these
games is the lack of attention to education. Their themed visuals do not teach, they can only present players already-familiar with the material with familiar window dressing. Some games are almost worse, teaching facts mixed with fiction (while a book, I think something like Abraham Lincoln, Vampire Hunter has this problem), making it unclear which is which.
It's important that educational
material of the game not be sacrificed for the mechanics of the game.
The mechanics should serve the material, not dominate the game.
I presented a high volume of quality information Learning to Be
Human by including researched strategies for addressing
bullying from multiple perspectives: that of victims,
bystanders, and bullies. Players were always presented with multiple options
for how to solve their problems, because there's never one easy
answer to addressing a specific situation. And the progress players made in solving their bullying issues were tangible, but still realistic small steps.
Both of these things: good facts, fun mechanics mean very little if the game itself is buggy, poorly paced, or missing critical features. Polish is just as important here as with any other game. I personally use a multi-draft system that focuses on different areas, starting with characters + locations, then a rough draft, then pacing, then mechanical errors, then rewrites, then additional polish and beta testing. Keeping high standards means that the players won't get distracted by the game's failings as they play.
And the results combine into something that's engaging, fun, and educational. And I'd love to see more of it.
Both of these things: good facts, fun mechanics mean very little if the game itself is buggy, poorly paced, or missing critical features. Polish is just as important here as with any other game. I personally use a multi-draft system that focuses on different areas, starting with characters + locations, then a rough draft, then pacing, then mechanical errors, then rewrites, then additional polish and beta testing. Keeping high standards means that the players won't get distracted by the game's failings as they play.
And the results combine into something that's engaging, fun, and educational. And I'd love to see more of it.
This looks something teachers should try with kids in classrooms. I'll send this to a friend of mine who is a teacher at an elementary school.
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