The paper on the “embedded” approach describes design strategies to make prosocial games more accessible and subtle to players, one of which is obfuscating. Although the paper only studies the techniques in a board game setting, I think these techniques will work for video games as well, as shown by “we become what we behold”. The theme of the game is “news cycles, vicious cycles, infinite cycles”. By creating a feeling of fear in players via mechanics and imagery of massacre, it confronts players with the power of media in shaping and distorting people’s thoughts, and disasters this power can bring about.
Echoing the “obfuscating” technique, the game uses a creative genre and mechanic (taking photos), as well as a lighthearted and humorous set up at beginning & a cute art style, to direct players’ expectations away from game’s true aims. Also, it plants curiosity in players, which makes them contemplate what’s going on and why the photo on the TV will cause changes in the in-game humans. Then the game reveals its true intent, as it repeatedly lets you take photos of conflicts between squares and circles, and results in a gruesome massacre. The contrast between early and endgame and the process of players' actively trying to find what’s going on not only strengthens the emotional effect of fear on players but also avoids the pitfall of artificial and “obvious” game design that makes players feel they’re forced to accept game’s messages.
This case study prompts me to rethink the paper’s description of obfuscation. The paper emphasizes its ability to make the messages more subtle, but I think this is not enough to serve the purpose of prosocial games. Since companies can also use subtle advertisement on the internet to build subconscious recognition of their brand, yet if we wish to inform players of the danger of media, it’s necessary they think critically of the issue and truly understand its meaning, rather than having merely a subconscious recognition. Thus, I think the curiosity engendered the “We Become What We Behold” s new and mysterious mechanic is taking a step further from making messages subtle, by encouraging players to actively seek the meaning of the game, in this case understanding how the TV/media causes the in-game humans to change.
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