Inclusion in Gaming: “Games for Change”

Inclusion in gaming has made significant strides, and in this article we’ll be showcasing two examples of such progress. I played through 2 free games from “Games for Change”, a curation of “digital and non-digital games that engage contemporary social issues in a meaningful way.”

I would highly recommend browsing their catalog as they embody the mission of the Fair Play Alliance:

“The Fair Play Alliance comprises over 200 gaming companies today, all united in our mission to identify, define, and enable awesome player interactions, fair play, and healthy communities in online games by design.”

The games I’ll be comparing are “A Blind Legend” and “Cards Against Calamity”, based on the following factors:

  • story

  • game play

  • references to inclusion: blatantly obvious, or subtle

  • joy, surprise, anger, sadness, or any other emotion that the game evoked

I’ll break down both and share which of the two I prefer. Let’s begin!


A BLIND LEGEND -MOBILE

Screenshot taken from the mobile adaptation of “A Blind Legend”

  • STORY

    The synopsis goes as follows: “Designed by a team of sound and video game experts, A Blind Legend opens the way for a unique and immersive gaming experience devised for the visually impaired and blind and anybody seeking an unprecedented sensory experience. The game is a chivalric adventure, set in a familiar world – inspired by the medieval era and its literature – with a touch of fantasy. The hero must traverse a wide range of landscapes and meet characters that will help or obstruct his quest.While guiding their hero by using their smartphone or tablet as a joystick, they move through a 3-dimensional universe made possible by binaural audio technology.”

  • GAMEPLAY

    This game is an audio-only, immersive adventure designed to address gameplay challenges of the visually-impaired. From the moment you load up the game, there’s a narrator explaining everything happening. The voice-over even instructs you how to tap, slide, and perform other actions to select options for gameplay such as language and difficulty level. Players swipe and tap along the screen, and you follow the audio instructions of the protagonist’s daughter in order to navigate the world. It is both a humbling and invigorating experience.

  • REFERENCES TO INCLUSION (blatantly obvious, or subtle)

    This game rates as “blatantly obvious” due to the fact that it’s tagged for “accessibility” and everything from the ground up was designed with visually-impaired players in mind. I will add, even though the accessibility is obvious from a marketing stand-point, the game doesn’t make it feel like a “gimmick”. I genuinely felt immersed in the game-play, regardless of an existing visual impairment or lack thereof. It simply felt like it was designed to be played exactly as it is — for everyone and anyone.

  • EVOKED EMOTIONS (joy, surprise, anger, sadness, or any other emotion)

    I was in awe throughout the entire game. The only thing I saw on my screen was smoke, so I truly had to rely on my audio to guide me through this adventure. I was surprised by the level of suspense and fear involved in the game as I blindly navigated the world and “listened” to the story unfold. I felt like I could use my imagination even more as the high-quality character voice-overs brought the game to life.


CARDS AGAINST CALAMITY - PC

Screenshot taken from the PC adaptation of “Cards Against Calamity”

  • STORY

    The synopsis goes as follows: In Cards Against Calamity, you take on the role of mayor of a small coastal town. You must balance the needs of various stakeholder groups, from fishermen to tourists and small business owners, while protecting the town from job loss, pollution, hurricanes, and hipsters. Do you have what it takes?

  • GAMEPLAY

    This game is built around dialogue-heavy gameplay. With each turn, you can choose between one of two decisions. For example: “Invest in Public Transit” or “Invest in Economic Development”. As mayor, each action will directly impact and either increase or decrease the satisfaction and success of: service workers, the fishing industry, the tourism industry, business and trade, social approval, and overall resilience.

  • REFERENCES TO INCLUSION (blatantly obvious, or subtle)

    Although this game can be successfully “used to illustrate and simulate, encouraging decision-makers to role-play as specific stakeholders…as they communicate and negotiate plans that will both strengthen their community and each other,” I would not rate it high on digital inclusion due to how dialogue-heavy the game-play is. There is no audio/voice-over narration for those who have visual impairments. There are no work-arounds or call-outs in this game.

  • EVOKED EMOTIONS (joy, surprise, anger, sadness, or any other emotion)

    My first round I played ended in defeat. My community no longer had enough resilience to endure the future. I felt both sad and impressed at how difficult it was to choose between cards and weigh out the “better option”. It goes to show people in power, with the authority to make these real-life decisions, have so much on their plate. Not only do they have to deal with the practical consequences, they have opinions and political chatter in their ears. Right decisions can be swayed simply due to popularity, publicity, or other real-time factors the game does not include.

I enjoyed both games in their simplicity and cultural significance. My mind certainly expanded on topics I normally wouldn’t be keen on exploring: audio-only gameplay and civic education. I recommend experiencing both games, but I would push for “A Blind Legend” out of the two. This mobile-centric adventure is so different from the usual high-sensory, graphics-heavy gameplay we see in our app-stores. It challenges you to experience action in a new format, and titillates the imagination.

Because of the efforts of companies like “Games for Change” as well as the mission behind organizations like the “Fair Play Alliance”, we are seeing active work towards a more inclusive gaming environment for our digitally-diverse world.

And the best part is, you support these efforts best by playing their games, sharing their work, and providing feedback on your experiences! Check out the resources below to get involved and start having fun!

SOURCES

"A Blind Legend." Games for Change, www.gamesforchange.org/games/a-blind-legend/.

"Cards Against Calamity." Games for Change, www.gamesforchange.org/games/cards-against-calamity/.

Fair Play Alliance, fairplayalliance.org/.

Lyka Ferry

Lyka is a professional development coach and founder of Lykability, a training firm that helps organizations grow their people through human skills. She is also an Army vet and resides in San Antonio, TX.

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