Week 3 — Games for Change: Sarah Juristy

Thoughts on What We Played in Class

Dumb Ways to Die
This game uses repetition, humor, and fast failure to build awareness through habit formation. Instead of lecturing players about safety, it creates quick cause-and-effect loops that reinforce attention and caution. Its strength is that the message is embedded in player action rather than text or narrative explanation.

Fake It to Make It
This game is effective because it makes the player directly responsible for spreading misinformation. The mechanics demonstrate that harmful systems can grow because they are efficient and rewarding, not necessarily because participants are malicious. The uncomfortable feeling of succeeding through unethical strategies is part of the persuasive design.

Cards Against Calamity
This game works as a social reflection tool. It uses humor to reduce player defensiveness while encouraging discussion about serious topics. Its effectiveness depends on the group dynamic, but it can create opportunities for players to confront difficult realities through conversation and shared reaction.

Cast Your Vote
This game helps players understand civic participation by breaking complex systems into understandable steps. It reduces intimidation around voting by making the process feel manageable and procedural rather than abstract or overwhelming.

Detroit: Become Human
This game builds empathy through branching narrative and consequence visibility. Players see how social systems, prejudice, and power structures influence available choices. The game is most effective when it forces players to live with the results of their decisions rather than offering easy moral victories.

Gris
Gris communicates emotional experiences through visual and mechanical design rather than direct storytelling. It encourages emotional reflection and demonstrates how games can create empathy through mood, pacing, and environmental interaction.

Outer Wilds
Outer Wilds builds empathy through discovery and perspective. Players gradually understand the lives and histories of others through exploration. The game emphasizes curiosity, humility, and acceptance rather than competition or dominance.

Five Game Ideas Around Empathy

Borrowed Minutes
Players have a limited number of daily actions that must be divided between work, health, relationships, and survival tasks. The game builds empathy by showing how limited time resources force difficult life tradeoffs.

Signal Lost
Players cooperate while dealing with incomplete communication. One player has information but limited ways to share it. The game builds empathy for communication barriers and information overload.

The Room Next Door
Players live in a shared building and learn about neighbors through small interactions and environmental storytelling. The game teaches empathy by showing how behavior often has hidden context.

Care Cycle
Players manage community wellbeing using limited support resources. The game demonstrates how systems, not individual choices alone, shape outcomes.

Alternate Reality Game — Kindness Protocol
Players complete real-world empathy challenges delivered through text, QR codes, or hidden messages. The game tracks participation through real-world interactions, encouraging empathy through behavior practice rather than simulation alone.

Rule Set + Prototype Plan (Closed Loop)

Game Concept — Closed Loop

Closed Loop is a systems management game where players run a fully closed city ecosystem. Nothing can leave the system, meaning every product eventually becomes waste that must be processed, stored, or converted into new resources. The goal is to maintain population wellbeing while preventing environmental system collapse.

Objective

Players attempt to maintain population stability and environmental balance over a fixed number of rounds. Winning is based on long-term sustainability rather than short-term growth.

Players / Time

2–4 players
30–45 minutes

Core Resources

Population
Energy
Materials
Waste
Stability (tracks system health)

Turn Structure

Each round represents one operational cycle. Players produce goods, support population needs, and manage waste processing. At the end of each round, waste converts into environmental pressure if not processed.

Core Rules

Every production action generates waste tokens that enter the system on the next round. Waste can be converted into energy or materials, but conversion is inefficient. If waste storage exceeds capacity, system stability decreases. If stability reaches zero, the city collapses.

Players can invest in infrastructure upgrades that increase efficiency, but upgrades require multiple rounds to complete and temporarily reduce available resources.

Prototype Version 1 (Paper Test)

The first prototype will use index cards for buildings and systems, tokens for resources, and a simple stability tracker. The focus of testing will be whether players clearly feel tension between short-term production and long-term sustainability.

Iteration Plan

After the first playtest, adjustments will focus on making long-term consequences more visible. If players ignore sustainability without immediate penalty, delayed consequences will be made stronger or more predictable. If players feel overwhelmed, resource categories will be simplified to maintain decision clarity.

Playtest Goal for 2.19

The goal is to confirm that players experience meaningful tradeoffs between growth and sustainability and understand the closed system concept without needing long rule explanations.

Reading Questions (Flanagan Chapters 1 and 3)

How does Flanagan’s definition of games differ from Crawford and Salen/Zimmerman?
Flanagan frames games as cultural tools that can challenge norms and create reflection. Crawford focuses on structural properties like interaction and conflict, while Salen and Zimmerman define games as rule-based systems with measurable outcomes. Flanagan expands the purpose of games beyond structure into social and cultural impact.

What is an activist game?
An activist game is designed to influence awareness or behavior around real-world issues. It persuades through systems and player participation rather than direct messaging.

What other games share perfect information?
Tic-Tac-Toe, Checkers, Othello, Connect Four, and Nine Men’s Morris are all perfect information games because all players can see the full game state at all times.

Why did chance games hold spiritual importance?
Chance outcomes were often interpreted as fate or divine will, making gambling or randomization tools part of spiritual or ritual decision-making.

Earliest conflict between religion/government and games + modern examples?
Early conflicts centered on gambling and dice. Later examples include pinball bans and cultural panic around role-playing games like Dungeons & Dragons.

What is a fox game? Modern example?
Fox games are asymmetric chase games with one powerful player versus many weaker players. Modern asymmetric multiplayer games follow similar design patterns.

Purpose of Mansion of Happiness?
It was designed to teach moral behavior through gameplay, rewarding virtue and punishing vice.

Why did Surrealists and Fluxus artists play games?
They used games to challenge logic, social norms, and traditional art boundaries while encouraging creative participation.

What signals profound changes in games? WWII pinball reskins?
Changes in rules, goals, and rewards signal deeper meaning changes. WWII pinball machines were reskinned with wartime imagery and messaging.

What statements did Fluxus artists make by reskinning games?
They showed that social and economic systems are built from changeable rules, not fixed realities.

How are artists using war games?
They repurpose conflict systems to critique power, violence, and social structure.

Why is player agency important?
Agency allows players to experience consequences of decisions directly, making critical messages more impactful.

WEEK 2 — Persuasive Games: Sarah Juristy

Five New Persuasive Game Ideas

1. Climate Change — Closed Loop

Core Mechanic Inspiration: Lifecycle conversion systems (waste → resource → population support → waste again)

Game Idea:
Players manage a self-contained city where nothing can leave the system. Every product eventually becomes waste that must be processed back into usable material or energy.

Persuasive Goal:
Show that waste doesn’t disappear; it only changes form and must be accounted for somewhere in a system.

Key Mechanics:

  • All items generate delayed waste tokens
  • Waste can be processed into low-quality materials or energy
  • Overproduction causes long-term system slowdown
  • Players must design sustainable production chains

Why It Persuades:
Players experience environmental cost as a system pressure rather than a moral message.

2. Energy Use — Peak Demand

Core Mechanic Inspiration: Resource spike / stress testing systems

Game Idea:
Players run a regional energy grid trying to survive unpredictable demand spikes caused by weather, population growth, and emergencies.

Persuasive Goal:
Demonstrate that energy infrastructure must balance reliability, cost, and sustainability.

Key Mechanics:

  • Power sources have ramp-up times
  • Cheap energy sources cause pollution penalties later
  • Renewable sources require storage planning
  • Sudden demand events force hard tradeoffs

Why It Persuades:
Shows energy transition is a systems engineering challenge, not just a moral choice.

3. Political Influence — Information Economy

Core Mechanic Inspiration: Resource transformation (information → influence → control → instability)

Game Idea:
Players manage a media network competing for attention while trying to maintain credibility and long-term audience trust.

Persuasive Goal:
Show how misinformation spreads because it is efficient and profitable short term.

Key Mechanics:

  • Sensational content generates fast engagement
  • High engagement reduces long-term trust stability
  • Low trust creates volatile audience behavior
  • Fact-checking costs time and reach

Why It Persuades:
Players feel why low-quality information systems can dominate healthy ones.

4. Water Scarcity — Allocation Protocol

Core Mechanic Inspiration: Hard ration + multi-system dependency

Game Idea:
Players manage water distribution across farming, housing, industry, and healthcare sectors during a long-term drought.

Persuasive Goal:
Show how infrastructure decisions create cascading human consequences.

Key Mechanics:

  • Every system depends on water differently
  • Cutting water creates delayed secondary crises
  • Infrastructure upgrades take multiple turns to complete
  • Emergency reserves create future shortages

Why It Persuades:
Players experience how infrastructure fragility creates social instability.

5. Food Ethics / Population Consumption — Protein Directive

(Light Soylent-style inspiration mechanically — population feeding efficiency vs ethics vs sustainability)

Core Mechanic Inspiration: Population processing efficiency optimization

Game Idea:
Players manage food production for a massive population using increasingly efficient but morally questionable food technologies.

Persuasive Goal:
Explore how efficiency pressure can lead to ethically uncomfortable systemic decisions.

Key Mechanics:

  • Food sources vary by:
    • Yield efficiency
    • Public approval
    • Long-term health outcomes
  • Hidden system cost mechanics
  • Population satisfaction vs survival tradeoff

Why It Persuades:
Players experience how large-scale systems reward efficiency over ethics.

Rewrite Endless Game Idea as Persuasive Game

Original Endless Game Concept

Endless resource accumulation / score growth game where the player continuously expands wealth and inventory with no natural stopping point.

Persuasive Version — Antique Tycoon

Concept:
Player runs an antique acquisition and resale empire, constantly buying, restoring, and flipping historical objects to grow profit and reputation.

Persuasive Message:
Cultural preservation and historical artifacts often become commodified, where monetary value can conflict with historical, ethical, or cultural value.

New Mechanics

Artifact Source System

    • Estate sales (ethical, low rarity)
    • Private collectors (expensive, high authenticity)
    • Gray market dealers (high rarity, ethical risk flags)

Historical Integrity Meter

    • Over-restoring items increases sale price
    • But reduces historical authenticity score
    • Museums and historians may blacklist player

Market Trend Pressure

    • Players pushed to sell historically important items during hype cycles
    • Holding items preserves history but risks financial loss

Reputation Split System

    • Commercial Reputation → unlocks buyers and investors
    • Preservation Reputation → unlocks grants, museum partnerships, academic value

Endless Growth Pressure

    • Rent, staff, and storage costs scale infinitely
    • Forces constant acquisition and resale cycle

Players experience how markets can pressure owners to treat history as inventory.
The game does not tell players what is ethical or unethical; instead, it creates systems where players feel tension between preservation and profit.

The endless growth structure reinforces the idea that once a system is built around profit and expansion, it becomes difficult to slow down or prioritize non-financial values.

Reflection on Played Games

The McDonalds Game

The game is effective because it exposes hidden supply chain decisions through gameplay. Players quickly realize that maximizing profit requires making ethically questionable decisions somewhere in the system. The game persuades through player participation in the system rather than direct messaging.

Intergroup Monopoly

The game demonstrates systemic inequality by starting players with different rules and advantages. Instead of explaining inequality through text, it allows players to experience unfair systems directly, which creates a stronger emotional and cognitive understanding. Playing as a minority had me in jail most of the game, more aware of the games skew than other player may have been whilein play.

Cool Spot

This game works as an advergame because it prioritizes fun gameplay first and brand exposure second. Players build positive associations with the brand through repeated exposure during enjoyable gameplay rather than through forced advertising.

Reading Questions

From Chapter 1

How does Mary Flanagan’s definition of game differ from Chris Crawford’s and Salen & Zimmerman’s?
Mary Flanagan defines games more broadly as cultural tools that can be used to question social norms, explore values, and create critical reflection. Her focus is not just on what games are structurally, but what they can do culturally and politically. Chris Crawford focuses more on structural features like representation, interaction, conflict, and safety, treating games as designed systems with clear boundaries. Salen and Zimmerman are even more structurally focused, defining games as rule-based systems with artificial conflict and measurable outcomes. In short, Flanagan expands games into expressive and critical media, while the others focus more on formal system structure.

What is an activist game?
An activist game is designed to influence real-world thinking about social, political, or ethical issues. Instead of focusing only on entertainment, activist games attempt to raise awareness, encourage empathy, or prompt behavior change. These games often simulate systems or lived experiences so players can understand complex issues through participation rather than through passive learning.

From Chapter 3

What other games share perfect information besides Go and Chess?
Other perfect information games include Tic-Tac-Toe, Checkers, Othello, Connect Four, and Nine Men’s Morris. In these games, all players can see the full game state at all times, and there are no hidden cards, secret information, or random chance affecting the game state.

Why might chance or gambling games hold spiritual or religious importance in ancient cultures?
Chance-based games were often connected to spiritual belief because randomness was interpreted as fate, divine will, or communication from supernatural forces. Tools like dice, bones, or casting lots were sometimes used for decision-making because outcomes were believed to reflect guidance from gods or spiritual powers rather than human choice.

When was the earliest battle between government or religious groups and games, and what modern games have been banned or demonized?
One early conflict involved religious condemnation of dice and gambling, which were often associated with sin or moral corruption. In more modern history, pinball was banned in several U.S. cities in the 1940s because it was considered gambling and a corrupting influence. Later, games like Dungeons & Dragons were demonized during the Satanic Panic, and some violent video games have faced bans or restrictions in certain countries due to concerns about violence or social influence.

What is a fox game, and what is a modern example?
A fox game refers to traditional asymmetric games like Fox and Geese, where one powerful player competes against many weaker players working together. The single player usually tries to eliminate opponents, while the group tries to trap or restrict the stronger player. Modern asymmetric multiplayer games follow similar structures, such as one-versus-many survival or hunter-versus-group game formats.

What was the purpose of The Mansion of Happiness?
The Mansion of Happiness was designed as a moral teaching game for children. It used movement along a path to represent moral progress, rewarding virtuous behavior and punishing immoral behavior. The game was meant to teach religious and social values through gameplay rather than direct instruction.

Why did Fluxus and Surrealist artists play games, and why did Surrealists think games might help everyone?
Surrealists used games to disrupt logical thinking and access subconscious creativity. They believed structured play could help people break free from social conditioning and rational constraints. Fluxus artists used games to challenge the boundaries between art and everyday life, often turning ordinary actions into artistic experiences and questioning what qualifies as art or performance.

Changes in what can signal profound changes in games, and how were pinball games reskinned during WWII?
Major changes in rules, goals, player roles, or scoring systems can signal deeper changes in how a game functions and what it represents. During World War II, some pinball machines were reskinned with patriotic or military imagery by replacing artwork, renaming machines, and repainting playfields to reflect wartime themes and cultural messaging.

What statements did Fluxus artists make by reskinning games like Monopoly and ping pong?
Fluxus artists used reskinned games to show that systems like capitalism, competition, and social structures are built on arbitrary rules that can be changed. By modifying familiar games, they encouraged players to question the assumptions behind everyday systems and think critically about power and structure.

How are artists like Lilian Ball, Marcel Duchamp, Takako Saito, Yoko Ono, Gabriel Orozco, and Ruth Catlow using war games?
These artists often use war game structures to critique power, conflict, and social systems. Some reinterpret strategic games like chess to explore culture, perception, and politics, while others modify competitive systems to explore cooperation, peace, or alternative social structures. By changing rules or presentation, they encourage players to rethink conflict and competition.

Why is player agency important in critical or serious games?
Player agency is important because critical games rely on player choice to create meaning. When players make decisions and experience consequences directly, they are more likely to reflect on the system being simulated. Without agency, a game becomes more like a lecture, but with agency, players participate in the argument the game is making.

Week 3 Questions

How does Flanagan’s definition of a game differ from Crawford’s and Salen & Zimmerman’s?
Flanagan emphasizes games as cultural and political systems that can critique society, while Crawford focuses on games as interactive conflict and Salen & Zimmerman define games more structurally as rule-based systems with quantifiable outcomes.

What is an activist game?
An activist game is designed to provoke awareness, critique power structures, or inspire social or political change rather than just entertain.

What other games feature “perfect information”?
Games like checkers, tic-tac-toe, Connect Four, and Othello also use perfect information, since all players can see the entire game state at all times.

Why might chance or gambling games hold spiritual or religious importance to ancient cultures?
Ancient cultures often viewed chance as a way to communicate with gods or fate, making gambling games tools for divination, ritual, or understanding cosmic order.

When was the earliest battle between government/religious groups and games, and what modern games have been banned or demonized?
Conflicts date back to ancient China and medieval Europe, where games were seen as immoral or distracting; modern examples include bans on Dungeons & Dragons, violent video games, and certain online games.

What is a fox game, and what is a modern example?
A fox game is an asymmetric game where one side is outnumbered but more powerful; a modern example is Scotland Yard or multiplayer stealth games like Dead by Daylight.

What was the purpose of The Mansion of Happiness?
The game was designed to teach Christian morality by rewarding virtue and punishing vice, reinforcing 19th-century religious values.

Why do Fluxus and Surrealist artists play games, and why did Surrealists believe games could help everyone?
They used games to disrupt logic, authorship, and control; Surrealists believed games could unlock creativity and access the unconscious for all players.

How can changes in play signal profound changes in games, and how was pinball reskinned during WWII?
Shifts in themes and mechanics reflect cultural priorities; during WWII, pinball machines were reskinned with patriotic and military imagery to support nationalism.

What statements did Fluxus artists make by reskinning Monopoly and ping pong?
They critiqued capitalism, competition, and rigid rules by turning familiar games into absurd, participatory, or anti-commercial experiences.

How are artists like Duchamp, Ono, and Catlow using war games?
They reinterpret war games to critique conflict, power, and strategy, often emphasizing peace, cooperation, or the human cost of war.

Why is player agency important in a critical or serious game?
Agency allows players to meaningfully engage with ideas, reflect on consequences, and internalize the game’s critique rather than passively receiving a message.

Gris

  1. What made the experience fun or not? The metaphors you had to answer along the way to figure out the meaning of the game.
  2. What is the motivating factor to get or keep players playing? I feel like the lack of direction helps because its about the mystery of what will happen next.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? It is trying to help you experience grief and how to cut yourself some slack.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The game is a metaphor for moving through stages of grief, with color and sound. Mechanics that standout include the gradual unlocking of movement abilities and the return of color to the world.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The game makes me feel broken and gradually gives me strength. The game makes me feel empath for the girl.
  6. Is the game an activist game? If so what does the game play advocate for? Yes it advocates for mental illness and grief.
  7. Describe the game in 3 sentences or in the form of a haiku. A silent world breaks apart as color slowly returns. Movement replaces numbness, and pain becomes progress. Healing is not winning it is continuing.

Dumb Ways to Die

  1. What made the experience fun or not? The easiness of the game and the customization of your character
  2. What is the motivating factor to get or keep players playing? To get a higher score.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, the game is trying to prevent you from doing dumb things that will kill you.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is to dont die in a dumb way and the mechanics that standout are the score and attempting to stay alive as the game gets faster.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The game gives me a sense of irony because they made a fun game out of ways you could die. The game makes me feel empathy for the three guys when they fall into their grave for every mistake I made.
  6. Is the game an activist game? If so what does the game play advocate for? Yes it advocates for the people who don’t have the common sense skill and end up dying becasue of it.
  7. Describe the game in 3 sentences or in the form of a haiku. do not kill yourself. survive each scenario. increase your high score.

Detroit: Become Human

  1. What made the experience fun or not? The dramatics of the game and the tough decisions you need to make.
  2. What is the motivating factor to get or keep players playing? The game switches through three characters and the suspense keeps you on your toes.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes the game is trying to show real world issues and how we can have an impact on it.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The android represents social groups and how they make impacts on the world. Mechanics that stand out is branching narratives, choices, and stories.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The gameplay is suspenseful and dramatic. It makes me feel empathy for the androids and side characters who are negatively affected.
  6. Is the game an activist game? If so what does the game play advocate for? Yes it advocated for empathy, equality, and nonviolence.
  7. Describe the game in 3 sentences or in the form of a haiku. The game places the player in control of androids whose survival depends on moral choices. Every decision reshapes the story and forces reflection on power and prejudice. The game asks whether freedom is earned through obedience or resistance.

OuterWorlds

  1. What made the experience fun or not? It critiques unchecked capitalism and corporate control, causing players to question authority, labor exploitation, and profit driven systems in the real world.
  2. What is the motivating factor to get or keep players playing? The humor and meaningful choices make it fun.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Player choice and consequence are the main motivators, as decisions visibly affect characters, factions, and the world’s outcome.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The game is a metaphor for late-stage capitalism in a sci-fi colony, with standout mechanics including branching dialogue, faction reputation, and choice-driven storytelling.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The gameplay often feels darkly humorous but morally tense, building empathy for exploited workers, colonists, and individuals crushed by corporate systems.
  6. Is the game an activist game? If so what does the game play advocate for? Yes, it advocates for ethical responsibility, worker dignity, and resistance to dehumanizing corporate power.
  7. Describe the game in 3 sentences or in the form of a haiku. Corporate stars burn bright. Choices cut through profit lies. Freedom costs something

Fake It to Make It

  1. What made the experience fun or not? The game isn’t “fun” in a traditional way, but it’s engaging because it feels fast-paced and tense. The discomfort is intentional and keeps you thinking.
  2. What is the motivating factor to get or keep players playing? The desire to win elections and see how far misinformation can be pushed motivates players. Curiosity about the consequences of your choices keeps you going.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, it aims to make players more critical of political media. Outside the game, it encourages skepticism toward news, social media, and political messaging.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The game is a metaphor for modern political manipulation and “spin culture.” The standout mechanics are creating fake news, targeting voter groups, and watching public opinion shift.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The gameplay can feel uncomfortable, guilty, and eye opening. It creates empathy for voters who are easily manipulated by misinformation.
  6. Is the game an activist game? If so what does the game play advocate for? Yes, it’s an activist game. It advocates for media literacy, ethical politics, and awareness of how misinformation undermines democracy.
  7. Describe the game in 3 sentences or in the form of a haiku. This game puts you in the role of a political manipulator spreading misinformation to win elections. The game reveals how easily public opinion can be influenced through targeted media. It ultimately warns players about the real-world dangers of fake news and propaganda.

Cards Against Calamity

  1. What made the experience fun or not? The game is fun because it uses dark humor and absurd card combinations to make heavy topics feel approachable, but it can feel uncomfortable if players aren’t into satire or social critique.
  2. What is the motivating factor to get or keep players playing? Players are motivated by shock value, humor, and social interaction, trying to outdo each other with the most clever or outrageous card combinations.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, it’s persuasive in a subtle way. It encourages players to reflect on real-world disasters, systems of power, and social inequalities rather than prompting a specific action like buying something.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is that global crises are often reduced to simplified, absurd narratives. The standout mechanic is card pairing, which exposes how easily complex tragedies can be trivialized or reframed.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The game creates a mix of amusement and discomfort, pushing players to laugh while recognizing serious consequences. It fosters empathy for people affected by disasters and systemic failures.
  6. Is the game an activist game? If so what does the game play advocate for? Yes, it functions as an activist game by critiquing media framing, capitalism, and indifference toward suffering, advocating for awareness and critical thinking rather than passive consumption.
  7. Describe the game in 3 sentences or in the form of a haiku. Laughter meets disaster. Cards reveal careless systems. Jokes that leave a mark

Cast Your Vote

  1. What made the experience fun or not? The game is engaging because it’s fast, choice-driven, and immediately shows the consequences of your decisions. It isn’t traditionally fun though, the seriousness and pressure can feel stressful rather than entertaining.
  2. What is the motivating factor to get or keep players playing? Curiosity about outcomes motivates players to keep going, especially seeing how small choices shift public opinion or results. The desire to “do better” in future runs also encourages replay.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? Yes, the game is persuasive as it encourages players to think critically about voting, political participation, and civic responsibility. Outside the game, it nudges players to be more informed and engaged citizens.
  4. What is the game’s metaphor and which of the game’s mechanics standout? The game uses voting as a metaphor for power and responsibility in democracy. Its standout mechanics are choice based decision making, limited information, and immediate cause and effect feedback.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? The gameplay can feel tense and overwhelming, mirroring real political pressure. It builds empathy for voters and marginalized groups affected by political outcomes.
  6. Is the game an activist game? If so what does the game play advocate for? Yes, it is an activist game that advocates for civic engagement, informed voting, and awareness of political systems. It emphasizes that participation has real consequences.
  7. Describe the game in 3 sentences or in the form of a haiku. Choices mark the screen. Democracy feels fragile. Silence still decides.

5 game ideas:

  1. You play as a junior White House policy analyst in a near-future U.S. where climate tech can only save some neighborhoods from collapse. Each briefing forces you to translate raw data into human consequences, families displaced, communities erased, political backlash ignored.
  2. A sci-fi surveillance system predicts “economic failure zones.” You’re assigned to a low-class neighborhood flagged for “controlled decline.” Your job is to decide where to place limited resources, schools, clinics, power nodes, knowing every choice accelerates neglect somewhere else.
  3. A classified AI claims it can prevent future uprisings by quietly relocating certain populations. You work in a White House basement approving or rejecting relocation requests from “undesirable” districts.
  4. A citywide communication blackout hits only low-income districts after a failed experimental energy grid. From inside the White House, you coordinate rescue, but misinformation, political pressure, and limited drones distort reality.
  5. Players uncover a fictional leaked White House initiative called Project Empath, a sci-fi program designed to optimize social stability by testing policies on marginalized neighborhoods first.

Mason Tosadori Week 3

Gris

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?
  2. What is the game’s metaphor and which of the game’s mechanics standout?
  3. How does the gameplay make you feel? Who does the game make you feel empathy for?
  4. Is the game an activist game? If so what does the game play advocate for?
  5. Describe the game in 3 sentences or in the form of a haiku.

Detroit Become Human

  1. What made the experience fun or not?
  2. What is the motivating factor to get or keep players playing?
  3. Is the game persuasive, and what is it trying to get you to do outside of the game?
  4. What is the game’s metaphor and which of the game’s mechanics standout?
  5. How does the gameplay make you feel? Who does the game make you feel empathy for?
  6. Is the game an activist game? If so what does the game play advocate for?
  7. Describe the game in 3 sentences or in the form of a haiku.

Outer Wilds

  1. What made the experience fun or not?
  2. What is the motivating factor to get or keep players playing?
  3. Is the game persuasive, and what is it trying to get you to do outside of the game?
  4. What is the game’s metaphor and which of the game’s mechanics standout?
  5. How does the gameplay make you feel? Who does the game make you feel empathy for?
  6. Is the game an activist game? If so what does the game play advocate for?
  7. Describe the game in 3 sentences or in the form of a haiku.

5 Games that revolve around empathy.

  1. It’s a bit political, but with the big movements of ICE there can be a game where youre taken and put back into somewhere you don’t know. Maybe you live on a planet and you’re taken to a different one, and you have to leanr to get back on your feet.
  2. There can be one about living in a lower class part of America. You start slow and its very difficult but you have to find different ways in order to become more successful and survive.
  3. There can be a game about being homeless. Maybe you play as an alien who’s world is slowly collapsing and your house is destroyed. Then you have to go around collecting resources and trying to rebuild and survive.
  4. Going back to about being homeless, we can add about wildlife preservaition too. You can play as an animal who gets his home destroyed and you have to find food to survive and make friends with other animals to protect yourself from predators. You could also find evolutions that make you stronger to help gather resoruces and protect yourself.
  5. For the AR game, you can be a manager at a corrupt company. You have to go though books and look at what the company is doing to people and decide who to save and who to sacrafice in order to keep your job while also trying to reduce he damage on your innocent customers.

GAME IDEA AND RULES WILL BE POSTED SEPERATE

How does Mary Flanagan’s definition of a game differ from Crawford’s and Salen & Zimmerman’s?
Mary Flanagan sees games as tools that can share ideas and challenge society. Chris Crawford focuses more on games having goals and conflict. Salen and Zimmerman define games as systems with rules and outcomes. Flanagan’s definition is broader because it looks at meaning, not just structure.

What is an activist game?
An activist game is made to bring attention to social or political problems. It is meant to make players think, not just have fun. These games try to inspire change or awareness.

What other games have “perfect information” like Go and chess?
Perfect-information games show everything to all players. Games like checkers, tic-tac-toe, and Othello work this way. There is no hidden information in these games.

Why did chance or gambling games matter to ancient cultures?
Ancient people believed chance came from gods or fate. Random results were seen as messages, not accidents. These games were often used in religious activities.

When did conflicts between games and authorities begin, and what modern games have been criticized?
Conflicts over games started long ago, especially with gambling. Religious and government groups often worried games were harmful. Modern games like Dungeons & Dragons and Grand Theft Auto have faced criticism.

What is a fox game, and what is a modern example?
A fox game puts a weaker player against a stronger opponent. The weaker player must use smart thinking instead of strength. A modern example is Metal Gear Solid

What was the purpose of The Mansion of Happiness?
The game was made to teach good behavior. Players moved forward by making good choices. It was meant to teach moral and religious values.

Why did Fluxus and Surrealist artists play games, and why did Surrealists think games could help people?
They used games to break rules and think differently. Surrealists believed games helped people use their imagination. They saw play as a way to challenge normal thinking.

What changes show big changes in games, and how were pinball games changed during WWII?
Changes in images and themes show changes in society. During WWII, pinball games used war images. This helped support patriotism.

What were Fluxus artists saying by changing games like Monopoly and Ping-Pong?
They wanted people to question money, competition, and rules. Changing games made players think differently about play. The games became messages, not just entertainment.

How are artists like Duchamp and Yoko Ono using war games?
They change war games to question violence and power. Their work shows war in a critical way. This helps players think instead of just enjoy conflict.

Why is player choice important in serious or critical games?
Player choice helps people learn by doing. Making decisions shows real consequences. This makes the message of the game stronger and easier to understand.

Reflection: Outer Wilds

  1. What made the experience fun or not? Honestly I did not really get the premise of the game. I am a little biased becasue its not my kind of game but I feel like there was a lack of instructions. Granted I could have missed it but still, not my favorite game.
  2. What is the motivating factor to get or keep players playing? Discovering new people and planets
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? I guess it persuades you to explore more planets.
  4. What is the game’s metaphor and which of the game’s mechanics standout? Explore planets and meet friends.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? Bored and I dont feel empathy for anyone.
  6. Is the game an activist game? If so what does the game play advocate for? No
  7. Describe the game in 3 sentences or in the form of a haiku. Space, Fly, Explore

Reflection: Detroit Become Human

  1. What made the experience fun or not? I would say so, I wanted to go back and play more after I left.
  2. What is the motivating factor to get or keep players playing? The continuing story of the characters in the game.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? I think so, I think it makes the player feel guilt for the androids.
  4. What is the game’s metaphor and which of the game’s mechanics standout? For me it was the camera because of ho bad it was.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? For at least when my group played it was Todds family I believe. The dad is a tool and it makes you feel bad for his child.
  6. Is the game an activist game? If so what does the game play advocate for? I dont belive so.
  7. Describe the game in 3 sentences or in the form of a haiku. Android, Equal, Rights

Reflection: Dumb Ways To Die

  1. What made the experience fun or not? For me it was fun because I played this whenever I was a child so it beings back old memories of me and my friends playing it.
  2. What is the motivating factor to get or keep players playing? For me its a competition of who can get the best score out of your group.
  3. Is the game persuasive, and what is it trying to get you to do outside of the game? For me at least its not persuasive, it doesn’t want me to do much. I only would want to get a better score than others.
  4. What is the game’s metaphor and which of the game’s mechanics standout? I guess its dumb ways to die, and none of the mechanics really.
  5. How does the gameplay make you feel? Who does the game make you feel empathy for? It gives you a little jolt, the further you get the faster and harder it gets.
  6. Is the game an activist game? If so what does the game play advocate for? I believe it is, I think its about safety around trains.
  7. Describe the game in 3 sentences or in the form of a haiku. Dumb stupid deaths

Thoughts on games in class

Out of the three my favorite would have to be Monopoly. Normal monopoly but you are split up into different groups. Each class has advantages or disadvantages. That makes the game either easier or harder passed off the class you fall in. For example if you get the lower class, there is a good chance you will not win. Some cases however you may be able to pull off a miracle.

The McDonalds game is simple and it shows the process of how they get everything to the restaurant then to the customer. I think its a cool way to show the process of what they did instead of playing a video or something like that.

Game Design 2 Week 3

Aleah Dudek

Gris

  1. What made the experience fun or not?

I think it was definitely interesting. I wouldn’t say it was addicting, but I could see myself doing a whole play through over time. I like that there was puzzles within the play through, also parkour, and a storytelling aspect to it.

  1. What is the motivating factor to get or keep players playing?

I think putting the pieces together within the game helps me keep going, not finishing what I started in a sense. Also learning more about the story and discovering the different realms.

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I am not sure how if I would call it persuasive because I am not sure what it is trying to persuade. I really enjoyed the different aspects of the story contributing to another though.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

I think the game describes a sense of emotional healing, and coming out of a depressing state. Gris herself represents the player’s inner emotional state. As she regains color, abilities, and voice, it symbolizes learning to live with loss instead of being consumed by it. The mechanics varied as you kept moving if you were able to walk, climb, run , or any other supernatural powers, running and jumping were the main ones though.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

The gameplay makes me feel curious to what is going to happen next. I also feel like it makes me feel empathy for Gris as she goes with her journey to find herself again.

  1. Is the game an activist game? If so what does the game play advocate for?

I think it is. I think it advocates for mental health and that you can make it out. I think it advocates for finding yourself again.

  1. Describe the game in 3 sentences or in the form of a haiku.

I lose my own voice,
The sky learns how to breathe again,
So do I, slowly.

Detroit Become Human

  1. What made the experience fun or not?

I think it is fun. I like the storytelling of it and the message behind it. I like that you can kind of navigate the story at your own pace.

  1. What is the motivating factor to get or keep players playing?

The different choices you could make I think make

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I think it is persuasive because it’s persuading one to think about “differences” and make the overall message of the game stand out.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

It’s about systems of power, social rebellion, and the fight to be seen as human. It almost acts like the the sense of racism. These robots want to be treated as a human. The mechanics are being able to pivot my way through the story making my one choices when given.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

I think the gameplay makes me feel immersed and as if I am part of the story myself. Being able make my own choices based off the emotion felt or created. I feel empathy for the robots as I see they are treated indifferently I feel sad for them as I want them to be treated equally.

  1. Is the game an activist game? If so what does the game play advocate for?

Yes it is an activist game. it advocates for racism, inequality, and to be treated the same no matter what. That can run for several campaigns, but I think it could also advocate for the potential of our future and what future technology can look like. Depending on the person that could either scare them or excite them.

  1. Describe the game in 3 sentences or in the form of a haiku.

Circuits feel the storm,
Justice sparks in metal bones,
We become alive.

Outer Wilds

  1. What made the experience fun or not?

I think it is fun. I like the free roaming aspect of it;. Being able to walk and fly the spaceship.

  1. What is the motivating factor to get or keep players playing?

Discovering different planets and unlocking new missions within the game. I think the players want to keep going to unlock different abilities and different missions.

  1. Is the game persuasive, and what is it trying to get you to do outside of the game?

I think it is persuasive because it persuades the player to keep going almost in an endless loop it seems. I don’t really see the storyline though that goes a long with it.

  1. What is the game’s metaphor and which of the game’s mechanics standout?

is a metaphor for curiosity, impermanence, and learning to let go. Following missions and achieving things you can’t do in real life. The mechanics are O2, Fuel, Gravity, the plants, your ship and resources.

  1. How does the gameplay make you feel? Who does the game make you feel empathy for?

It makes me feel curious about what all I can explore and do around the realm. I don’t think I feel empathy because you respawn every time you die.

  1. Is the game an activist game? If so what does the game play advocate for?

I don’t think it is because laws aren’t being changed or revised. You aren’t doing much different except free roaming and dong what you want around the world you have created and evolved in.

  1. Describe the game in 3 sentences or in the form of a haiku.

Time breaks like starlight,
I gather worlds in my hands,
Then let them all go.

Water Bucket Clicker (Persuasive)

Simple, you originally clicked to fill up a bucket and dump it. Now you have to meet a quota with the amount of buckets you fill up. You get assigned to a building that has a leak in it. If you do not fill up the buckets quick enough, the building will flood before your coworkers fix the leak. Continue this and you will get tougher jobs that are longer but pay out quicker.

5 New Game Ideas To Changing Players Minds

1-Empire Game

A game about growing a new empire, the more your empire grows the more enemies you gain. It puts you and the people of your nation at risk.

2- Chef Simulator

You start the game by cooking whatever you like but the harsh reality is that people and critics are very tough on your food. You have to adjust to the customers needs with taste, prices, and portions.

3- Political Partay

You create a new political party and try to convince the people of your nation to join you. Could work out, or it can make the nation turn on you as a whole.

4- Climate Race

Similar to how there was a race to the moon lets say, each country is racing to find a way to end climate problems. However, some countries try to take shortcuts and end up hurting the Earth rather than fixing it.

5-Energy Crisis

Creating new ways to use energy is revolutionary. Many for the better, some are for the worse. Your goal is to make society grow without having any negative effects. For instance, think of when the first nuclear weapon was creating. What followed suit after that is not necessarily the best but it changed science forever. Follow your path, and make your own path in the history books.

Rewrite one of your endless game ideas (from week 1) but now make it a persuasive game

The Water Bucket Filling Game:

The aim of the game is speed not efficiency.

Empty bucket continuously slide by (on a conveyor belt or something) and you have to fill them by holding down a spicket of water that fills the buckets. You could hold it down even in between buckets but speed increases filling them most full – but speed and numbers increases “profitability”.

However, the game still tracks how much water that you waste in the process of fulfilling your tasks. As you keep playing it, the player starts to try to conserve the water and not waste it (or purposefully waste it depending on the player mindset)

The point is to raise awareness subtly through the gameplay about water supply and doing a task with speed and not worrying about the consequence essentially.

Game Reviews: Monopoly, McDonald’s, and Cool Spot

Monopoly: For this version, we were separated into different social classes to change up the game. Was it fun? I mean I wasd the top 1%, so I was able to get all of the property, but I could tell that the other players were not. It was an interesting take to make the game more realaistic tyo how the modern world it, and to feel like what those billionaires feel like when spending, unaffected by those in lower incomes. I would still play Monopoly after this.

McDonald’s: Very sad when I had to kill the cows, but it’s overall pretty accurate in representing what corporations can go through to succeed. I kinda had fun? But I didn’t read the instructions at 1st, so it was harder, but after I read asbputy it,it was much easier.

Coolspot: Honeslty I wouldn’t have known this was a branded game unless I was told. It was genuinely fun to watch, I couldn’t play it as its discounited, but it looked like an enjoyable game, similar to the old Sonic games. However, it won’t convince me to drink 7-UP.

Game Responses Week 2

Intergroup Monopoly
Was it fun? Sort of, it was entertaining to a point to be so unequal but then just dragged on when the gap continued to expand

What were the player interactions? Pretty frequent, you pay each other things and buy stuff and talk about the rules

How long did it take to learn? Not long, we also referred to the new rules during gameplay

What was the most frustrating moment or aspect of what you just played? The inability for me to do pretty much anything as the minority player – i only ever made it around the board once and had to pay a whole lot of money most times

What was your favorite moment or aspect of what you just played? It was still monopoly so it was moderately fun cuz I just got to chill in jail

Was there anything you wanted to do that you couldn’t? Gain money, I couldn’t really do that – i just paid money

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? Be 1% player, that would be fun – a different mechanic could be interesting to break through some of the set limits and level up per say

Is this a game you would play again? Probably not, it’s just not as fun

Analyze the game using the 3 act structure. The set up of money and property, then taking turns rolling dice and taking actions, then counting money when we were all done

What are the collaborative and or competitive aspects of the game? It’s pretty much solely competitive, Christine felt bad and wanted to help but no we did not let her

What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is standard Monopoly but with the social commentary of inequalities, the mechanics are rolling dice, collecting money, buying etc.

Describe the game in 3 sentences or in the form of a haiku.
Just like the OG
Different social status
Money gap is clear

McDonalds Game

Was it fun? No

What were the player interactions? It’s single player but the mechanics didn’t work

How long did it take to learn? I never figured it out. I played it for like 15 minutes and could never figure out how to save my cows or make the workers work correctly

What was the most frustrating moment or aspect of what you just played? THE COWS KEPT DYING there was no button to save them and I kept losing money

What was your favorite moment or aspect of what you just played? It’s a neat idea but the rules and what you are actually supposed to do never made sense, i wanted to see my McDonalds chain succeed but couldnt figure it out

Was there anything you wanted to do that you couldn’t? keep the cows alive

If you had a magic wand to wave, and you could change, add, or remove anything from the experience, what would it be? have a little bit more explanation of how to save the cows and maybe be able to transfer them over to the stalls/barn myself

Is this a game you would play again? Maybe just to see if I could figure it out

Analyze the game using the 3 act structure. Plant more grass, drop cows, see what happens, hire workers, see money either drop or increase and make more burger patties

What are the collaborative and or competitive aspects of the game? Your basically just playing against yourself so not much of each

What is the game’s metaphor and which of the game’s mechanics standout? The metaphor is managing your own mcdonalds chain – the mechanic of switching between different like “mini games” almost, with the different parts of the business.

Describe the game in 3 sentences or in the form of a haiku.
nothing is working
cows feed, workers working not
burgers make no money