I’ve been in the middle of an interesting twitter discussion lately, following up a comment I made after hearing about Choice:Texas (“a serious game about abortion”) via this article on Indiestatik -
The replies I received to my comment were intriguing on account of their diversity – from complete agreement to yet another discussion of what constitutes “game” in this day and age. That wasn’t really what I was going for though (even if it has a part in this discussion).
I’ll be honest and say I am completely weirded out by projects such as Choice:Texas and it has nothing to do with subject matter. I am all for making a wider audience aware of serious and seriously difficult but important societal, political or cultural issues, yes even testing new media and avenues of transportation. When it comes in combination with the game label however, I hesitate. This is not the first time either – I’ve had the exact same feelings on the recently published Depression Quest. Now, I’ve read several great reviews on this title and I’ve no reason to doubt any of them. For many personal reasons, one of which being my current employment in a mental care facility, I am a big supporter of getting the word out on illnesses such as depression, on educating a wider audience against common and harmful stigma. Heck, you cannot educate too much on such matters. Yet despite all of this, the title Depression Quest still fills me with cringe.
How do you make a “quest” out of something as crippling and insidious as clinical depression? How does the association with all of this being like a quest – that traditionally heroic undertaking with epic loot at the end – add anything to an otherwise important message? I get it: Depression Quest is an earnest attempt to take away some of the gloom off a heavy subject, in order to make it more accessible and encourage people to put themselves in the position of a person affected by depression. I just genuinely wonder why we need gameplay mechanics, tropes and quests to learn about or show interest in such topics? I wonder too, if the average person truly takes this seriously as usual gamer habits, such as looking for the correct answer or choosing the most efficient path, kick in (I assume that the main target audience of this title would be especially those who do not usually engage with it?). And if such isn’t possible here, is it still a game? Why does it need to be? Can we not learn about the world anymore in non-gamey fashion?
Choice:Texas takes my intuitive misgivings a step further. It is majorly bizarre to me how one can make a game out of “the severe restrictions placed on women’s health care access in Texas”. – Are you serious? That is a game now? You have just lost me completely.
Just to make it plain once more, I get all the intention behind this and the need for education. I just honestly don’t see how applying the game label to such a matter can help. There is an almost insurmountable bias or thematic association I have with the term game and I am happy to bet so have most people. Even if videogames can serve multiple purposes or be designed therefor, historically speaking games have been pastimes, activities done for distraction or entertainment. They are short-lived, limited in severity and therefore trivial to a certain point. And that lies at the heart of the problem for me personally: game is trivializing. I don’t feel it serves anybody to trivialize the issue of abortion laws in Texas to a point where it can be packaged into neat units of gameplay (*).
I don’t see how evoking associations with gaming (and questing, gathering points or beating the game from there) aren’t counter-productive in this case. One could even suspect the creators of Choice:Texas have already had similar doubts or why keep emphasizing how this is “a very serious game”? To clarify: I absolutely think you can create things like comics or even interactive clips / stories etc. on political subjects but why call them games?
Maybe I am completely off here and I’m sure those who think so, will kindly let me know. As I said, I appreciate all underlying intention but to me there is a bad aftertaste of desperate marketing thrown in the whole mix, all other misgivings aside. I think games are a wonderful medium, vast and creative, diverse and powerful, but all considered I still believe some things should be worth saying and hearing without having to make a game out of them. Guess I’m just old fashioned that way.
(*)This is where I take the opportunity to recommend the Black Mirror trilogy, especially season one, episode two: “15 Million Merits”.