1. Do you think the political simulation games you examined would have been "effective" in communicating with people via the Internet?
September 12th: To be honest, I very quickly got bored of this simulation, and started to see how many civilians I could kill to try and fill the entire screen with ‘terrorists’. I think it would be more effective if the ‘baddies’ were called ‘freedom fighters’, as it would challenge the accepted norms regarding our (USA, UK and Australia) views on terrorism.
DonkeyJohn: Donkey Kong is a bit too old for me, so it would be interesting to see how the generation who grew up with those games would think (especially considering the older generations are more likely to be accepting of/vote for John Howard and/or his policies). I believe DonkeyJohn is more effective than September 12th, as there is actually an objective to the game, and it’s rather addictive (and of course, you can win).
The intro to September 12th and DonkeyJohn’s instructions page are the most thought provoking screens as they explain the ideas behind the ‘games’ and explicitly point out the parody/issues.
I think the main problem with ‘games’ like these is that they are only really viewed/played by people who are already aware of the issues (and mostly agree with the view of the creator, i.e. preaching to the converted).
2. Was the political message underpinning the political simulation games you examined immediately obvious? If not, were you driven or interested to find out what the game was trying to "say" (apart from the fact that you have to as part of the workshop)?
The political message for September 12th was immediately obvious in the start up screen explaining how the game was played, however this was not the case for DonkeyJohn. You had to read the instructions to find out what was going on in DonkeyJohn other than realizing the obvious that John was the ‘baddie’. I thought it was really great that Donkey John had the ‘background’ link, as I didn’t really know much about the East Timor oil situation. The September 12th simulation didn’t really need any further information, as the event was/is so widely publicized.
3. If you had to write a political simulation game similar in size and structure to those you examined, (a) what would be the point you were trying to make and (b) how would the game be structured and operate in order to make that point? (Just give a very brief outline).
a) I think its important to outline what exactly the issues are and what is going wrong (even if it seems obvious) in the way that DonkeyJohn did (mostly in the ‘background’ link). It is not enough just to point out there is something wrong (like in September 12th), you have to make the viewer/player feel that they can make a difference and help fix the injustices.
b) Like DonkeyJohn, there should be a way to thwart the ‘baddies’, or at least attempt to, rather than the futility of the September 12th simulation. It would also be good to have links to groups/activists that are doing something about the situation so you can learn more information or even participate.