3 Game Reviews – 1.22 Week 2 Persuasion

The McDonald’s Game

  • Was it fun?
    • Not really. It was more stressful than fun and honestly kind of annoying.
  • What were the player interactions?
    • You’re just clicking around trying to manage the whole McDonald’s system. It felt like Papa’s Freezeria but way more chaotic and way less clear.
  • How long did it take to learn?
    • It took a while to even get a basic idea of what was happening. Even after reading the directions, it still didn’t fully make sense.
  • What was the most frustrating moment or aspect?
    • Not knowing what to buy or when things were gonna happen, like when the cows were getting taken to the barns. The blinking lights and fast pace stressed me out bad.
  • What was your favorite moment or aspect?
    • Honestly, just finally kind of understanding what was going on, and that took way too long.
  • Was there anything you wanted to do that you couldn’t?
    • Yeah, I wanted to actually play with intention instead of just clicking random buttons and hoping for the best.
  • If you had a magic wand to change, add, or remove anything, what would it be?
    • I’d make the corporate objective way clearer, especially for people who don’t already know how these systems work. I’d also simplify the interface and change the aesthetic to appeal more to high schoolers or young adults.
  • Is this a game you would play again?
    • No. Even after the directions, it still didn’t really make sense, and the stress outweighed the fun.
  • Analyze the game using the 3-act structure.
    • Act 1: You load in and are immediately confused by all the moving parts.
    • Act 2: Everything speeds up, the lights start flashing, and you’re just reacting instead of thinking.
    • Act 3: You kinda get the idea, but not enough to feel accomplished — more just relieved it’s over.
  • What are the collaborative and/or competitive aspects of the game?
    • There aren’t really any. You’re just fighting the game itself and the clock.
  • What is the game’s metaphor and which mechanics stand out?
    • The game is basically a metaphor for corporate fast food systems being overwhelming and impersonal. The standout mechanics are multitasking, fast pacing, and constant alerts.
  • Describe the game in 3 sentences or in the form of a haiku.
    • Blinking lights, no clue
      Cows disappear, I panic.
      Capitalism.

Monopoly Game

  • Was it fun?
    • Yeah, it was fun, especially as the white man. But that fun felt weird because it was obvious I was winning off advantages other people didn’t get.
  • What were the player interactions?
    • The interactions made inequality super obvious. Playing against minority and female groups showed how the system mattered way more than effort or skill.
  • How long did it take to learn?
    • It was easy to learn because it’s basically OG Monopoly rules. Since I already knew how to play, I could focus more on what the game was saying instead of how it worked.
  • What was the most frustrating moment or aspect?
    • Watching minority and female players fall behind with no real way to recover. The wealth gaps got big fast, and it felt unfair on purpose but still hard to watch.
  • What was your favorite moment or aspect?
    • Winning. Buying up property and becoming the one percent felt good, even though it also made me aware of how messed up that is.
  • Was there anything you wanted to do that you couldn’t?
    • Yeah. I wanted to actually fix the system or help balance things out, but the game didn’t really let that happen.
  • If you had a magic wand to change, add, or remove anything, what would it be?
    • I’d make the game way more specific to different communities like a Pittsburgh-based board. I’d also add age differences (Boomers vs Gen Z, Gen X, Millennials), tariffs, higher school taxes in certain areas, and more customized chance cards to reflect a real economy.
  • Is this a game you would play again?
    • Yes. Even though it was uncomfortable, it made me think a lot about privilege, inequality, and how systems work.
  • Analyze the game using the 3-act structure.
    • Act 1: Everyone starts with different resources, and the imbalance is clear right away.
    • Act 2: The rich get richer, the gaps grow, and it becomes obvious who’s winning.
    • Act 3: There are clear winners and losers, and it feels like the outcome was decided from the start.
  • What are the collaborative and/or competitive aspects of the game?
    • It’s definitely competitive, but there’s also this shared realization happening. Everyone is watching inequality play out in real time, even while trying to win.
  • What is the game’s metaphor and which mechanics stand out?
    • The game is basically a metaphor for capitalism and systemic inequality. Unequal starting positions, buying property, and collecting rent really show how privilege compounds over time.
  • Describe the game in 3 sentences or in the form of a haiku.
    • All I do is win
      Rules decide who gets ahead.
      Fun, but insightful.

CoolSpot

  • Was it fun?
    • No. This game was definitely not a CoolSpot (pun intended).
  • What were the player interactions?
    • You’re basically just jumping around trying not to die. It felt like a weird mix of Flappy Bird and Mario, but without the fun part of either.
  • How long did it take to learn?
    • It didn’t take long to figure out the controls, but even after that I was still confused. Like, I knew how to play, but not why I was playing.
  • What was the most frustrating moment or aspect?
    • The game moves way too fast and the graphics made me feel sick. Everything felt overwhelming, and half the time I didn’t even know what the objective was for certain rounds.
  • What was your favorite moment or aspect?
    • Honestly… none. No part made me want to keep playing.
  • Was there anything you wanted to do that you couldn’t?
    • Yeah, I wanted to actually understand the goal of the game, but it never really explained that.
  • If you had a magic wand to change, add, or remove anything, what would it be?
    • Realistically, I wouldn’t change anything because this game feels far from saving. But if I had to change something, it would 100% be the graphics.
  • Is this a game you would play again?
    • No. I would rather not play this game ever again. There was zero appeal.
  • Analyze the game using the 3-act structure.
    • Act 1: You start playing and immediately feel confused and overstimulated.
    • Act 2: The game speeds up, everything gets more chaotic, and the frustration builds.
    • Act 3: You stop playing not because you mastered it, but because you’re over it.
  • What are the collaborative and/or competitive aspects of the game?
    • There aren’t any. You’re just competing against the game itself, and even that doesn’t feel rewarding.
  • What is the game’s metaphor and which mechanics stand out?
    • If there is a metaphor, it’s probably sensory overload. The fast pace and intense visuals stand out the most, and not in a good way.
  • Describe the game in 3 sentences or in the form of a haiku.
    • Too fast, too chaotic
      Jumping with no real reason.
      Not cool. At all.

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