Readers pine for the edutainment games of yesteryear
Think Of The Children
In his review of the peaceful, post-flooding-apocalypse exploration game Submerged, Patrick Lee likened it to the best of kids’ entertainment, the kind of thoughtful experience that isn’t overly graphic but could gently push against the boundaries of a younger audience. The problem, he argued, is that it doesn’t put enough faith in its players—young or old—and just ends up treating them like hapless kids. Down in the comments, The Space Pope remembered a different kind of children’s game, one that aimed to educate as well as entertain yet still didn’t pull its punches:
Just one more reason to mourn the collapse of the edutainment genre. Where are today’s Super Solvers, Pajama Sams, and Math Blasters? It’s been proven that being challenging and fun for kids aren’t mutually exclusive, but very few people seem interested in trying. At least Logical Journey Of The Zoombinis has finally made it onto tablets, now that someone worked out those tangled rights issues.
Thesmokeylife looked for a reason for edutainment’s demise:
It seems like the reason edutainment died out was that the companies making it felt there wasn’t as much of a market anymore. This shift in attitude was generally accompanied by studios like Humongous Entertainment and The Learning Company being taken over by larger companies, like Infogrames and Houghton Miflin Harcourt, that saw less value in edutainment.
I recall how after the Infogrames takeover of Humongous, the new execs believed that games like Kingdom Hearts were the sort of thing the studio should be making—in other words, games with immediate brand recognition and less educational content.
Elsewhere, Duwease argued that we should look to a game like Submerged for the wonder its exploration offers, forgiving factors like the non-existent difficulty Patrick called out:
I think being a mental or reaction challenge is only one way that games can be enjoyed. The awe that comes from exploring a new place is another, and one, I’d argue, that is more important to the appeal of many open-world games than the often bland “challenge” of combat. You’ve also got simple pleasures such as creating order out of chaos, whether by rearranging things to your liking or collecting something, that explains the appeal of Minecraft or so many modern free-to-play games that don’t even really have failure states.
So to focus on challenge in a game like this, which seems to be designed specifically to cater to experiences other than challenge, seems a bit unfair. It’s like knocking on a period romance movie for not having any great action sequences. That’s certainly fair to note to people who are looking for action but also of little consequence to the movie’s intended audience.