What better way to breathe life into scenarios than to place life inside them? And what better way to explore and stretch our personal and collective capacity for coping with change than through games?
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The freedom to engage in social experimentation and expression is surely the single most precious, fragile, and yet unrealised element of our democratic political mythos. Gaming the future, insofar as it implies the possibility of actually doing what we have for centuries only told ourselves we do, could be revolutionary.
~the sceptical futuryst, Gaming alternative futures (anything but text), June 02006
In our early 21st century stocktake of the global
problematique, the ugly twin of climate change is
peak oil. The former could be seen as the natural dimension of blowback from our foresight-free experiment in rapacious energy consumption from roughly the dawn of the industrial revolution onwards; the latter as its economic counterpart.
As readers of this blog are well aware, there are disturbing arguments in the wind about the potential for chaos arising from these tremendous forces (e.g.
James Howard Kunstler's
The Long Emergency), even if their plausibility is hotly disputed by some. Questions invariably arise in the course of this debate around the extent to which businesses, governments, and ordinary people are prepared for the magnitude of social disruption that could occur. I don't find it a difficult argument to swallow that our society is unprepared for any but the most sanguine, mild, and trivial of scenarios in this vein. To the extent the environmental doomsayers prove correct, in light of our individual psychological and collective political difficulties coping with risks of this type, social disruption would seem to follow with inexorable logic.
So to me it's interesting, and for obvious reasons encouraging, to see the emergence of popular simulations of the end of (cheap, readily available) oil.
One is the forthcoming video game,
Frontlines: Fuel of War. Here's the trailer:
3 comments:
I think a game such as Fuel of War can be thought-provoking, in much the way that "Children of Men" is thought-provoking. The key question is: does the work bring the viewer to believe, even a little bit, that the future vision has validity? Are there moments in the future vision that just "ring true"? I haven't played FFOW, so I don't know if it has any such moments.
I'm the guy behind WORLD WITHOUT OIL, so you've already published my views about it. A key thing to emphasize, I think, is the "role play vs. real play" aspect to WWO that Jane McGonigal talks about in our video. In a FPS, you are playing an avatar, someone vastly different from you yourself. In WWO, you play yourself, and it's the unique combination of ideas and skills that you possess in real life that makes the game go.
Found this comment on WWO by TS on Matt Locke's TEST blog, and think it's germaine to the questions you're raising:
The great, simple thing about WWO is that it placed its community of players into the game right from the call to action. It made all its players into heroes by asking them to imagine the small steps they would personally take to help avert this crisis. But it was crucial that its narrative of a World Without Oil was one which when it happens in the real world will only meaningfully be tackled by the same small heroic actions by a community of people. So really the great thing about WWO was the perfect synergy between its narrative and event structures...
WWO is just a beginning, however, and I expect we'll see more imaginative and effective mashups of game and simulation as time goes on.
Aloha Ken,
Thanks for stopping by.
I really like these points you made:
The key question is: does the work bring the viewer to believe, even a little bit, that the future vision has validity?
The expansion of our sense of the possible is, to me, probably the most profound offer of a well-built, effectively communicated scenario -- expressed in any medium.
A key thing to emphasize, I think, is the "role play vs. real play" aspect... In WWO, you play yourself, and it's the unique combination of ideas and skills that you possess in real life that makes the game go.
Even in the most basic, no-frills alternative futures workshop, we (at HRCFS) have people spend time in whichever of the (usually four) futures they've selected, or been allocated. The fact that they are asked to project themselves into the scenario as given ("it's your life -- love it, because you can't leave it") echoes precisely the principle you're describing. A text scenario may be a pretty basic setting for a game, and may seem at first more like a thought experiment (in philosophical language), or a group work exercise (through a pedagogical lens), but I think it can clearly be plotted on the same continuum of simulation as more media-rich gameplay.
WWO is just a beginning, however, and I expect we'll see more imaginative and effective mashups of game and simulation as time goes on.
That's the plan! The work we did producing experiential scenarios for 550 participants in "Hawaii 2050" was another variation (related posts can be found on this blog). I certainly like the online and electronically mediated approaches, however, because you can harness the energies of folks distributed geographically as well as temporally. And archive it more easily, which helps us share and progress on methodology and design, as a community of practitioners.
To my mind, the thing that separates a "thought experiment" from a game is ego involvement, or to use a game term, immersion. In a thought experiment, I am imagining an alternative outcome, but am not invested in that outcome. It doesn't change me. I can spend a good deal of time imagining a realistic life with zombies, for example, then laugh and get on with other things.
But if I get caught up in the experiment, such that the outcome matters to me, then it turns into a game.
WORLD WITHOUT OIL supplies many excellent examples of this. For some players, WWO was a thought experiment. For many others, it started out that way - but you can see, over the course of their storytelling, the game aspect begin to take hold.
Becoming a game, by this definition, was important to us at WWO, because we wanted to show how a game of this sort could bring a player to change his or her life. And that's the remarkable outcome we got. You can raise awareness with a thought experiment, but if you want to change a life, use a game.
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