GAME JOBS
Contents
Persuasive Games: This Is Only A Drill
 
 
Printer-Friendly VersionPrinter-Friendly Version
 
Latest Jobs
spacer View All     Post a Job     RSS spacer
 
June 7, 2013
 
Sledgehammer Games / Activision
Level Designer (Temporary)
 
High Moon / Activision
Senior Environment Artist
 
LeapFrog
Associate Producer
 
EA - Austin
Producer
 
Zindagi Games
Senior/Lead Online Multiplayer
 
Off Base Productions
Senior Front End Software Engineer
spacer
Latest Blogs
spacer View All     Post     RSS spacer
 
June 7, 2013
 
Tenets of Videodreams, Part 3: Musicality
 
Post Mortem: Minecraft Oakland
 
Free to Play: A Call for Games Lacking Challenge [1]
 
Cracking the Touchscreen Code [3]
 
10 Business Law and Tax Law Steps to Improve the Chance of Crowdfunding Success
spacer
About
spacer Editor-In-Chief:
Kris Graft
Blog Director:
Christian Nutt
Senior Contributing Editor:
Brandon Sheffield
News Editors:
Mike Rose, Kris Ligman
Editors-At-Large:
Leigh Alexander, Chris Morris
Advertising:
Jennifer Sulik
Recruitment:
Gina Gross
Education:
Gillian Crowley
 
Contact Gamasutra
 
Report a Problem
 
Submit News
 
Comment Guidelines
 
Blogging Guidelines
Sponsor
Features
  Persuasive Games: This Is Only A Drill
by Ian Bogost [Design, Serious]
13 comments Share on Twitter Share on Facebook RSS
 
 
July 28, 2009 Article Start Previous Page 3 of 3
 

Do it Once, Know it Well Enough

For some time now, emergency personnel have been using live-action role-play and computer simulation to drill emergency preparedness scenarios. Indeed, first responder simulations for paramedics and firefighters are among the most active area of serious games development.

For example, Virtual Heroes has created HumanSim, a sophisticated medical simulation for health professionals to try out unusual scenarios, including responding to "rare conditions or events."



But these drills are complex and expensive, even if they are less complex and expensive when simulated instead of carried out on real city streets with real equipment. Indeed, cost effectiveness is one of the reasons serious games appeal to the organizations and municipalities that use them for this purpose.

Drill in games has traditionally been understood as the digitization of skill exercises. Math Blaster, Reader Rabbit, and other edutainment titles are the obvious examples, with their chocolate-covered broccoli approach to arithmetic or phonics.

The seat belt, the life vest, and the emergency exit represent a type of task simpler and less challenging than the emergency response scenario, yet a more complex, less boring sort than kiddie drill and skill. One doesn't really need to practice seat buckling and life vest donning very often. Once might be enough. But that one time sure is useful.

It's helpful to contrast HumanSim with the Deltalina video with the muster drill. The first uses sophisticated artificial intelligence to simulate the interrelated effects of split-second decisions. The next uses understated naughtiness to earn empty-minded, open-mouthed stares. And the last uses the nuisance of drill to get passengers to figure out how to put on a life vest.

There is potential in this last kind of drill, the "do it once, know it well enough" sort. It is an application domain we deal with constantly: how would I get to the emergency exit? How do I operate my cruise control? How do I pick my child up from summer day camp?

Most of these tasks are simple ones. But they are still complex enough to recommend consideration as processes rather than as simple sets of instructions. It might be raining when it's time to fetch junior, or one of the nearest exits might be blocked with debris. This sort of drill doesn't just mean rote practice, as in Math Blaster, nor does it involve complex dynamics with unpredictable feedback loops and race conditions, as in HumanSim. And instead of doing whatever it is the task demands, we would simulate it.

Perhaps the best example of a game that does this sort of simulated drill is Cooking Mama. Mama helpfully guides the player through the steps involved in preparing a dish -- filleting the fish, broiling it over charcoal, dressing the plate. And Mama chides and berates the player when he does it wrong.

While I probably wouldn't want to eat a meal prepared by someone who had only cooked in Cooking Mama, I would feel oddly more confident in such a chef's ability in the kitchen than in the case of someone who had only ever watched Rachel Ray.

Cooking Mama is a good starting example of a drill game, although it aspires for more aesthetic ends, goals beyond a simple tool. But as a conceptual model, it is instructive.

An example closer to the spirit of a drill game is Drivers Ed Direct's Parallel Parking Game. It does just what its title says: the player parallel parks a car, trying to avoid collisions.

Sure, the keyboard controls are unlike those of a real car and the game's physics are unrealistic, but the drill approach is very much present: by trying the task in the game, one gets a preliminary sense of what it involves, how to approach success, and how to avoid failure.

There aren't many games like this, but there could be. Think of all the other things you would benefit from trying out once before having to do them in earnest: changing a diaper, threading a needle, negotiating a car purchase, hiring an escort, loading a dishwasher, carving a turkey, waxing a sports car, ironing a shirt, wrapping a gift, tasting a wine, assembling a bookshelf, staging a pick up, scolding a child, recording a television program. None of these are terribly monumental or interesting acts; indeed many are about as banal as it gets. But almost anything is challenging once.

Consider the commercial airliner once more. Every seat on every flight I take has a personal video display on which I watch Katherine Lee wag her finger and pout her lips at me. Each screen is also a terminal running a little Linux distribution, and I can already play trivia and blackjack and Zuma on it. It even knows the location of my seat and, presumably, the type of aircraft that is about to hurtle me across the ocean at 500 mph.

What if I could choose to run a little practice drill, following those white emergency lights amidst the darkness and smoke and chaos, to one of those eight emergency exits, whose door I might have to shimmy open and whose raft I might have to deploy, in order that I might defy those 1 in 20,000 odds and survive. Wouldn't that be a better use of a few minutes of my life than lusting after Katherine Lee?

After all, there's another name for a "water landing," even if it is an "unlikely event." Most of us call it a crash.

 
Article Start Previous Page 3 of 3
 
Top Stories

image
Microsoft's official stance on used games for Xbox One
image
Keeping the simulation dream alive
image
A 15-year-old critique of the game industry that's still relevant today
image
The demo is dead, revisited
Comments

Sam Anderson
profile image
I think you're on to something here, if only because it can shake up whatever assumptions you had about your knowledge in practice. That Learn to Park game was teeth-gratingly shaming, because "I know how to parallel park, and this stupid program won't tell ME different!" Whoever makes games like this have to nail that "tactile" verisimilitude. The folks who put together that parking game really convinced me that my real-life parking skills (bereft though they apparently are) map over to the game. I don't think the same applies to Cooking Mama.

Ian Bogost
profile image
Good point Sam. Drills defamiliarize rather than affirm abilities, drawing attention to actions we take for granted. I can't cook nearly as well in my kitchen as I can on my Wii. Still, I found Cooking Mama to be the closest match in the commercial market, at least mechanically speaking.

Reid Kimball
profile image
http://www.youtube.com/watch?v=5YGc4zOqozo is a music video created after United Airlines broke this singer's guitar. Apparently, the video generated so much attention that United finally agreed to reimburse him and they want to use the video he made as part of their training.



Now, tell me that won't be a fun game to play, learning how trashing luggage will increase costs for the company.

Ian Bogost
profile image
Reid, I saw this a week or two ago and laughed all morning. It's great isn't it? I think understand what you're suggesting: games could also be used as drills in the a customer service context.

Mark Nelson
profile image
My impression is that these sorts of games used to be somewhat more common, back in the good ol' edutainment days--- in addition to Math Blaster types of games, there were games that provided a simulated first experience of some skill or technique or environment, before actually doing it. For example, before I ever used a test tube or bunsen burner, I had played chemistry-lab Apple ][ games (in school), which made familiar some of the basic procedures of how a chemistry lab works, what the equipment does, how you use it, and so on. In the process they taught how to avoid safety pitfalls, in part by making the negative consequences of unsafe chem-lab use much more likely in the game than they would be in an actual chemistry lab. Perhaps it's a set of ideas worth reviving?

Sharon Hoosein
profile image
Mark,

As someone who learned math through Math Blaster, I definitely see what you're saying. But I don't think it's a matter of going back to the "good ol' days". According to wikipedia, the Blaster series are still very much alive and kicking.

The problem is that they're geared towards kids. Maybe it's just me, but I feel like there are a good deal of educational games for young children, but once you hit high school and up, educational games suddenly become extinct. Why is that?

Ian Bogost
profile image
@Sharon, Mark

I think what Mark's suggesting is that there were other games during the MathBlaster era that were more along the lines of the sort that I'm suggesting. I have vague memories of them too, but I can't put my finger on it. Time to go search the archives.

Reid Kimball
profile image
I wish there was a Math Blaster for adults. I'd love to play Half-Life and have to tweak physics equations to get the trajectory just right for launching missiles on the Combine. Would fit a lot better with Gordon Freeman's supposed physics background.



Ian, yeah I was saying a game about customer service has benefits. Not a new idea, but your article about airlines and the case with United breaking the guitar made me think of it.

Jonathan Hartley
profile image
I'm picturing a lively 2D action adventure, with your character jumping around inside an aeroplane. Outside the window, one of the engines is clearly on fire.



Players who dally to pick up their luggage, or who head for the wrong exit, end up dragged to a watery grave.



I'm not sure this would have precisely the desired effect, but nevertheless I wish someone would make it. Isn't there a PyWeek and Ludum Dare coming up next month?

Brandon Van Every
profile image
So what you're asking for, is a simulation that makes potential airline customers unreasonably afraid of flying, thereby lowering revenues.



Let's face it, a lot of human beings are panicky, stupid, and have little emotional discipline. If you're the kind of person who actually wants to survive a plane crash, I guarantee you've read the safety card dozens of times, and gone through your exit check. Most people are not wired that way, and in a plane crash they're just gonna have to die. You'd be well advised to worry about keeping your own wits, help anyone you can to escape, and be prepared to punch the lights out of that obstreperous jerk who's just climbing over everyone to save his own hide.



[Great, the May 2011 edition of "Serious Game News" listed this as a featured article, but it was written almost 2 years ago. Oh well.]

Ian Bogost
profile image
@Reid

I asked myself if BrainAge was a drill game but concluded that it's not, because the drills are just anonymous content to noodle. No reason it has to be that way.



@Ludum Ludo

You put your finger on an issue with games like this: we tend to think people don't want to be reminded of the possibility of bad things happening. But the muster drill is a good counterpoint to this argument. It is actually a comforting process, precisely because one acts it out.

Michael Rivera
profile image
I thought that this was always the desired end goal of the whole Serious Games industry--that eventually games would pervade so deeply into our society that even pre-flight safety instructions would be interactive.

John Jamison
profile image
I think the use of game for these types of learning is right on target...well said!



I'm leading a new class in the Fall...using Second Life as the platform...(I hear the gamers groaning...but I'm using SL because the Edu folks have become more comfortable there and I see it as an opportunity to help them take another step). The course focuses on helping educators understand the basic elements of game design...what makes a good game a good game...and then apply some of those concepts to instructional re-design of their traditional learning materials. The result may or may not be a "game"...but it certainly ought to be more engaging and interesting...like what you describe in the post. We're currently focusing on things like meaningful decision-making, the use of failure (getting fragged in Algebra), and embedded and authentic assessment...to name a few directions.



I'd love to hear from anyone who might want to provide their personal thoughts about what makes a "good game", and what educators/trainers might need to know to recreate some of the more traditional learning activities into what you think would be more engaging. I've been talking with several game developers, game program instructors...and others from my own background in game development....but am interested in hearing from anyone else out that who wants to add to the mix.



If you're interested...drop me a note....



Thanks for the time!

John


none
 
Comment:
 




UBM Tech