
This
game, although quite simple, is a unique and thought-provoking approach for teaching about the horrors of genocide in Darfur. It took me a little while to figure out how to play this game, but when I caught on it seemed pretty easy. I suppose I am a bit more experienced at playing video games than some of my fellow teachers, and as a result I was not drawn in by the "intense" situations; rather, it seemed very easy and a bit lame. However, I'd completely be missing the point if I just left it at that. To think that real-life human beings really have to deal with the circumstances presented in this game is truly unbelievable.
I think the designer of this game had a really great idea with great intentions: Catch students on this serious issue of genocide through a video game. Clearly this is a great motivation for most teenagers. Now, much like myself, I assume that most teenagers will not be impressed with the level of game play this offers; however, they will get engaged, and it can surely be used as a great stepping stone. A teacher could assign the playing of this game as homework and then spend next day's class period discussing Darfur. The logical way to start the discussion would be to begin about the game -- how far they got; how much they liked it, etc. But from there can come the more important discussion: How would you feel if you were the character in that game and you really had to live like that? How much different are our lives from the lives of the people of Darfur? What dangers do we face in our daily lives? What can we do to help these people in Darfur, to make their lives more like ours? I think a great, deep, thought-provoking discussion can easily follow!
As for adding complexity to the "Darfur is Dying" game, I think it would have to do with graphics and player-character interaction. Improving the graphics makes the game more real, which is a standard in gaming that kids this day and age expect. As for player-character interaction, I think it would be better if there were more voices involved in the game, instead of all of the written messages. Vocals would make it easier for players to get engaged and would also make it easier for them to catch the tone of fear and/or urgency from the characters; some times the written word does not do justice to the situation.