Mission+US+(Bill+Wellen)

“Mission U.S.” is an online free, interactive adventure game. One need only register to play online or to download the game to one’s PC. I played the first game in the series, “Mission 1: For Crown or Colony?” It took a couple of hours to complete. The player assumes the role of “Nathaniel Wheeler,” a 14 year-old printer’s apprentice in 1770 Boston. “Nat” must complete tasks given to him by his “master,” Mr. Edes. In the course of carrying out those tasks, Nat can choose where to go from a map of Boston. When he talks to people he meets, he is given several statements from which to pick. Where he goes, what he does, and what he says changes the path of the game, opening up, or closing off pathways, as he tries to find his way between Boston’s “patriots” (against British taxes and garrisoned soldiers) and “royalists” or “loyalists” who continue to think of themselves as British and support “the crown” and British policies towards the thirteen colonies. Here is a five minute tutorial from YouTube: media type="youtube" key="WYcO96Ski2E" height="390" width="640"

The active, critical learning principle was part of the game. One could not remain passive, but had to choose the best paths to effect desired outcomes. At the same time the player gets to experience the feeling of ambiguity that people must have felt back then. The game reminded me of the semiotic principle as it combines character voices, imaging through rudimentary animation, and written responses from the player to the characters. The semiotic domain is involved to the extent that a teacher can register at the website to keep track of how his/her students are progressing through the game. Teachers can then use the game as a teaching and discussion tool in class. I thought of psychosocial moratorium as I was able to attend the Boston Massacre with no fear of being injured. The identity principle was evident in the way that Nat begins as a blank slate upon which the player can impose decisions. In this way Nat can become a patriot, a loyalist, or something in between, based on the players choices. Intrinsic rewards are given to the player each time he/she identifies a new vocabulary word (a bell tone and points for the word), obtains a new tool for his/her inventory (one can visit the inventory any time to see what is accumulated), or accomplishes an assigned task (accompanied by a bell tone and approval from one’s master or mistress).

I found myself expecting little as I began playing this game. The animation was primitive, which I interpreted to mean that this game was intended for young children. However, as the game progressed, and people were wounded or killed, and secret meetings were held, and a loyalist attractive woman wanted to get to know me better, I found that I became more invested in my choices and the outcomes they would bring. I found it difficult to let the pretty girl sail away to London without me because I was becoming a patriot at heart. I think that teachers can generate interest from their students because of these hooks. They can then follow up in class with “what if” discussions about alternate scenarios should Nat choose differently. In sum, I found it to be very simple with an unexciting interface, but yet compelling. I’m sure I was primed to like it due to my love of history, but I think many other students would like it as well.