
I'm always interested in videogames that claim to present complex, controversial,
or spiritual ideas,
so I was interested to read an article
yesterday about a game sponsored by Thailand's Department of Religious
Affairs that promotes Buddhism. The English title of the game is The
Ethics Game and the article (which is basically a press release)
explains that the game teaches good, ethical behavior as opposed to
all the violence and killing one finds in most video games. I
downloaded the game last night and played through it, and while the
game itself (or "games" technically since it's actually a series of
minigames) isn't that remarkable, it was an interesting experiment in
game-based learning since 99% of the text and spoken language in the
game is Thai. I don't speak or read Thai, so was the game navigable at
all? How does this experience impact the argument that games aren't
good at communicating information expositionally? On the one hand,
teaching ethics through a video game is perfectly logical since a game
can be used to model decisions and consequences, so how well can a
game accomplish this when all language is essentially neutralized?
The game itself appears to have been programmed with Shockwave, and
the art and animation is generally pretty good for such a small
game. I ran into some errors installing it, but I was sort of
surprised to see that the license agreement was basically the only
part of the game in English. This seems strange for a game that is
specifically for an audience that speaks Thai, so I don't know if the
idea is that no one reads license agreements anyway, or if there is
some prevailing precedent whereby international EULAs have to be in
English.
The game starts up with a fairly long intro movie in which, I
suppose, the main characters are introduced and the ethical principles
behind the game are being explained. It's all in Thai, but its pretty
easy to follow the general plot, especially since the art uses
anime-like symbology for expressing emotion. The first scene is a monk
speaking to a group of children, which seems to go on and on with very
little action or even movement other than panning across a static
image of the classroom. The children seem fairly unhappy, so I imagine
that the message is getting through to them. If this were a Baptist
Sunday School class, the scene would be suggesting that the kids are
hearing for the first time that they will go to hell if they do bad
thing. At least, that was my culturally-inappropriate impression.
Figure 1. The introduction animation seemed very long, but the interface makes sense. The "skip intro" (obviously) allows you to skip the movie. The numbers allow you to jump to different scenes in the movie, and the orange button (which is a constant presence) causes the game to shut down.
I'm not sure, but it's possible that the kids in the classroom were
being told a parable, which turns out to be the content of the
game. In any case, we then meet the three player characters who are
all introduced by committing some act of deviance –
skateboarding though a raked pile of leaves, screwing around with a
guitar instead of doing chores (I'm not sure about that one), and
shooting a chicken with a slingshot. Together, they find themselves
with an elderly monk who undertakes to teach them all lessons by
committing them to a series of ethically-oriented tasks.
Figure 2. Selecting your player. The one I have selected is clearly distinguishable by highlighting, the posture of the character, and what is probably his name printed in front of him.
At this point, I was presented with a character selection screen,
so I chose the kid on the left because he has a skateboard. After
playing the game through once, I'm guessing that most of the minigames
are the same, but that at least one is player-specific. That is, since
I selected the skateboard kid, there was a skateboarding game, whereas
I wouldn't be surprised to see a musical game for the girl and a
slingshot/targetting game for the other kid.
Figure 3. The first mini-game, a quiz about something. The third option seemed to be correct more often.
I had to go through some more animation, and then, finally, I got
to my first game which was, unfortunately, some kind of quiz. If I had
to guess I'd say it was either quizzing me on my memory of what the
monk had just explained, or it was presenting scenarios and asking me
to select the correct behavior. I actually managed to get a passing
score (600 points!) through trial and error. On to the next one. It's
impossible for me to say with any certainty what the moral of this
game was, but the interface and screen layout made it perfectly clear
what I was supposed to do.
Figure 4. Log jam mini-game. Not hard to figure out what to do, but some of these were pretty hard to solve.
This one was actually the hardest. It's a standard kind of sliding
box puzzle, and the narrative context seems to be that we (the player
kids) are helping a farmer transport his crops across a river that is
crammed full of logs. A timer counts down from 60 seconds, and you get
bonus time when you solve a particular puzzle, so you basically end up
with about 10 seconds per puzzle. Which isn't that easy. The moral of
this game has to do with helping people, but the task you're asked to
perform is only connected to this moral by way of the narrative, which
I'm only able to make guesses at based on the animation.
Figure 5. The skateboarding game. Collect the fruit and vegetables; avoid the holes and bunnies.
Next up was the skateboarding game, which was pretty easy to figure
out, though as usual it took some trial and error. I think the farmer
we just helped out some how lost all of his vegetables, and I had to
go pick them up. The HUD at the top left tracks your progress (green),
remaining time (countdown), and HP (red). Your HP increases when you
collect hearts, and decreases when you hit obstacles such as potholes,
logs, and (I eventually learned) any animal. I wasn't surprised that I
was penalized for hitting the menacing or cute-looking animals, but
since I was supposed to be helping out a farmer, and farmers usually
have chickens, I was surprised to learn that I couldn't "collect"
chickens in the same way that I collected watermelons. Here, the moral
of the game seems to be to not be cruel to animals, and in the context
of the food collection, this game also promotes vegetarianism.
There were a couple more pretty average and predictable games,
including one where I played as parrot collecting fruit that rained
down from a tree, all while avoiding snakes and scorpions (which makes
sense). But the final game actually gave me the most trouble even
though it's actual gameplay was really easy. The hard part was just
figuring out what I was supposed to do.
Figure 6. The final game, an array of vices.
At the outset of this mini-game, I encountered a screen containing
several text chunks with accompanying cartoons. Since I couldn't read
the text, I just hit "play" (I'd learned by now that green buttons
mean "forward"). The game itself displayed a series of scenes like a
city street and a dock, and the cartoons from the opening screen
appeared and disappeared in succession. Sometimes clicking on a
cartoon caused it to disappear and my score to go up, but other times,
my score would go down. These cartoons were labeled with numbers, and
eventually I noticed that the HUD widget in the upper left corner also
had the same numbers. What I came to realize was that to successfully
play this game, you have to first select a number in the widget, then
click on the cartoon that is labeled with that same number. It was
pretty easy, actually, but it took me 5 or 6 times through to figure
it out. The moral of this game seems to be contained in the 5
caricatures, but it's not at all clear how selecting and clicking them
teaches me something about these vices. In the screenshot above, you
can see four of them: 1 is a girl spraying bugs ("don't kill?"), 2 is
a guy stealing shoes ("don't steal shoes?"), 3 isn't on this screen,
but it's a fat guy with a moustache and a lady on each arm ("don't be
a pimp?"), 4 is a couple of girls talking about someone ("don't
gossip"), and 5 is a drunk guy throwing up on a cat ("don't get
drunk").
Figure 7. One of the player characters being yelled at by his father. This family is depicted as Sino-Thai.
There's one final element of this game that I want to mention,
and I'm actually not sure how important this is or if I'm attempting to read too much into it. The fat kid is
characterized by different means as being ethnically Chinese, so I'm
not sure if the depiction of his vices (gluttony and cruelty) could be
considered a kind of latent racialism. I'm not really aware of the
ethnic tensions within Thailand, but I learned through some googling
that there is a history of the Sino-Thai minority facing
oppression. Of course, this is mostly speculation, but it's a
troubling possibility within a game about ethical and religious
behavior. If anyone speaks Thai or could shed some light on this
example, I'd love to hear more about it.
For the most part I found my way through the game interface with
relatively little trouble. Some buttons or objects were even labeled
in English, so that made somethings easy. A great deal was
communicated through color; generally, things that were green or blue
seemed to mean "accept," "start," or "forward," and things that were
orange or pink. Also, things which could be clicked on wiggled or
became brighter when I hovered the pointer over them, so it was
usually easy to figure out what my available actions were, except for
that last mini-game. Also, clickable or interactive things tended to
have some kind of localized depth. That is, they would cast a shadow
or appear to have a beveled surface, but they appear to be localized
in that the surface these buttons rise up from is not necessarily
contiguous with other items of the same depth or within a complete
spatial realm. Game moments are made clear through animations and
sound effects, and successes and failures easily distinguish what one
is supposed to do to successfully complete a mini-game.
Figure 8. Success!
Many of my observations here are rather obvious, but I wanted to
discuss them to speculate that the reason they're obvious may be
that the language of gaming is something I'm fluent in through playing
lots of games. This language may also be, to some extent,
intuitive. Many Flash-based games on sites like Newgrounds.com contain
little to no text, and most mini-games of the Warioware variety expect
their players to figure out what to do without a textual
explanation. I don't think that The Ethics Game, is
particularly good at this, but my experience with it suggests that
there is a potential for games like this to deliver their content
completely without words. Not only might these games reach a wider
audience, but if the language of gaming is actually universal because
it is somehow intuitive, it strikes me that a well-done wordless game
would have the ability to express more complex ideas more
convincingly.
It's hard to think of many examples of wordless games that aren't
minigames, other than the classic minimalist-by-necessity games like
Breakout (of course, in those cases you generally have an arcade
cabinet or instruction booklet telling you what to do: "Avoid missing
ball for high score"). And even in the case of games that I suspect
might be wordless (Neverhood?), it's hard to
remember since I so easily take for granted that games can both
explain things and expect you to figure things out without
instructions. Can you think of any?
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