Friday, November 27, 2009

WolfQuest

Wolfquest is an immersive downloadable game developed by the Minnesota Zoo to "change players' attitudes towards wolves and habitat conservation in the real world by creating a strong emotional connection between players and wolves. " In addition to the game and a community forum, there is a section of the website devoted to wolf education, including classroom activities, videos Supported by a grant from the National Science Foundation, the first release of the game, Amethyst Mountain was in 2007 and the next release, Slough Creek, is slated for the end of 2009.

The game has both single and multiplayer modes. In each, the player assumes the form of a wolf avatar, selects its most important traits, and travels through the mountains of Colorado in search of a mate. Along the way, he or she (depending on what the player chooses) howls, runs, jumps and bites while encountering elk, coyotes, hares and even grizzly bars. The wolf can howl, run, jump, and eat. Short, written guidelines are offered when needed (e.g., Notifying you that you're in another wolf's territory) and a help function is always available charting the different keyboard functions. Additionally, in the multiplayer online mode, the player can chat with other players using a specific wolf lexicon of 5,000 words and also work together in a pack to take down an elk.

Clark Aldrich discusses game elements as "techniques that motivate people to want to engage an experience, outside of any intrinsic motivation." And WolfQuest has those elements in abundance. The mountain landscape is beautiful and the soundtrack by Tim Buzza is haunting and beautiful. I honestly enjoyed the experience of running through fields as a wolf with the forest surrounding me. I was a half hour into the game before I realized how much time had passed and began wondering why I couldn't find a mate. I started to feel a bit insecure about what I thought was quite a lovely pelt.

I think the game succeeds in its mission of encouraging the identification of players with wolves. Rather than anthropomorphize the wolves as a novel inevitably would (If anyone has read the Warriors series or Watership Down, you'll know what I mean), the player does, I think, get a sense of what it might be like to run wild and free through the forest driven by very basic needs. It also I'm not sure how many players it's attracted as a standalone game. As lovely as it is, it doesn't have the high production values and more complex narratives of games like World of Warcraft. Luc definitely thinks its cool, but he'd rather play Assassin's Creed (which by the way he claims has taught him about the Knights Templar and all kind of other religions). Nevertheless, I think it would make an excellent component of a Science class and really help engage students in the study of conservation issues.

The next release, Slough Creek, looks even more engaging in that you not only assume the form of a wolf but you also have a litter of pups that you must fend for. I can't wait to see how Luc handles a family of his own.

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