Privates!
I wrote about the game Privates in May, hoping that Microsoft would pass it for XBLA. No news from Microsoft about the game passing internal tests, but the game is available for free via Channel 4’s website. After spending 30 minutes or so playing, I believe this game is a fantastic example of educational games done right. Recently, I’ve been involved in a few discussions around the design philosophy of educational games. In the context of these discussions, two somewhat conflicting viewpoints arise:
- The instructional design paradigm. The game needs to be instructionally valid and accurate above anything else. Content is still king in this paradigm, and the content should be extremely accurate to convey the material effectively.
- The game design paradigm. The game needs to be…well, a game. It needs to have game mechanics, that combine educational content with fun. Content isn’t necessarily king, but still important. The *design* is king, making the experience fun and engaging for the player.
The first paradigm seems to lead to more simulation-style games, where designers attempt to insert very accurate content into an interactive environment, allowing the player to experiment with variables that affect some sort of model the designer is trying to convey. The second paradigm focuses more on blending the instructional content into a game experience. Personally, I tend to fall in the game design paradigm, but understand the value of the instructional paradigm. The biggest pitfall I see from folks in the instructional paradigm is the mindset that the game should be able to stand entirely on its own, as an instructional activity.
I think this is a mistake. Think about how we learn for a moment. Think about how good teachers go about teaching their students. It is almost NEVER a single method or a single instructional strategy. It’s a combination of things, like lectures, assignments, powerpoint, etc. A game is just another way to engage students, it doesn’t need to be 100% accurate, it simply needs to provide enough content to spark a student’s motivation, to drive them to other learning outlets like Wikipedia, friends, instructors and so on.
The designers for Privates sum this up nicely:
You know how you wouldn’t write a history essay based on your experiences playing a World War II shooter? Well, Privates is a bit like that - while the action takes place in and around peoples’ parts, the anatomy is in no way biologically accurate. We’ve had to make loads of concessions in order to make the game fun to play. There’s still loads of important stuff to take from Privates. Just be sensible about which bits, eh?
I urge everyone to give this game a try. It certainly is NOT a standalone sex education game. But I can already envision what would happen if my niece were to play this. It offers enough content to be compelling, but also offers solid and fun gameplay to keep you interested. Once the game is over, I’m sure my niece would have a lot on her mind to go and look up on the web, as well as ask some questions of her parents (that they may or may not be ready to answer!)



