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The Fine Line Between Fun and Preaching in Video Games

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Chapter 1: The Challenge of Creating a Video Game

In a recent episode of BBC's The Apprentice, contestants faced the challenge of developing a video game. Given the skyrocketing popularity of gaming during the pandemic, this sector presents a wealth of opportunities. The market is thriving, with an estimated value of around £7 billion, as noted by Lord Sugar.

The teams were tasked with designing a game and pitching their ideas to investors specializing in innovative projects. It sounds straightforward, doesn't it? Fortunately, both teams recognized the importance of leveraging expertise and appointed leaders with relevant gaming experience. Akeem Bundu-Kamara led Team Infinity, while Brittany Carter headed Team Diverse, despite her limited background in gaming. Even I possess more insight into video games than she does! One fundamental principle I know is that a game must be engaging to keep players coming back for more.

This task showcased two contrasting project managers, and time will reveal their capabilities. Akeem proposed a unique concept featuring a Utopian, futuristic universe, but he was quickly swayed by the assertive Aaron Willis. Although Aaron is articulate, his execution thus far has been underwhelming. Even moderator Tim noted how swiftly Akeem abandoned his original idea upon facing resistance. Consequently, Akeem's innovative vision was replaced by Aaron's concept of a prison escape game with a strong female lead, Amelia Stone. Unfairly imprisoned, Amelia's character in the initial prototype raced against time to escape. Dubbed 'Time', the protagonist was intriguing, yet the game's premise remained overly simplistic.

In contrast, Brittany maintained a steadfast vision, but it leaned more toward 'preaching' than 'playing'. Her character, Sam The Scientist, embarked on a journey to the Arctic to rescue endangered animals, accumulating points for each one saved—while also having to eliminate some humans. Despite facing criticism, Brittany clung to her idea of an environmentally themed game, showing no willingness to adapt.

Two project managers, two distinct extremes. Ultimately, Brittany faltered due to the overpowering influence of sub-team leader Francesca Kennedy Wallbank, who clashed with Sophie Wilding and disregarded her suggestions. Akshay passively followed Francesca's lead, and none of them even realized that 'Arctic' contains a 'c'—resulting in a significant misspelling. Watching Francesca attempt to deflect blame for the team's failure was uncomfortable; she claimed it was the fault of the graphic designer before ultimately admitting her poor spelling skills.

The industry experts were forthright in their evaluations of both teams, emphasizing that the game's lead character was crucial to its appeal. Consequently, Team Infinity's prison escape game featuring Amelia Stone triumphed, securing a £60,000 investment for further development—something it desperately required. Meanwhile, Brittany's dull eco-themed game, which struggled to distinguish between penguins and polar bears, garnered no interest or funding.

For the first time, the female contestants were under scrutiny, leading to Francesca's dismissal due to her spelling error and her confrontational demeanor. While decisiveness is valuable, her failure to listen to others and her bullying of a team member ultimately led to her downfall. Sophie was weak in this task, but who could have performed better when the team leader and her supporters refused to be receptive?

Personally, I would have dismissed Brittany as well. Her earnest concept did not suit the market—despite her insistence otherwise. She failed to grasp that no one would invest in a video game that prioritizes a moral lesson over player enjoyment. I suspect Brittany still believes she was correct.

Next week’s episode will focus on tourism, staycations, and North Wales—an area where I have considerable knowledge. I’m eager to see who can craft an appealing holiday experience and who will be sent home on the next train.

The first video discusses the distinction between preaching and teaching, a relevant theme in understanding how video games can convey messages without losing entertainment value.

The second video explores the question, "Am I called to preach?"—a thought-provoking inquiry that aligns with the broader discussion of purpose and messaging in creative endeavors.

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