I recently visited the Games Lab exhibition at Australian Centre for the Moving Image (ACMI). The Games Lab showcases a range of innovations in game culture designed by local and international developers. The exhibition is interactive and provides visitors the opportunity to play different styles of games. They vary in complexity some only requiring one or two minutes to play while others are involved and required the player to have more developed gaming skills.
The games use a combination of simple embedded narrative and complex emergent narrative. I found the exhibition particularly interesting in light of the convergent game we are designing in Emerging Media. Games Lab challenged many of my preconceived criticisms of game culture by engaging me with games that make social and political commentary. For the first time I was struck by the power of the game as a creative medium and inspired by the educational possibilities that it affords.
Although impressed with the most of the games and the messages they conveyed to the player, the only game that resonated deeply was Escape from Woomera. Set in the controversial Woomera detention centre the player adopts the character of a refugee who has to find a way to escape before losing hope. A barometer that sits on the edge of the screen measures the player’s hope. Unfortunately my hope was diminished before I could escape which I attribute to my lack of gaming experience. My disappointment with Escape from Woomera was that it felt directed towards a male audience. Gender representation is obviously an issue for the gaming industry of which there has been significant media coverage, particularly in relation to characters like Lara Croft.
Hill in his article ‘Boys’ Zone’ reports that “One of the most popular commercial games with women is The Sims. More than 60 percent of Sims players are female. Designer Will Wright says that his team deliberately tried to make the game appealing to women.” (The Age Livewire, 31 March 2005, p.17). I think one oversight in Escape from Woomera was that the refugee that the player adopts the character of is male. I think providing the player with a choice of gender helps the player to better identify with the character and connect more easily to the game.
Acmipark allows the player to choose the gender of their character and by doing this it becomes more inclusive of a broader audience. Acmipark is a fantasy virtual environment that replicates the architecture of ACMI. Navigating Acmipark was a completely new experience for me as someone not conversant with gaming. It provided me with a good introduction to the other games in the exhibition. I was able to familiarise myself with the tools to orientate myself in a virtual space.
Crickets, Palm Valley, July 2004