Can games be used to educate? I’m not just talking about educational games here. This aspect spans to all games. Games require mastery, and mastery of a game requires learning about its game world. Therefore, anything we learn about a game is only limited by what is included in that game world.
Let’s take a game like Bookworm Adventures. Your attack power is based on the complexity and length of the words you are able to spell. So within Bookworm Adventures’ game world, we are learning not only proper spelling but we are also expanding our vocabulary. When we play historically accurate strategy games, we are learning about historical civilizations and battles. America’s Army teaches us what it is like to be an American Soldier through its punishment systems and tight focus on disciplined play. Bioshock exposes us to 1930’s art deco and architecture. The Game of Life gives us an exaggerated look at what’s in store for us, but even exaggeration is based on truth.
How, then, do we adjust game design to be educational but remain fun? Most adults don’t enjoy educational games (unless they’re nostalgic like Number Munchers) and the core gaming audience is aged 18-35. If you are designing a game for kids, why make it so it’s not fun for adults too? Obviously the kids are going to be playing with their parents or guardians, so a well designed game (especially a board game) should theoretically be fun for all ages, much like how a lot of kid’s comedy has jokes that kids wouldn’t understand but would make parents laugh hysterically (naughty jokes in Animaniacs, for example).
The key is to focus on gameplay first, educational factors second. If a game is played, it is educating the players in the ways of its game world. If the game world has educational aspects, the gamer will pick up on them. Focus your game around a specific lesson, and make that lesson your core statement. For example, “The purpose of this game is to reenact the water cycle.” The core says that the water cycle is reenacted, or simulated, not taught. If you flat out say “When clouds form and humidity reaches 100%, it rains!” everyone gets turned off. Nobody likes school, especially in their games. Make the game strictly water cycle based, make the player interact with the different states of water, show the differences between drizzles and thunderstorms, etc. There are other ways to teach than just by saying what you want to. Games are, by their very nature, interactive. Use that interaction to your advantage.
Games are a hands-on experience. Therefore, whatever they choose to teach has to be a hands-on experience. If the lessons the game teaches are not through immersion in the game, the immersion is broken and the game has not been a successful teacher. Games are great at showing causality, so show us the actions and reactions, don’t tell us about them.

Thinking of exploring new platforms to develop for has got my programming hands shaking. On top of being a year or so away from the announcement of next-gen consoles, the Palm Pre is coming out on Saturday and, yes, I am getting one, mainly because my current phone gets 5 minutes of battery life while talking, and also because it’s a touch-based mobile platform I can develop for without buying a Mac and purchasing a yearly SDK license. Whatever I make for it I will most likely port to the iPhone, sure, but I’ll have to be able to afford a Mac first. In the meantime I’ll be able to make games for a less congested app store, and that’s an exciting notion.
3D Realms was an industry innovator. THE industry innovator I should say. Without them, the idea of episodic gaming and downloadable content wouldn’t even exist. There would be no Wolfenstein, no Duke Nukem… no Dopefish. The games that Apogee/3D Realms published in the early-mid 1990’s is responsible for a period I refer to as the “gaming renaissance.” Some may disagree with me on the term, but this was a period after the PC started to become more than a viable option for gaming; it became a gaming POWERHOUSE. This was the period when graphics, sound and gameplay all started blending together to create the truly immersive experiences that today allow us to classify videogames as a legitimate artform. The PC had sidescrollers, RPGs, First Person Shooters (DOOM clones in those days), adventure games… you name it, the PC had it, and thanks to the technology it looked and sounded better than anything the SNES or Genesis could ever offer. So while the two sides feuded over who had a better console, I went with the only console that still remains a powerhouse of gaming capabilities to this day. I’ve always been and always will be a PC gamer and developer.
Angry gamer language is like listening to someone with tourette’s syndrome screaming at a losing horse. It’s unfortunate. The anonymity factor allows gamers to get away with saying anything they want. However, that does not stop the fact that gay isn’t actually a derogatory word, and if we were in England, that other word you just called me would only mean cigarette.
There is a tendency to simply port games to PC after or alongside their major console release. Often this is when a game is being pushed onto as many consoles as possible. Take the upcoming (and dare I say awesome-looking) Ghostbusters game for XBox 360, Playstation 3, Wii, Playstation 2, and PC. That’s a lot of resources to spread around, especially considering the unique art style of the Wii and PS2 versions (at least there is no DS or PSP version announced… yet). The issue is that console games HAVE to be game-killing-bug free and usually won’t be published if said bugs exist. PC games do not come with this restriction as they can be patched willy nilly. What ends up happening, then, is that if developers have to focus on putting their game on multiple platforms, the PC version ends up getting ignored in favor of patching it later.
Hurry up already!
EA claims that the Wii Motion Plus is incredibly accurate, so accurate that 
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