Los Angeles Times

Games designed for a pandemic

These 51 video titles, created in two weeks, are far better than the real thing — trust me.

- TODD MARTENS GAME CRITIC

A collection of 51 games created in a two- week period are worthy diversions.

Surrounded, concerned and frustrated by our current pandemic, I certainly didn’t want COVID- 19 to enter my game- playing time. The virus and its effects had consumed enough of my life. Confession: I was wrong. I 100% did not know I needed a COVID- 19 game — let alone 51 of them — but I absolutely did. Of course, it helps that these games generally don’t present dark, complex simulation­s. Also, they were made in collaborat­ion with an arm of the National Academy of Sciences, meaning a number of them contain actual research.

The collection of mostly short vignettes came out of Jamming the Curve, a competitio­n spearheade­d by the team behind IndieCade, the yearly celebratio­n of play that would be happening this month in Santa Monica if the events of the world had not intervened. Participan­ts were challenged to build a game from scratch, known in developmen­t circles as a game jam, that somehow ref lected our pandemic and the data and science that seek to understand it.

To ensure that these short experiment­s in gamemaking were fact- based, the game makers not only had access to epidemiolo­gical models developed by Georgia Techbut also could consult with a team of medical and health experts organized with input from the National Academy of Sciences’ cultural- education- focused LabX department.

The best of the 51 games felt as if they were opening a dialogue, allowing me to communicat­e digitally about topics I wasn’t always vocal about, or even desired to be vocal about, in my daily life. Play in this instance became a much- needed exhale, whether I was entering the headspace of someone stubbornly wearing a mask below their nose, trying to stop the spread of disease on an alien planet, witnessing the life of a nurse, or seeing how attempts to control an outbreak among a species is akin to herding cats.

“Cat Colony Crisis,” for instance, is cutesy chaos. Don’t assume anything, I told myself, as Ms. Cat, a calico, sneezed. Maybe Ms. Cat just has a preexistin­g condition? But why isn’t Ms. Cat wearing a mask? And, gosh dang it, why is Ms. Cat starting fights and cuddling with other cats? A pandemic, after all, is no time to behave like cats. Being a cat is no excuse, Ms. Cat!

When it comes to educating people about COVID- 19, says Rick Thomas of LabX, a big challenge is the invisibili­ty of the virus and the

struggle to recognize when we’re making a difference, when we’re being overly panicked and when we’re simply being selfish.

Games, specifical­ly their ability to visualize abstract subjects as well as their need to ask players to lean in and take an active role, can close that gap, says Thomas.

“Games are good to help combat COVID because games do a good job of translatin­g data into stories and helping show people how individual decisions can impact larger issues,” says Thomas. “That feedback is missing in normal day- today interactio­ns with COVID. You don’t actually know if you got someone sick by not wearing your mask because there’s a severalday disconnect. You’re not being told whether what you’re doing is harmful, but in a game you can make the connection clearly. That’s why we got involved.”

The submitted games — most can be played free via a browser, though some require a download for a PC or Mac — largely avoid the tendency of more mainstream games to put the em

phasis on a global pandemic spread and how to manage assets. Here, the games generally have a human focus.

“The Covid Express” feels like my daily life — having to navigate among the unmasked in public spaces or on mass transit. “PandeManag­er” is more complex, asking you to survive one year as mayor amid shifting policy decisions. “Smash the Curve” is inf luenced by the classic game “Breakout,” where COVID- 19 graphs replace the standard bricks, and power- ups come in the form of masks and contacttra­cing.

Back- to- basics feel

For those new to the game jam space, be prepared for an amateur, do- ityourself feel. The games are made quickly, and the goal is to express an idea through play rather than create a slick, f inished product. Yet the most polished of the games, such as “Outbreak in Space,” allow players to go deep in experiment­s with variables. Against a sci- f i backdrop, “Outbreak in Space” shows us what happens when a certain per

centage of the population doesn’t wear masks, isn’t isolated, or continues to engage in activities without social distancing, all of it inspired by access to Georgia Tech’s real- life- inspired simulation equations. But even a simpler title such as “Everyday Hero,” which boasts an old- fashioned arcade feel in which we must keep descending figures distanced and masked, can put a fanciful spin on science.

“People are just walking down the screen and you’re trying to keep them far apart. Then it adds the variable of masks. Then it adds the variable of sick people. Then you have to prioritize,” says IndieCade’s Celia Pearce, a game designer and professor at Northeaste­rn University. Pearce helped organize Jamming the Curve as well as this week’s slate of online IndieCade talks and demos.

“It’s a little bit of a platespinn­ing game, but it uses real data,” Pearce says of “Everyday Hero.” “At the end, you get a number: ‘ This is how many people got infected because you didn’t move them far apart.’ That drives home the same game we all play when we go to the market, where I’ll be walking around trying to stay six feet away from everybody. It’s a game that makes you think about your personal space.”

Scrolling the Jamming the Curve Discord channel reveals conversati­ons between game makers and medical experts that feel more like a public health FAQ than a game developmen­t event; developers asked questions on a range of topics, including mask eff iciency, viral load and persistent immunologi­c responses.

Some games deal with

those weighty topics. “Lab Hero” is a colorful simulation of a medical profession­al’s challenges and focuses on keeping people distanced, treating patients and researchin­g a vaccine. Others went a more personal route. “Nonessenti­al,” for instance, is an intimate- conversati­on game about the ways in which we deflect our worries and avoid topics of mental health.

Do- nothing strategy

One of the most stressful aspects of COVID- 19 prevention, says LabX’s Thomas, is that the most helpful thing to do is often nothing — to stay home and avoid others. “Nonessenti­al” unfolds as a phone call with someone going that route.

“What’s isolation like, and how does that affect people’s underlying mental health problems?” says Seattle- based indie developer Brad Kraeling of his game. “All of this can amplify and stir things up and bring out a lot of anger in people. I wanted to make a game about someone’s mental health but in a really casual, talking- to- a- friend way.”

For epidemiolo­gist Sarah Matthews, who spent more than a decade working for the Florida Department of Health and is f inishing a PhD at the University of Central Florida, she’s already had to work through multiple outbreaks, including the latest.

She wasn’t so sure she had much space for games in her adult life, but after serving as a mentor on Jamming the Curve she’s a f irm believer, both in how games can reach the public and how they can help health profession­als better communicat­e complex, difficult subjects. “This is powerful

stuff,” she says. “Not being a gamer, and looking at it from an outside lens, gave me a new respect for it. This technology can revolution­ize how we do things. If you remember when you were a kid, you learned through play. That resonated with me. I recognized that again. You can learn through play. It’s more motivation­al and more engaging than I f irst thought.”

She jokes that some of the games, especially those that simulate the public not following health guidelines, can be therapeuti­c for medical profession­als who are seeing their advice go unheeded. The game “Together” dealt with such a topic, showing how the lives of two people with opposite views of the pandemic — one very nervous and another fed up with distancing, masks and closures — will intersect whether they like it or not.

“Together,” says designer Chelsea Brtis, an adjunct professor with the Virginia Commonweal­th University’s communicat­ion arts department, was a way for her to manage her own frustratio­ns with those she saw not taking the pandemic seriously. It comes, however, from a place of compassion, to help others see a different point of view. The work mirrored some of my own concerns, and I found it comforting to explore them in a game.

“Games give you a kind of safe space,” says Brtis. “I try to approach it so you don’t know it’s a serious game. So you go in with a playful attitude. And games open up the opportunit­y to have a conversati­on with yourself when these serious issues are brought in it. The game starts the conversati­on.”

 ?? Devil’s Cider Games ?? “CAT COLONY Crisis” is part of Jamming the Curve, a yearly showdown that would be taking place about now if the virus hadn’t arisen.
Devil’s Cider Games “CAT COLONY Crisis” is part of Jamming the Curve, a yearly showdown that would be taking place about now if the virus hadn’t arisen.
 ?? Bakiara ?? “TOGETHER” is also among the 51- game collection created for the Jamming the Curve competitio­n.
Bakiara “TOGETHER” is also among the 51- game collection created for the Jamming the Curve competitio­n.

Newspapers in English

Newspapers from United States