
The one potential intervention offered to the player as a resistance to slavery (barring the ending, which I will not spoil but will mention is out of character given the options), is when the player is given the option to tell the slave ship captain that “Slavery is bad, you know” at a known cost to their score. Rather than challenge the player with emotionally driven dialogue that could change the outcome of the game, the choices are prohibitively simplistic. While most of these activities are “point and click” interactions where a young player would use the mouse to fetch an item to move the story forward, there are some very big missed opportunities. Of unique concern is that the game purports to be an educational tool however, it does not provide much context for the activities in which the player is engaging. This may have been intentional to show a reductive sense of a character’s inner conflict, but for the intended younger audience this could be confusing. This can cause conflicts in the idea of “trust,” as gaining a slave ship captain’s trust would require the opposite behavior of gaining the trust of a captured slave, or would require the player to act in an untrustworthy way by lying to one or both. Scoring is based on a “trust” score based on the interactions that the player has with a variety of other characters. The player is introduced to the captain of a slave ship and is also introduced to their avatar, by indicating that they are to play as the slave boy on the screen.
#Slave tetris Pc
There are not keyboard shortcuts, which are common in PC games for navigation and for greater accessibility as a whole. The total gameplay can be completed in an hour, using a PC and a mouse.
#Slave tetris series
This aside, again according to the Steam page, under the “Awards” section, the “Playing History” series “havs been both nominated and won a BETT award for the category of ‘best learning game’ in Europe.” Furthermore, one could absolutely argue that it is on the creator of the game to balance educational and gameplay goals-the fact that Slave Tetris “overshadowed” the “educational goal” of the game is a failure on the part of the developer. Based on archived video footage, the Slave Tetris segment was far longer than 15 seconds of gameplay. While subjective, the above text is written in a rather abrasive and informal manner. The goal was to enlighten and educate people - not to get sidetracked discussing a small 15 secs part of the game. Apologies to people who was offended by us using game mechanics to underline the point of how inhumane slavery was. This overshadowed the educational goal of the game. Slave Tetris has been removed as it was perceived to be extremely insensitive by some people. Notably, the following blurb is present on Playing History 2: Slave Trade’s Steam page : Many of Serious Games’ other game titles are available in these languages as well. Supplemental educational material is available in English, Danish, Norwegian, and Swedish.Reviewed in English, accessible in Danish.The entries in Serious Games’ “Playing History” series all have similar sorts of presentation: a cartoonish-but-consistent art style, a list of “features” that are functionally identical between entries, and a minor fixation on the idea of “changing events” or “exploring” history (the former can be found as a heading on the company’s website).The player is given some degree of agency: for those familiar with Roger Caillois’s Man, Play, and Games, this is done in part by adding elements of agon and mimicry to the source material.

