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Gaming is more than just a pastime; it’s a profound way to experience emotions that can transport us from the mundane to the extraordinary. Have you ever thought about why we gravitate towards certain games? For some, it’s the thrill of competition, while others find solace in a beautifully crafted narrative or stunning visuals. Regardless of our preferences, the overarching goal of any game is to evoke feelings—whether it’s joy, fear, or nostalgia. But what happens when a game defies our expectations and delivers feelings we never anticipated? This question leads us to explore some fascinating examples in the gaming landscape.
The power of games to evoke emotion
There are countless titles that can bring out a spectrum of emotions. Take Clair Obscur: Expedition 33, for example. It’s a game that can wrap you in a blanket of melancholy, making you reflect on life’s deeper themes as you navigate through its beautifully crafted world. On the other hand, Silent Hill 2 is notorious for its ability to induce fear, making players jump at shadows and question their own sanity. Then there’s the recent Helldivers 2, where the fun of cooperative play with friends brings laughter and camaraderie, a refreshing antidote to the daily grind.
But what if a game unexpectedly leads us down a path of discomfort or moral questioning? Would we continue to appreciate the craft behind it, or would we feel betrayed? Each of us will have our own take on that. Today, I want to spotlight Train, a social experiment created by Brenda Brathwaite that has been intriguing players since its release in 2009. This board game isn’t available for purchase; instead, it travels the globe, offering a unique experience that challenges players’ perceptions and emotions.
Brenda Brathwaite and her innovative approach
Brenda Brathwaite, born in Ogdensburg, New York, is a name synonymous with groundbreaking game design. She gained recognition for her work on the iconic Wizardry series—a foundation for beloved franchises like Dragon Quest, Final Fantasy, and Persona. Her passion for game mechanics led to the creation of acclaimed titles, including Jagged Alliance and Dungeons & Dragons: Heroes. Interestingly, some might know her from Playboy: The Mansion, a 2005 management sim that put players in the shoes of Hugh Hefner, requiring an impressive amount of research and creativity.
However, as years rolled on, Brathwaite recognized a new passion: education through gaming. In 2008, she began developing a series of board games based on the mantra “mechanics are the message.” Train, the third in this series, exemplifies her innovative approach and her ability to evoke powerful emotional responses through gameplay.
The unique gameplay of Train
So what is Train? At its core, it’s a board game that falls under the “race to the limit” genre. Players are tasked with cramming as many passengers into the train cars as they can while simultaneously sabotaging their opponents. The goal is to reach the Terminus card, which reveals the destination of the train. Here’s the twist: the backs of these cards bear the names of various Nazi concentration camps. This shocking revelation is what makes the game so impactful.
As players come to realize that they’ve participated in the metaphorical death of those yellow pawns—symbolizing the victims of the Holocaust—they are compelled to confront their actions. The gameplay transcends mere mechanics, taking on an almost ethical dimension. Even if players are aware of the grim destination, the emotional weight of their decisions remains potent. Each action becomes a part of a more profound narrative, forcing players to grapple with the horrors of history.
The role of ethics in gameplay
Train places participants in the shoes of the silent “bad guys”—the ones who blindly follow orders. It raises unsettling questions: Where are the trains headed? What happens to the people on board? What is the ultimate goal? These simple queries hide deeper reflections, allowing the gameplay to reach a level of maturity that’s often overlooked in traditional gaming. I remember the first time I played; the atmosphere shifted from casual competition to something deeply unsettling, making me rethink my involvement in the game.
While Train stands out as a prime example, it’s not the only game that successfully evokes such emotions. In the realm of TTRPGs, for instance, Alice is Missing: A Silent Roleplaying Game pushes players to communicate solely through text messages, leading to unique emotional situations that would be impossible in a more conventional gameplay format. It’s fascinating how the medium can influence our interactions and the emotional depth we experience.
Exploring other emotional games
And let’s not overlook video games like Papers, Please, where you step into the role of an immigration officer in the fictional country of Arstotzka. Each decision carries weight, forcing players to face the consequences of their choices. The experience is haunting and unforgettable, but it’s also incredibly immersive—making you think about what you would do in similar circumstances. The emotional toll it takes is significant.
Then there’s the infamous ending of The Last of Us Part II. Without giving anything away, the game compels players to engage in actions that they may not morally agree with all in the name of progressing the story. It’s a haunting reminder of how narratives within games can stretch our ethical boundaries and force us to confront uncomfortable truths about ourselves.
The potential of gameplay
Discussing the profound potential of gameplay is essential. The ability to immerse players in ethical dilemmas, to allow them to make choices that reflect their values—or lack thereof—can be transformative. It allows us to “get our hands dirty” in a safe environment, exploring decisions we might not typically make. It’s a wild ride, and one that can deepen our appreciation for everyday life. Brenda Brathwaite once said, “Just as photographs, paintings, literature, and music can convey the full range of human experience from one person to another, so can games.” It’s a simple yet powerful statement, underscoring the ongoing struggle for video games to transcend mere entertainment and step into the realm of culture and art.