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I think it's this simple: Making successful, novel games is very difficult. Most people/groups fail. Adding an educational component multiplies the unlikely
by blueboo 6y ago
I think it's this simple:
Making successful, novel games is very difficult. Most people/groups fail.
Adding an educational component multiplies the unlikely probability of success by a very unhelpful coefficient.
Adrenaline, story, polish -- this aspects now compete with an educational aspect.
- indigochill 6y agoIt is true that making games is hard and making a profit on them even harder. I disagree, however, that adrenaline/story/polish necessarily compete with the educational aspect. I think The Learning Company soundly disproved that through the mid-90s. I happened to be in the right place at the right time to benefit from the height of the education game boom in the early/mid-90s, so I got to play the fun Math Blasters, ClueFinders, Carmen Sandiegos, Incredible Machines, Dr. Brains, Zoombinis, and also a bunch of adventure games which featured some logical/observation puzzles like the Myst series (never mind others mentioned like Oregon Trail, Civilization, etc). So I'm a strong believer that -someone- could pick up the magic that The Learning Company (and Broderbund) once owned.
- jfkebwjsbx 6y agoThe problem is that most of the games you mention are not what are considered educational games by the average parent nor institutions. Even young generations, with casual gamer parents, can hold positions like "videogames are banned at home until our son is 8".