2.5 Week 3 Games for Change Reviews

  • Detroit Become Human

1. What made the experience fun or not?

  • What made the experience feel fun was the fact that the narrative was able to connect in an emotional way as opposed to normal game play with their mechanics. the branching choices created a compelling story and Drew the user in.  overall I like the plot line and the fact that you can control the narrative while still having an underlying interesting storyline.

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

  • The biggest motorgating factor to keep playing was to see how the choices affected the outcome because there are so many branching paths there are so many endings which keeps the user drawn in because the story stays the same however we never quite know if that was the only ending. Honestly the game was really just investing in the storyline.

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

  • I would say the game is persuasive because it’s trying to get you to keep playing even during times when the game is not even being played it encourages the audience to feel more empathy and autonomy the idea of outside the game it encourages people to look at the way Society treats others even in real world issues like discrimination overall the game creates reflection. 

4. What is the game’s metaphor and which of the game’s mechanics stand out?

  • The metaphor of the game symbolizes an oppressed population being the Androids and they’re Awakening to fight for their freedom challenging ideas of what it means to be truly human. The main mechanic that stands out is the branching Choice system that is best displayed by the flow chart this just completely drives the narrative and brings the user in to keep playing even after the game is finished.

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

  • The game play feels emotionally heavy intense because it invites the user to play a moral story as opposed to a typical action game and there’s a lot of pressure to make good choices to create change and fight oppression the game makes you feel empathy for a Marcus Cara and Connor by playing directly in their shoes.

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

  •  yes this is an activist game because it advocates for empathy  equity and equality by stepping you in the shoes of these other characters and their narratives overall this game  advocates for change.

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

Machines learn to feel
Choices ripple through futures
Freedom seeks its voice

  • Factorio

1. What made the experience fun or not?

  • What made the experience fun for me was the system design an automation because it created out of the spying game loops the idea of solving complex problems is engaging for audiences and it allows them to feel a sense of growth for simple actions overall the game is very rewarding.

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

  •  the motivating factor for this game was the idea of continuous Improvement there’s always a  way to make the game faster and more efficient which allows these user to be easily sucked in to so many hours of gameplay to achieve milestones.

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

  • The game isn’t persuasive but it encourages analytic thinking among the audiences as well as developing logistical problem solving skills.  I didn’t see them pushing any real world agenda outside of the game but it changes the way the user thinks and their daily lives.

4. What is the game’s metaphor and which of the game’s mechanics stand out?

  • The game’s metaphor is a struggle for control over a complexity systems the idea of building and transforming chaos into order with structures to automate the process and amplify productivity. some of the standout mechanics come from the logistical systems like conveyor belts and transportation systems as well as blueprints that create reusable designs in a research Tech Tree to unlock more machines and capabilities.

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

  • The gameplay made me feel strategic and clever because of the balance of expanding Productions however the game did make me feel frustrated because have how out of control the systems can get but I do feel invested in the idea of continuous creation. 

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

  • I didn’t necessarily see the game as categorizing under an activist game where it’s more focuses on the industry and optimization of systems but outside of the game it advocates for reflection of our industrial growth and environmental impacts. 

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

Belts hum in rhythm
Machines crafted by thought’s fire
Order from chaos

  • Gris

1. What made the experience fun or not?

  • What made the experience fun was the art and animation and honestly the atmosphere that the game and music provided. if you like it took the user on an emotional Journey and was on a relaxing.

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

  • The motivating factor to keep playing was the emotional engagement in the ability taking more and it allowed me to feel encouraged to see how the journey would unfold and what relevant themes came up.

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

  • This game I would say is persuasive in a reflective and emotional way I don’t think you pushed any specific agenda but it encouraged players to think about grief and healing especially through visuals and narrative outside of the game I think it encourages users to bring introspection and empathy into their life.

4. What is the game’s metaphor and which of the game’s mechanics stand out?

  • The game’s metaphor uses a progression from monochrome to vibrant colors which allows the user to better understand processing grief and emotions.  I think as a mechanic color but a huge role and emotional state as well as the ability to progression from like skills of floating swimming and singing which represented breakthroughs.

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

  • Playing this game I felt calm with the Aesthetics and the sound rather than challenged the game made me feel empathy for Grace and honestly myself and others cuz we all go through some form of Sorrow finger or despair.

6. Is the game an activist game? If so what does the gameplay advocate for?

  • I would not say this is an activist game it more so focuses on emotion exploration and the psychological experience rather than cause the gameplay does advocate for empathetic engagement with big themes like grief and acceptance.

7. Describe the game in 3 sentences or in the form of a haiku
Gray heart learns to breathe
Colors rise from silent pain
Hope walks in sunrise

  • Dumb Ways to Die

1. What made the experience fun or not?

  • I thoroughly enjoyed the game because of its quick reaction times and how short the games are.  especially someone who has ADHD and sometimes can’t stay on one thing for too long I felt like this was really engaging.

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

  • The motivating factor of this game is to keep beating your own high score and a variety of many games because the longer you survive the more characters you unlock and overall it’s just a chain of progression.

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

  • This game is definitely persuasive because of its original intent which was to create Public Safety to avoid dangerous and Reckless Behavior in your trains and other scenarios which I had no idea coming into the game. overall it’s just trying to get people to be a little more cautious and aware of their surroundings in real life. 

4. What is the game’s metaphor and which of the game’s mechanics stand out?

  • The games metaphor and coincidentally is in the name Dumb Ways to Die because of how easy real life accidents can happen when people are not aware or careless.  I think the biggest mechanic within this game is the fast-paced mini games because it demands quick reflexes keeping each user on their toes and wear their surroundings. 

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

  • The gameplay made me feel panicked but also excited because of the Split Second reactions it forces honestly with the humor in this game I don’t really feel empathy for anyone it’s just kind of funny and ridiculous. 

6. Is the game an activist game? If so what does the gameplay advocate for?

  • Going back into an earlier question yes this is an actual activist game that advocates for safe Behavior especially around trains and public safety hazard Lego listed influence real world behavior and great change. 

7. Describe the game in 3 sentences or in the form of a haiku
Beans wobble and fall
Tap fast, avoid silly ends
Learn to stay alive

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