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“A lot of parents, when the kids are playing Doom or Quake, or whatever, thought the kids were being overly aggressive,” he rebuts, “But, in fact, if you look at those games, what these kids were doing were playing with teams and they were being amazingly cooperative.” Riffing off on the social aspect, Wright claims that multi-player shooters are far more social than anti-social. Wright’s explanation seems to confirm the wildly popular success of SimCity‘s progeny, such as FarmVille, which have flooded Facebook newstreams with requests to join what is apparently the thrill of digital agriculture. Now you want to share that solution in some way.” “Your solution and my solution are entirely unique to us it actually represents you in some way. Open-ended games like The Sims and Grand Theft Auto have a near infinite variety of solutions. Too many educational games approach learning like a thinly veiled multiple-choice test, where science and math problems have single-solution answers, because in “a puzzle, everybody’s going to get the exact answer.”īut open-ended problems of discovery are “student-centered,” Wright emphasizes with a hint of dramatic pause (which, for his speedy explication, is just a few eye blinks). The underlying keys to fun, argues Wright, are problem-solving and discovery. It’s an idea Wright and others have been talking about for years, but as new games continue to up the violence, shock value, and realism, often succeeding in part on the controversy they inspire, the thesis has never been fresher.