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Humour
Fantasy user games
T A Balasubramanian writes about the fantasy games
that showcase a wish-fulfilling IT scenario
Even
as you thought that the Top 5 CIO games have been the high point of corporate
entertainment in 2007, you would be missing out on all the wonderful happenings
in this space if you were to ignore or forget your ever-present, never-relenting
community of users. After all they are your internal customers and
it is their right (and might) which will determine your IT success stories.
This un-silent majority of inept and persistent persuaders have invented real-life
games that reflect their own sneaky strategies, special cheat routines and other
murky methodsmuch to your never-ending consternation. But this review
is not about these ingenious, cleverly plotted games, though you, of course,
at the receiving end of these shenanigans, would be quick to recognize their
pesky story lines.
This is about outstanding fantasy games that paint a wish-fulfilling IT scenario.
As you play these engrossing games, you get to experience the relief and bliss
of dealing with users you can actually control and even make more intelligenta
true fantasy. It is time, then, to reboot your system at Baffle Corporation,
send out a cheery message that it is never going to crash, and log on to the
Fantasy User Games of 2007.
Dream Center
Living on a remote island with a group of people who are depending on you is
a Utopia that most CIOs will readily relate tobecause you can only dream
of such docile users. Fleeing from a recent data center fire, your tribe is
stranded on a mysterious new island called Dream Center. The goal of the game
is to nurture the tribethe usually insufferable users of Baffles
IT offeringsby coaching them on the basics of survival. They can become
researchers, builders, scientists and even part-time programmers as they make
decisions about unpredictable system faults.
As a solicitous, almost angelic CIO, your role is to help them explore and restore
order and sanity to their new life. As the system grows and becomes more wobbly
and capricious, your users become curious about their mysterious new island
home and the secrets it holds. How will you lead your willing tribe?
The game is built to run in real-time, which means that your industrious users
can carry on working in the background while you are busy attending seminars,
making plans to get a bigger budget, or even when you are sleeping in a meeting.
All you have to do is give them a push in the right direction. Dont get
too cozy, however, because leaving them alone too long without direction is
sure to get Dream Center frozen when you return.
The game is designed as a series of puzzles. You must raise your users
abilities, solve the puzzles, build up to specific tech levels and keep a watchful
eye on your tribe as they become increasingly smarter (this is a fantasy, remember?).
Assigning users to do research on Dream Center will increase your tech points.
This lets you unlock new abilities such as programming and junk data burial.
But assigning too many users to tasks such as research may leave too few of
your regular dummies to fill forms for work, and if work halts, most of the
users will soon resign from boredom.
Each of the users has a personality with likes and dislikes that can be viewed
from your user dashboard. Some may like damaging objects, which will be apparent
as, with a watchful eye, you will notice the user pick out and delete a file
for no reason. Such eccentric twists add to the attraction of the game and make
each user seem annoyingly real.
As in real life, the game also has random events, such as viruses showing on
the system. How you respond to these events will completely alter how the game
progresses. For example, choosing to disable the banana virus will
restore a lot of data, but letting your user research team keep
it for study may increase your tribes brainpower level.
Neo Tinker
Neo Tinker is, as the name implies, about a quirky young user called Neo who
has been making your life as a well-settled CIO quite miserable by constantly
challenging your knowledge and questioning your IT policy statements. In this
game (a fantasy, no less) you, the all-forgiving CIO, take control of this MTV
generation creature that, frankly, is hard to categorize.
Neo is an oddball. He is madly resilient like a ball of super-rubber,
but drawn with a scaly armored top. You roll Neo around each level to propel
him through various obstaclesby disabling his Internet connection, for
example, to make sure that an anti-virus program is run first. There is the
occasional power-up to help move things along, as when you give him a new utility
program as a reward for lessening your burden.
Everything has a lot of bounce in Neo, including the protagonist himself, who
is in the prime of youth. When Neo is rolling, he speeds through the levels,
bouncing off the department walls, like Spiderman. But to complicate matters,
Neo is not always a ballin some levels, he can begin as a star, which
changes the way he moves through the environment, solving the immediate problems
of nearby users and earning credits. In each of these forms, Neo can also become
an air or a water version of himself, fixing data leaks or flushing out spyware.
With each variant, Neo moves well through those spaces, but he must avoid sharp
edges that could get him poppedsuch as a new retro-virus that even you
cannot spot.
Playing Neo is like playing through a work of beautiful fantasy art. The objective
is to make sure that Neo gets to enjoy the ride. This is your way of distracting
him so that he makes his geeky presence a positive assetand that means
fewer new demands on your time and patience.
Dummy
Pure and simple, Dummy is a fun-filled game that is possibly more realistic
than the otherseven as a fantasy. Nearly everything about Dummy is whimsicalbut
sometimes eerily recognizable.
Dummy himself is a quirky and endearing protagonistlike a lemming, Dummy
will walk unerringly straight aheadand to his doomif you, the inattentive
CIO, let him. His behavior changes according to his moodangry, happy or
scared. You can alter Dummys moods by placing mood screens on the PC in
front of Dummy. He will then assume the emotion that object confers. Scared
Dummy will be too frightened to make any mistakes, and follow rules to the letter.
Happy Dummy will bumble merrily along and share his password with anyone he
meets. Angry Dummy storms around the network and connects to all kinds of questionable
websites that may make your hair stand on end.
Dummys emotionsas in real lifeare the key to the charm of
the game. It helps that there is only one Dummy, but more importantly, you are
responsible for his actions because what you do changes his emotional state.
You may find that you dont want to feed Dummy scary screens and hear his
frightened yelp, but you have to get the job done.
You have to decidewould you rather have a happy or angry, but careless,
Dummy, or a scared, but far safer (for you) Dummy? Timing and placement are
everything, as setting up the correct chain reaction can be the difference between
peace and mayhem for your users.
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