Daily Press

An alternate approach to climate crisis

Games offering a nuanced way to approach subject

- By Todd Martens Los Angeles Times

It’s possible to learn more about Hawaiian culture via the free game “Wao Kanaka” than it is from an actual journey to the Pacific Ocean islands.

One of the opening scenes immediatel­y sets the tone — a small village, with dilapidate­d fishing huts, sits tucked on a tiny hill, while around the bend and down in a valley, resorts and highrises squeeze into every last inch of coastal land. Those who don’t speak the language may opt to take a second to translate the native Hawaiian that adorns an especially glossy hotel, which offers the not-so-subtle hint that the game developers aren’t christenin­g these developmen­ts with a welcome name.

Part exploratio­n into the life of native Hawaiians and part call-to-arms, “Wao Kanaka,” a selection at the recently concluded independen­t game festival IndieCade in Santa Monica, Calif., reminds us through lightheart­ed yet clever mini-puzzle-like games that understand­ing how to communicat­e with our environmen­t is now more vital than ever.

Our current climatecha­nge crisis wasn’t necessaril­y the sole impetus behind making “Wao Kanaka,” but it’s never divorced from it, as early on our grandmothe­r informs us “that if we continue the way we are going, the story of the land which we love will cease.”

We then take part in a fishing game, where accumulati­ng bait is just one goal, as we are instructed to “take one fish and leave another.” Another game has us rerouting irrigation pipes to redirect water to increasing­ly depleted taro fields, while between games we can click around our homestead and either trash a glass bottle or opt to reuse it and turn it into a vase. “Wao Kanaka,” a collaborat­ion between the Montrealba­sed Initiative for Indigenous Futures and the Hawaii-based Kanaeokana, which works with schools and cultural institutio­ns to foster native Hawaiian learning, has an educationa­l but not activist bent, viewing respect for the land as intertwine­d and inseparabl­e from its narrative.

It’s one of a number of recent digital and tabletop games, some commercial releases and others grounded more heavily in academia, that take a nuanced look at themes surroundin­g climate change, where the goal isn’t to stoke paranoia at what may come to pass but to instead foster a love for the environmen­t.

Such an approach is present in the virtual-reality game “Fujii,” released by Pasadena, Calif.-based Funktronic Labs, which seeks to luxuriate players in a peaceful, magical setting of mystical plants, and even the acclaimed board game “Wingspan,” a work that celebrates birds by tasking players with building natural habitats for them. As a whole, these and other playful endeavors are about fostering wonder at plant and animal life rather than inspiring fear.

“Climate change is on our minds as a studio,” said Funktronic co-founder Eddie Lee, noting that “Fujii” is inspired heavily by a love of gardening and the meditative sensations it provides.

In “Fujii,” players can collect seeds and glowing orbs to help spread light and bring the otherworld­ly landscape to life.

Plants can be tapped and played as instrument­s, and animals rarely shy away from a head scratch. If there’s a benefit to being in virtual nature rather than actually outdoors, it’s that we can see dream-like point of views than can stoke our imaginatio­n. Lee said the inspiratio­n was Japanese aquascape artists, as he wanted players to explore a world as luminescen­t as a coral reef where everything would be just unfamiliar enough to stoke curiosity.

“I guess there was an option for us to really make it about climate-change awareness, and that’s a thing we want to do, but we were hoping this would be more of an indirect artistic statement about having people appreciate nature,” Lee said.

“Hopefully people will just be more conscious of plants and their surroundin­gs.”

“Mutazione,” recently released for Apple Arcade, home computers and the PlayStatio­n 4, is a narrative adventure game that encourages players to meet a host of odd-but-friendly mutants as they bring gardens to life by song. “Spring Falls,” in developmen­t for mobile devices by Eric Billingsle­y (“Cuphead”), also takes inspiratio­n from rearing plants, only here we move a hexagonal board to spread the flow of water, resulting in a soothing puzzle game full of natural and ambient sounds.

They follow the likes of 2015’s “Prune,” a puzzler about nurturing trees in an environmen­t influenced by Japanese ink-wash paintings, and last year’s Electronic Arts-published “Fe,” in which a forest’s ecosystem is threatened and only the songs of nature can save it.

Such themes are on the mind of young developers.

“In Other Waters,” an in-developmen­t game at

IndieCade, used sonars and simplified takes on scientific instrument­s to learn how to see in an underwater landscape. Also in the works is “Beyond Blue,” from the studio that published “Never Alone,” a game that introduced players to little-known tales of native Alaskan culture. Here, we command a diver as she discovers an oceanic world — the water landscapes are vibrant and otherworld­ly, and while climate change is a theme, executives at the game’s E-Line Media earlier said they want to avoid a “soapbox,” Steve Zimmerman said the goal is to get people to “start thinking about the world beyond what they see.”

The thoughtful “Plasticity” came out of USC’s game program and is available for free download on computer platform Steam. Set in a ravaged future world, the game avoids the standard dystopian themes by putting the emphasis on hope. Players navigate a world by solving simple puzzles and running and jumping amid approachab­le landscapes that serve as a contrast to some of the more heartbreak­ing images of the game — animals, for instance, trapped in plastic.

The game shows the immediate effects of making an environmen­tally conscious decisions, some as simple as freeing a dog from having his snout trapped in a plastic bucket, with the hope of inspiring players to think about actions big and small, be it reusing products or thinking more deeply about which company’s to support.

“We wanted to create an experience that could inspire people to care about animals and the environmen­t,” said Aimee Zhang, recent USC grad and “Plasticity’s” game director.

“With this game, we just wanted to teach others that it’s never too late to make a difference.”

 ?? INITIATIVE FOR INDIGENOUS FUTURE/KANAEOKANA ?? “Wao Kanaka” is a game that explores the life of native Hawaiians and incorporat­es a call-to-arms on the environmen­t.
INITIATIVE FOR INDIGENOUS FUTURE/KANAEOKANA “Wao Kanaka” is a game that explores the life of native Hawaiians and incorporat­es a call-to-arms on the environmen­t.

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