Week 3 Homework

Homework ideas/rules 

“Generate a list of five game ideas that revolve around the theme of empathy. Wrinkle: Take one of the five ideas and make it an alternate reality game.”

  1. Alone
    1. A game where you slime life as someone with depression. It would be a choose-your-own adventure, and you could recover or fall further. The goal of the game would be to show people how serious the experience can be
  2. Adoption
    1. Play as a pet in an adoption center. Learn to appeal to humans and try to get adopted. Allows people to feel sympathy for animals and focus on adopting and not “shopping” for pets
  3. Gaia
    1. Play as Mother Earth, who is dealing with the effects of humanity and how we are polluting the planet
  4. K-12
    1. You simulate a kid growing up in school from K-12, learning who they are as a person, and every choice you make affects how they graduate, or if they do
  5. Exploration
    1. You travel the land and choose what to destroy and preserve based on ancient civilizations.

Rules for a game from week 1:

Star Sailor!

The purpose of the game is to gather materials to keep exploring space. But will you destroy these newfound planets to keep exploring? Or will you fall into the void of space to keep the planets you stumble upon safe?

The goal of the game is to explore planets to gather resources, which can be used to explore further and collect pets and upgrades. Players can end the game whenever they choose, but the only limit is how many cards there are. (Basically infinite)

Basic Mechanics:

  • You fly in a ship, and each turn you pull a card to select what planet you land on
  • It costs resources to fly; either you can claim resources that are left on the planet, leave the planet alone, or destroy the planet for extra resources.
  • Players will have a mat in front of them that has resource sliders, a character icon/token, and spots to put planets they destroyed (so they can’t be visited again)
  • Players can use extra resources to get upgrades to travel to the most planets, or adopt pets!  

THE KAELEGO FREQUENCY RULES

An Alternate Reality Game
“Online Friendship / Upside Down”


Game Overview

You are an Archivist, tasked with protecting memories, places, and people from being lost. You do this by exploring hidden clues, recording real moments of friendship, and using old-school media like cassette tapes, letters, and folders.

The game happens in the real world and online:

  • Old or “dead” websites
  • Physical mail
  • Audio recordings
  • Real-world locations
  • Interactions with other players

There is no single main character. You are both watcher and watched, and your success depends on your connection with another player, your Online Friend.


How to Start

  1. Find the “dead” 1990s tech company website.
  2. Inspect the site’s source code.
  3. Locate a hidden PO Box address.
  4. Mail a self-addressed stamped envelope.

Rule: If you don’t send something physical, you are not in the game.


Player Roles

  • Every player is an Archivist.
  • Each Archivist is secretly paired with an Online Friend.
  • You do not know your Online Friend’s real identity.

Core Rules

1. Artifacts Are Never Perfect

  • You will receive a cassette tape or USB with scrambled audio.
  • The audio is intentionally distorted.
  • You may edit it but never make it perfect.

2. Record “Sounds of Friendship”

  • Examples: laughter, shared meals, natural conversations, cooperative work.
  • Not allowed: solo narration, acting, or music created for the game.
  • Upload your recording to the URL included in your artifact.

Rule: The sound must be a real connection with real people.


3. Listen to the Return Signal

  • The website will send back a warped melody.
  • It may contain hidden clues, reversed audio, or GPS coordinates.
  • You must listen to it, no skipping.

4. Visit the Physical Locations

  • Go to the GPS location provided (examples: old libraries, closed malls, abandoned tech spaces).
  • You may find: folders, notes, cassette fragments, or instructions from other Archivists.

Rule: Take one item and leave something behind.


5. Archivist Etiquette

  • Never remove everything from a location.
  • Never vandalize or damage the place.
  • Never tell strangers the ARG exists.

6. Your Online Friend

  • They monitor your uploads and send you fragments to interpret.
  • At some point, you will realize the “entity” observing you is another player.

Rule: Trust is optional; collaboration is inevitable.


7. Mutual Restoration

  • You cannot win alone.
  • You must complete tasks on behalf of your Online Friend (recording, traveling, or preserving).
  • You are restoring memories you never lived.

8. Use Analog Media

  • Allowed: cassette tapes, printed photos, handwritten notes, burned CDs, folders.
  • Discouraged: perfect digital files, AI-generated voices, clean edits.

Rule: Imperfection proves authenticity.


9. The Threat

  • There is no monster.
  • Danger comes from forgotten memories, missing items, and corrupted audio.
  • If something is forgotten, it becomes unsafe.

10. The End

  • The game has no official ending.
  • It concludes when:
    1. Two players acknowledge each other
    2. A final artifact is exchanged
    3. Both choose to stop or continue preserving

Rule: The friendship is the archive.

Game Ideas

The Kaelego Frequency is an Alternate Reality Game inspired by Archive 81 that reimagines the world around you as a playground for strange rituals and restoration. It all kicks off when you stumble on what looks like a “dead” website from a 1990s tech company. If you dig into the source code, you’ll find an old-school PO Box address. Send in a self-addressed envelope and you’ll get back a warped cassette tape or a glitched-out USB drive packed with encrypted audio files. The main event? It’s called “The Reverse Feed,” where you capture and upload “friendship sounds”, think laughter with your roommates or the chaos of a group dinner, via a hidden URL. But when your audio comes back, it’s transformed into a weird, haunting remix, and it hides GPS coordinates. The clues send you on a scavenger hunt to “Physical Anchors” like sketchy old payphones or forgotten library corners, where you’ll find folders left by other players (known as “Archivists”). The deeper you go, the more you realize you’re being watched by an “Online Friend”, but plot twist: they’re another player, just like you. Together, you’re trying to restore each other’s memories and fend off something supernatural that threatens you both. In the end, it’s about forming a real bond with someone you’ve never met, all built on that Gen Z anxiety of being forgotten. Analog tech, digital mystery, and uncanny friendship, where reality and the internet get totally blurred.

The Archivist’s Echo is a narrative game built around the idea that understanding someone is the ultimate act of care. In this world obsessed with efficiency, you play as a Memory Technician, not here to “fix” old people, but to actually witness them. You enter fading minds to help organize their last thoughts, taking on all the sensory overload, emotional baggage, and weird associations they’ve collected. Instead of a linear story, you get a trippy mind-map to explore, unlocking memories by syncing your mood with the client’s vibes. It’s less about solving problems and more about validating a whole life so someone can leave with dignity. You’ll wander through a surreal, dreamlike 3D landscape, solving puzzles built around emotional resonance: pair the right sound or smell with the right memory, but don’t rush, an empathy meter forces you to slow down and literally breathe with the client, or risk losing memories forever. The visuals are all dissolving impressionist washes, like watercolors in the rain, and the binaural audio both guides you and sets the emotional tempo. If you’re into cozy indie games that hit hard, this one’s for you: low stress, high feels, and designed for anyone who wants meaning and comfort over grind or fixing what’s broken.

Mother’s Good Luck is like Coraline meets a psychological escape room, but way more unsettling. You’re this kid stuck in a perfectly curated, looping childhood made by Mother, who says she just wants to protect you forever, but it feels more like control than love. The wild part is you don’t fight your way out; you have to be empathetic and dig for the cracks in her world, called Missed Opportunities, to understand what’s broken inside her. The “Good Luck” system is genius: play by the rules and things stay warm and easy, but the minute you rebel, the world goes dark and the creepy stuff shows up, pushing you to find hidden paths out. The whole vibe flips between cozy nostalgia, like soft lighting, giant toys, and that childhood dream feel, and this eerie sense that something’s off, especially with rooms that look unfinished or sounds that turn from calming to straight-up bone-chilling. You solve puzzles by literally sewing memories back together, which is both weirdly wholesome and super unnerving. If you’re into games that mess with your feelings and flip comfort into horror, this is peak “creepy-cozy.” It’s the kind of game that makes you rethink what safety and love really mean, and whether always doing what you’re told is really for the best.

The Hive’s Debt is a social horror game with two timelines, inspired by Yellowjackets and the idea that “the past isn’t buried, it’s hungry.” Players move between the harsh winter after a team’s plane crash in the wilderness and their troubled adult lives twenty years later, as the “Wilderness” starts to affect the present. The main gameplay focuses on managing both timelines. Choices in the past, like betrayal or violence, have lasting effects in the future, showing up as paranoia, broken relationships, and blocked-off places in modern suburbia. The game avoids simple ideas of good and evil, pushing players to pick between “Primal” survival and “Civilized” morality. Primal choices help characters survive in the past but bring strange, ritual-like consequences in the present. Players must handle survival tasks like hunger and hunting in the past, while also dealing with hiding evidence and recovering memories in the present, all while trying to keep the truth hidden. The game’s look and sound set gritty wilderness horror against cold, sterile suburbia, with strange echoes connecting the two. A shared delusion system makes it hard to tell what’s real, mixing trauma and possible supernatural events. Made for fans of deep, character-driven horror, The Hive’s Debt is about social tension, moral choices, and the lasting price of survival, where recovery, time, and morality are always linked.

The Last Tea House is a narrative game inspired by The Umbrella Academy about being the “normal” sibling in a deeply dysfunctional super-powered family. Trapped in a magical Tea House during a memory-erasing storm, you’re stuck making tea, managing egos, and trying to keep everyone together while the rain outside slowly deletes who they are. The house is protected by a giant Umbrella powered by family harmony, so every argument weakens it. Your choices, where people sit, what tea you serve, and who has to sacrifice a power or memory, directly affect whether the family survives the night. Cozy on the surface but emotionally heavy underneath, the game builds to one final question: do you follow your father’s cold logic to keep the family intact, or let it fall apart so you can finally be free?

Game Design 2 Week 3 Game Rules Draft

Aleah, Mason, Lauren

Game Title: Always Waiting

A cooperative competitive board game about care, time, and responsibility.

Goal

Keep your pets healthy, happy, and loved.
If you care for them well, you can adopt more pets.
If you neglect them… they don’t die.
They just wait.

 Players

2–5 players

 Time

30–45 minutes

 Components

  • 1 Game Board (a room with action spaces: Kitchen, Bathroom, Yard, Clinic, Bedroom, School, Park)
  • Pet Cards (each with: Hunger, Cleanliness, Happiness, Thirst, Love, Intelligence meters)
  • Status Cubes (to track each meter)
  • Time Deck (event cards)
  • Care Dice (1 six-sided die)
  • Loneliness Tokens
  • Adoption Cards
  • Player Action Tokens

Setup

Each player starts with:

  • 1 Pet Card
  • All meters at 3
  • 0 Loneliness Tokens

Shuffle the Time Deck and place it facedown.

 Turn Structure

Each round = 1 Day

  1. Draw a Time Card
    Something happens:
    • “You were busy today: -1 Happiness”
    • “Rainy day: +1 Comfort if you’re home”
    • “Forgot dinner: -1 Hunger”
  2. Player Actions (2 per turn)
    Move to a room and perform its care action:
RoomAction
KitchenFeed (+1 Hunger)
BathroomBathe (+1 Clean)
YardPlay (+1 Happiness)
BedroomComfort (+1 Love)
ParkHydrate (+1 Thirst)
SchoolTeach Trick (+1 Intelligence)
ClinicHeal (remove 1 Loneliness)

You may care for your own pet or another player’s.


 Neglect Rule

At the end of each day:

  • If any meter is 0, place a Loneliness Token on that pet.
  • If a pet has 3 Loneliness Tokens, it becomes Waiting:
    • You cannot adopt new pets.
    • The pet no longer gains Happiness until comfort is given.

 Adoption Rule

If all meters on one pet reach 5, draw an Adoption Card and gain a new pet.
Now you must care for both.

Emotional Mechanic

If you skip caring for a pet for 2 rounds:

Place the pet in the center of the board.
It is now waiting.
It does nothing until someone comforts it.

Win Condition

The game ends when the Time Deck runs out.

  • Winner: Player with the most loved pets (highest Love total).
  • Co-op Variant: Everyone wins if no pet is Waiting at the end.

Theme Message

Love isn’t automatic.
It needs time.
If you leave, it waits.

Game Design 2 week 3 game ideas

  1. Heartbeat City (Life-Sim With Emotional Systems) The city runs on invisible “emotional energy.”If people feel ignored, the world dims; when they feel heard, the city becomes brighter and safer. You help strangers by noticing feelings, not just completing tasks.
  2. It’s Still Breathing. You explore an abandoned hospital where the “monsters” are spirits who died feeling ignored or unloved. They follow you, whispering their regrets instead of attacking. You survive by listening, not fighting. Horror: psychological, haunting voices, flickering lights.
  3. The Ones Who Stayed. You play as a town that was “left behind.”. Ghosts roam, but they are stuck waiting for people who will never return. The town shifts based on how gently you treat its residents. Horror: empty streets, fog, slow dread.
  4. Don’t Leave Me on Read. You’re texting someone who slowly becomes more real—and more unstable. If you stop replying, the lights in your house flicker and the phone starts vibrating on its own. The horror is realizing how much power attention has. Fear theme: emotional dependence, digital haunting.
  5. Threadbound. Everyone is born with glowing threads that connect them to people they’ll matter to. Yours is tangled, broken, and leads into dangerous lands. You follow it to repair bonds—and discover who you’re meant to become. Adventure feel: fantasy, exploration

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.

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.

Persuasive Rewritten Game

Check It Out (Librarian Game)

Game Concept:

  • Never-ending library simulation where you play as a librarian
    • Stamp, scan, and recommend books to visitors

Goals:

  • Teach players the value of literacy and libraries
  • Show the invisible labor of librarians
  • Encourage empathy and thoughtful engagement

Mechanics:

  • Checkouts & Recommendations: Match readers to books
  • Visitor Engagement Meter: Satisfaction impacts outcomes
  • Discovery Points: Reward thoughtful interactions
  • Time vs. Quality Tradeoff: Rushing = less effective service
  • Never-Ending Loop: New visitors, returning books, seasonal events

BTS Workings:

  • Persuasive: shows the impact of literacy and service
  • Empathydriven: players feel responsibility and influence
  • Dynamic: constant challenge keeps players engaged

5 Game Ideas on Serious Topics

Parentified

Game Concept:
Parentified is an interactive narrative game exploring the experience of children forced to grow up too fast in households where adults are emotionally absent or overwhelmed. Players navigate daily crises, manage household responsibilities, and handle the emotional labor of caretaking, experiencing the constant tension between competence and neglect. Based on That Dragon, Cancer (emotionally-driven interactive storytelling).

In Case You Didn’t Know

Game Concept:
In Case You Didn’t Know is a narrative-driven social simulation that immerses players in the emotional labor of constantly justifying their feelings. Players navigate interactions with friends, family, teachers, and bosses, balancing honesty, self-advocacy, and emotional preservation. The game focuses on empathy, fatigue, and the invisible effort of being believed. Based on Undertale (empathy-driven social interactions, consequences without failure).

The Spoon Tax

Game Concept:
The Spoon Tax is an interactive simulation that explores the concept of limited mental bandwidth and the everyday cost of emotional and cognitive labor. Players live a day in the life of someone navigating mental health challenges or chronic fatigue, where even basic tasks, such as showering, texting, eating, and leaving the house, require energy that feels disproportionately high. All the while losing spoons until you realize it’s 10 AM and you have no spoons left. Based on the “Spoon Theory” in disability and mental health communities

You Don’t Look Depressed – 20 Questions Edition

Game Concept:
You Don’t Look Depressed – 20 Questions Edition is an interactive social simulation that explores the invisible struggle of high-functioning mental illness. Players navigate a day in the life of someone whose external life appears perfect: school, work, and social obligations all checked off, while internally every task and interaction drains energy. NPCs “guess” about the player’s well-being through yes/no/neutral questions, mirroring the 20 Questions mechanic, while players balance honesty, energy, and credibility.

Family Group Chat

Game Concept:
Family Group Chat (based on Heads-Up) is a social simulation that explores the emotional tension, passive aggression, and hidden rules of family digital communication. Players navigate a group chat where every message, emoji, reaction, or read receipt can escalate or de-escalate conflict. Silence itself is a strategic choice, and timing is as important as content.

Week 2 Homework

    • generate 5 new game ideas that explore changing players minds about … (climate change, energy, politics, etc.)

  • Post thoughts on what we played in class

  • what advergames have you played? did they influence a purchase?
  • why do the advergames tooth protector and escape work?
  • What makes chase the chuckwagon and shark bait fail?

  • what does volvo’s drive for life accomplish? 
  • what company used in-advergame advertising 
  • what was one if the first home-console advergames and what beverage was it for? 
  • what makes the toilet training game sophisticated and do you agree?
  • what do advergames and anti-advergames have in common, and what principles do they share?

Reflection questions Monopoly

What made the experience fun or not?

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

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

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

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

Reflection questions Cool spot

What made the experience fun or not?

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

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

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

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

Reflection questions Mcdonalds

What made the experience fun or not?

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

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

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

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