Interviews with Socially Conscious Game Makers — #1: Introduction, Teaser

20 April 2011

As one of my self-chosen assignments for school last quarter (grad school is awesome like that) I chose to conduct interviews with socially conscious game makers.  From CEOs of companies to independent game developers to professional researchers, these individuals all share one passion (that I share as well!): Using games to make the world a better place.  I was particularly interested in investigating what drove them to this path and how they are managing to traverse it.

The questions I asked are as follows:

In the book Be Bold: Create a Career with Impact, the authors discuss the concept of a “moment of obligation” which is the defining moment when you felt called to a particular purpose.  Sometimes this is one particular moment in time, sometimes it is a build up of many things over time.  Could you describe your “moment of obligation” in creating socially conscious games?

What is important about the work you do?

What unique advantages do you feel games have as a medium for this type of message?

What has been your biggest challenge in creating a company around socially conscious games?

Is your company organized as a profit or non-profit?  What do you feel is the advantage of this approach?  (If you would prefer not to discuss your business, feel free to skip this question).

What would you consider the most important advice for beginning social entrepreneurs in the area of games?

The answers I got back showed people who are completely invested in what they do, and who truly believe that games are one of our most important paths to change for the future.

I will be dispersing my resulting interviews out over the next few months, at the rate of one a week.  Keep your eyes peeled for some really interesting stories and insights about what drives these makers of truly exciting game projects.

The Soul of Games

27 March 2011

In an attempt to come to grips with my own not-always-positive-often-ambiguous relationship with money, I recently talked to financial advisor and super good friend Briana Cavanaugh , who loaned me this most excellent book: The Soul of Money by Lynne Twist.  I’ve been reading it almost non-stop for days.  It is about much more than money, and has brought into full bloom some thoughts that had been slowly growing in my brain for months, possibly years.

Twist identifies what she calls the “Toxic Myths” of scarcity, myths from our culture about how money works, and how we should relate to it.  She says these Toxic Myths are: There’s Not Enough, More is Better, and That’s Just the Way it is.  She states that these myths are not only deeply deposited in our consciousness, but they are ultimately destructive to ourselves, those around us, and the planet.

It occurs to me that these cultural myths, and others, are perpetuated in our media as well.  Including games.  Maybe ESPECIALLY games, because playing games calls on us to practice and perform these myths.    We learn best by doing, and games are all about doing.

Specifically though, the Myths identified in this book appear in games over and over and over again.  ”There’s Not Enough” is a common strategy utilized for gameplay — any game that has any sort of resource management, from Monopoly to Star Craft. “More is Better” appears as a winning condition for most games, a very common gameplay pattern in the form of “collecting” and is a driving force in MMOs and online social games as well.  ”That’s Just the Way it is” is intertwined with the very definition of a game — i.e. playing by the rules.

This has gotten me to think about how games participate in and further the myths of our culture.  But even more, its created in me an obsession for how we might design games to do things differently.  Part of  The Soul of Money is about how we can re-write these myths, tell a new story, in order to change ourselves and ultimately our world.  My game designer brain has been kicked into overdrive considering how one would make compelling games that could re-write these myths.    Twist talks in great depth about the concept of Sufficiency, that we all have exactly what we need.

What would a game about sufficiency look like?  What would the goal be?  Could we let go of “More is Better” as a way to win a game?  If we were going to get rid of winning as a concept, how would the game end?  Most (maybe all) collaborative board games rely on some scarcity of resource, often time, to create excitement and challenge.  Could we have a collaborative game that doesn’t rely on this gameplay pattern of “There’s not Enough” and still have a fun game?

Last quarter I started a card game design that I am still working on that begins to address some of these myths, but its a hard design problem.  Thinking about how to design such a game has forced me to really re-think both games and our cultural assumptions.  My brain sometimes has felt like its being pulled and pushed around like silly putty.

Do you want a game design challenge?  I challenge you to design a game completely in line with your values.  If you were going to create this game as a blueprint for how the world should work and present it to someone who had the power to remake the world as you wanted it, what would your game be like?

ps. still working on the site re-design.  Bear with me.

Re-design underway; please excuse the dust

7 February 2011

Hi all,

I am working on redesigning the site, and I have a skin I like but which definitely has some rough edges (as you may be able to tell).  Please be patient and everything will be under control here shortly.  Shortlyish.

Heather

Re-design on the way!

30 November 2010

Hey folks….Just wanted to let you know that, although its been quiet round these parts, this blog is never far from my mind.  I have a bit of re-vamping I want to do on the site, and I am trying to schedule a regular time to write again.  So stay tuned!  Or at least, don’t delete me from your RSS readers just yet.

Kickstarter and the art of Self-Promotion

19 January 2010

First a side note…I’m really sorry that there were real comments that didn’t get approved until now.  They were buried in my “moderation” folder under a bunch of spam!  The good news is that if you have commented it automatically accepts future comments from you.  I guess I better pay more attention to my moderation folder too.

So…Kickstarter.

Kickstarter is an amazing idea — ask people to fund a project, ala a PBS pledge drive.  At different pledge levels, the backers receive different gifts.  This allows for a respectable framework in which people can ask for money to pursue their various pursuits.  The backers can spread the responsibility among many many people, get neat gifts, and get to be a part of something cool.  Win win!

I was super excited to join Kickstarter with my own game project.  But what I didn’t realize when I posted my carefully-crafted profile was that its not enough to just show up.  You have to become a champion of self-promotion.  Here’s what I tried, and how its working out so far.

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