For all intents and purposes, 2014 was the year in which I actually moved to Sweden. It was a monumental year for more reasons than that, however. I feel as though it’s the year I discovered Europe, and began to find my voice – as a speaker, podcaster and game designer. 2014 was also the year in which I charged headlong into making games a more approachable and friendly medium, creating platforms for other people to find their voice too.
I’ve not really dealt with serious games before, on this blog or elsewhere, but an idea has struck me and I hope you’ll indulge me as I share it. Many such games deal with political ideas through education or simulation. There are very few which deal with social issues, possibly because they are a complex matter. Some such issues do appear in more generalised games, however:
Half-Life 2 deals with repression, both in its cyberpunk storyline and a thoroughly disadvantageous few minutes of play at its start. I’m sure most people will remember the City 17 station ‘metro cop’ who knocks a can to Freeman’s feet. In the mocking tone of one holding the high ground, he orders Freeman to pick it up. The player has the option to throw it back in his face, but Freeman is unarmed and easily bludgeoned with a cattle prod for his insolence. This short encounter sets the tone for a whole game about overcoming dictatorial power.
Beyond Good & Evil has a more political angle, exposing the perils of state-controlled media in a fantastical setting. Protagonist and freelance photojournalist Jade falls foul of the military during a vicious alien attack and winds up with a rebel network, out to expose far more than the government is letting on. Who’s really behind the Domz attacks, and why are innocents being abducted from the streets?
Of course, this is no less than what film is capable of dealing with, and film has the power to highlight more personal issues. What if games were tackle ideas like betrayal, love and social injustice head-on?