The key point here that was brought up in the context of “Take Back Illinois” is the idea that players should be able to form their own understanding of the complexities of given procedures through their own gameplay exploration. With a well designed game, the designer shouldn’t necessarily be force spoon feeding specific conclusions to the player, but instead should focus on doing a good job of creating space possibilities where the complexities are unfolded and articulated. Granted no game is without the biases of the game maker (as discussed), but I want to focus on creating a space that is more exploratory and educational and less pre-prescribed.
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