It’s been years since I played a game that's largely text-based. I was curious to see what current possibilities look like and how they’ve evolved, so I decided to try all three of the narrative games this week's module. While Gods Will Be Watching (Deconstructeam, n.d.) and The Domovoi (Bravemule, n.d.) were both well done, I was drawn in by the simplicity and surprisingly strong realism provided by Urban Ministries of Durham game SPENT (n.d.).
Gameplay
Figure 1. Screenshot from the game SPENT. |
Decision Types
Less Interesting Decision types in this game include Blind, Misguided, and Hobson’s Choice. More Interesting Decisions types included both Trade-Off and Risk/RewardDecisions.
SPENT utilizes multiple Blind decisions as well as several Hobson’s Choice options. An example of a Blind decision (where a player decides without an informed perspective how this decision will affect the rest of the gameplay) included “You come out of your house to discover that someone has siphoned the gas from your car. And you’re already running late for work. WHAT DO YOU WANT TO DO? A) Take the Bus or B) Call in Sick.” It’s not immediately obvious that there is a right or a wrong answer, and the player is left to make a decision based on no more information than that text on the screen. A Misleading Decision (where a player chooses to do one thing and the system does another thing) included “Your income level qualifies you for food stamps. WHAT DO YOU WANT TO DO?” A) Apply B) Go Hungry.” Choosing A) Apply returns the result “The good news is that you’re approved for benefits. The bad news? They don’t begin until next month,” negating a change in game state and resulting in an outcome similar to choosing B) Go Hungry.” One Hobson’s Choice decision looked like this: “Your new apartment is too small for your stuff. WHAT DO YOU WANT TO DO? A)Rent a Storage Unit for $45, B) Have a Yard Sale, or C) Ask a Friend to Store It,” where asking a friend to store your stuff was not a clickable action— clicking the option resulted in no change to the game.
From among the More Interesting Decision types, the game begins with a Risk/Reward Decision, asking the player to choose a job from among wait staff, office temp, or warehouse employee. The game outlines a job description including working conditions, shift length, and hourly pay. The Office Temp make a dollar an hour more than the 2nd Shift Warehouse job, but its hours are variable— so you may make more money, but you may not. Then again, sitting at a desk offers less opportunity to get hurt than working in a warehouse, so maybe you can get away with a less expensive health insurance plan. Considering which level of health insurance to choose is a Trade-Off Decision.
In my opinion, both Obvious and Meaningless/Misleading decisions are less beneficial to player agency, because causing the player to feel ‘choices they’ve made don't matter’ is the anthesis of agency. On the other hand, Meaningless/Misleading decisions were used to further the plot storyline, thereby deepening learner understanding, even if not increasing learner agency.
References
Bravemule. (n.d.). The Domovoi by Kevin Snow. Retrieved September 5, 2024, from https://bravemule.itch.io/domovoi
Deconstructeam. (n.d.). Gods Will Be Watching | Deconstructeam. Retrieved September 5, 2024, from https://deconstructeam.com/games/gods-will-be-watching/
Urban Ministries of Durham. (n.d.). SPENT. Retrieved September 5, 2024, from https://playspent.org/html/
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