| Youth Category 3rd Prize
Imagine a Game (Original)
Veerle
Vrindts (Age
20, Belgium) Maastricht University
Imagine a game,
which is never game over.
Imagine a game,
which will change your world.
Imagine a game,
which will make you see things from another point of view.
Imagine a game…
We're all players in a game called 'life'.
We have to find ways; encountering obstacles, victories, comedies, tragedies,
but most of all… other people like us. I started playing twenty years ago
without even noticing my role. Little by little I felt aware of the game, the
choices and the directions life can take.
Observing my culture, I witnessed new worlds
we're shaping in challenging ways.
I'm born in the eighties. As an
eight-year-old, I queued for the release of PlayStation. I was ten when my
parents bought a PC and twelve when I stared at the screen of my first GameBoy.
The games we kids played in the nineties were innocent. We were little chubby
Italian plumbers in our Mushroom Kingdom, jumping around, collecting coins to
save a kidnapped princess. Life was simple,
good always defeating bad.
Since I grew older, the gameworld showed his darker side. I saw my friends enjoying first-person
shooter and real-time-strategygames. After school, they became serial
killers in the private sphere of their PC or game-console. My boyfriend shocked
me with his race-game Carmageddon, which allowed him to knock down pedestrians.
He even received bonuspoints by doing so. Recent games like ManHunt totally
lost the connection with good overcoming
bad. You have to be the criminal, killing realistic victims in the cruellest ways.
If flight-simulators
teach how to fly, what do violence-simulators teach us? The answer leaves
little space for peaceful dreams.
But… there is hope! Together with the
growing realism in violent videogames, another generation digital games started
to flourish: strategic
life-simulationgames! The Sims, released in 2000, encouraged people to enjoy
playing in a world very similar to their own environment. They had to take care
of a family of 'Sims', make interactive choices for them like buying houses, purchasing
furniture, lead them into failures or victories,… in other words: 'play God'.
After this success, the game-industry developed
a new world: Second Life! It's a virtual 'copy'
of reality with his own economic system and a lot of connections to the
real world. Big companies place advertisements in the Second Life world, you
can even change your Linden Dollars for real money.
Real-life games copy capitalistic worlds. The
most important value is 'becoming rich and successful as quickly as possible'.
If I was a gamedeveloper, I would change the aim of the game. Am I naïve when I
dream of a peaceful world of equality? Am I wrong when I say videogames can
show how to achieve it?
According to the Second Life platform, I would
create a copy of the world. Global
maps like Google Earth go a long way forming these images. By zooming in on the
globe, you can visit places you even never heard about. But 'you' are not just
a Western individualist, dreaming of a filled purse. 'You' can also be a child,
born in the slumps of Lima or a homeless victim of an Asian tsunami. Fate
chooses.
In this game you don't gain money, but
happiness credits. Your score will rise if you help somebody or accept help: by
saying something nice to a stranger, offering a hand or a listening ear,
donating money when you can afford it or receiving it when you need it, by
volunteering in one of the development projects, etc. You loose happiness credits
because of aggressive or violent behaviour towards other living beings.
Every day difficult tasks are offered. If
you succeed, your happiness score raises a lot. But…you can't do the tasks by
yourself; you need to cooperate with at least one other player. Some example
tasks: baking a giant community-cake, collecting hundred clothes for a charity
organisation or even building a house! These tasks are funny, but moreover they
will encourage team-working and inspire young people to start their own real-life
youth-led projects.
The game will have social connections. Projects
mentioned in the game, exist in real life. By participating in the virtual
version, you contribute directly to these projects. When you click on the
different countries of the world, you can read about the issues this area is
confronted with. Intercultural learning will overcome stereotypes. There are
possibilities to meet people from around the world. All participants will have
their own profile and you can start chatting whenever you want.
The game I dream about will never be 'game
over'. When you reach a certain level of happiness, you can choose to be a new digital personality and share
your 'happiness'. The peaceful circle of life starts all over again and the
achievement of the dream will grow with every generation.
Imagine
a game… |