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Water Cooler Games served as the web's primary forum for "videogames with an agenda" — coverage of the uses of video games in advertising, politics, education, and other everyday activities, outside the sphere of entertainment.

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Bureaucracy Games
by Ian Bogost September 1, 2004

Yesterday I spent three hours at the Georgia DMV getting my new drivers license. Three hours. That's one hour waiting in line outside the office, one hour waiting for my number to be called, and a third hour waiting for my license. Gimme that old time bureaucracy.

I saw a lot of people turned away at the first desk inside (after having waited in line for an hour) because they didn't have the proper documentation. This got me thinking: is it possible that a game could more effectively communicate the rules and process of local political administration than a set of resource lists or instructions? I'm not talking about mapping political opinion about bureaucracies into a game, although that's a good idea too. Rather, I'm suggesting a game that simulates the bureaucratic process and, in so doing, helps the player understand how to get through it as painlessly as possible. Bureaucracy is really just a set of rules, even if a perversely absurd one.

For example, the Georgia DMV game would model the absurd three-part waiting process, show the consequences of having different documents available, and provide a basic model for the high- and low-traffic periods during the day and week. No real-time play, don't worry.

Currently, it might be impossible to imagine a government funding such a thing. However, it might be the kind of thing that could take off at the grassroots. Maybe I'll consider trying it in our Georgia Tech research lab sometime.

Comments (2)

Although the intent in this case was to express opinion about bureaucrats rather than to instruct the citizenry, Infocom and Dougas Adams were there first.

A model of the DMV process could be useful, but to make it easier on people I might go straight to creating a "strategy guide" or other hint book for the DMV system. Or perhaps we could create simulated citizens so the bureaucrats can watch them suffer and don't have to use us for that purpose?

Great specimen, Nick, the Infocom game.

A strategy guide is indeed a more generally accessible medium. Of course, since I'm the perverse game designer I am, I find myself imagining a DMV game in which the player takes on the role of the DMV workers, his goal to perturb and delay them as much as possible.