Escape from Woomera
Escape from Woomera | |
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Single player |
Escape from Woomera is an unfinished
The game was developed in 2003 and 2004 by a team of Australian video game industry professionals and an
Plot
Escape from Woomera opens with three screens of text that explain the game's background. Players assume the role of Mustafa, who paid smugglers to bring him to Australia after his parents were killed by the Iranian secret police. After the boat transporting him crashed in the
Because the game was never completed, only a small portion of the intended gameplay exists. During the playable segment, Mustafa, through conversations with other detainees, discovers that another detainee is planning an escape but needs a pair of pliers to make the attempt. Mustafa must join a work detail to gain access to the pliers, hide the pliers in a garbage can to prevent them from being found during a search, recover them at night (which requires Mustafa to find a way to pry open the area that the garbage cans are stored in), and deliver them to the other detainee. The playable section ends when Mustafa delivers the pliers.[2][3] Other interactions during the playable section include speaking with a detainee who, after complaining that a guard threw her copy of the Quran to the ground, mentions the existence of a partially built tunnel from a previous escape attempt.[2]
Gameplay
Escape from Woomera is an adventure game. The player, controlling Mustafa, explores the Woomera centre, which is populated with non-player characters—computer-controlled individuals that move about the facility on their own. Some of these characters can speak with Mustafa, giving him information about the facility, sharing their backgrounds or experiences at Woomera, or directing him to find and retrieve objects scattered throughout the facility. Speaking with characters and completing their tasks allows Mustafa to progress towards his goal of escaping the facility.[2][4]
The game has a meter that tracks Mustafa's hope. As he completes tasks that take him towards the goal of escaping, the meter increases. Listening to the experiences of fellow detainees, which in some cases is required to gain access to other information or tasks, drains Mustafa's hope. If he is caught breaking rules by the guards, Mustafa is placed in solitary confinement, which also drains hope. Should the hope meter run out, Mustafa loses the ability to continue to attempt an escape, and is deported.[2][5][6]
Development
The idea for a video game centred on asylum seekers in Australia came to Katharine Neil, then a developer at Atari's Melbourne studio, in the aftermath of the 2001 Tampa affair.[7][8] Neil spent a year and a half assembling a team to work on the game and securing initial funding for the project.[7] Fourteen people contributed to the game, with a core development team of four.[8] Many of the Australian members of the development team, including Neil, contributed to the project anonymously to protect their jobs.[6][8]
Neil stated that her motivation for the project was a desire to create a video game in which the asylum seekers were the heroes.
The original plan for Escape from Woomera involved several choices in playable detainees, each with a different story about how they came to seek asylum in Australia. The game would have players "battle the bureaucracy and try and survive day to day" while working towards any of several escape strategies.
Initial funding for the development of Escape from Woomera came from the Australian government's arts funding organisation, the
Reception
The Australia Council's decision to fund Escape from Woomera was poorly received. The game received heavy criticism before development even began.
In the 2010s, the retrospective view of Escape from Woomera is significantly more positive. In 2013, the Australian Broadcasting Corporation called it "one of the first—and still one of the most important—politically-focused videogames".[8] The textbook The Alternative Media Handbook used the game as a case study in culture jamming, and categorised it as an early example of video games carrying a political message.[17]
Notes
- ^ Coyer, Dowmunt, and Fountain (2011), 174.
- ^ a b c d Coyer, Dowmunt, and Fountain (2011), 174–175.
- ^ a b Poremba (2013), 2–4.
- ^ Poremba (2013), 2–3.
- ^ Poremba (2013), 19–20.
- ^ a b c d e f g Lien, Tracey (16 May 2014). "Escape from Woomera still highlights Australia's shame 11 years on". Polygon. Vox Media. Retrieved 18 May 2014.
- ^ a b c Coyer, Dowmunt, and Fountain (2011), 175.
- ^ a b c d e f g h i j k l Golding, Daniel (2 September 2013). "Videogames and politics: Why was Escape From Woomera so divisive?". Australian Broadcasting Corporation. Retrieved 18 May 2014.
- ^ Coyer, Dowmunt, and Fountain (2011), 178–179.
- ^ a b Hughes, Dominic (30 April 2003). "Australia funds asylum game". BBC News. Retrieved 18 May 2014.
- ^ Swalwell, Melanie (June 2004). "A conversation with the developers of Escape from Woomera". Scan. 1 (2).
- ^ Sydney Morning Herald. Retrieved 18 May 2014.
- ^ Coyer, Dowmunt, and Fountain (2011), 175–176.
- ^ Coyer, Dowmunt, and Fountain (2011), 173.
- ^ "Escape Game is not a laughing matter". Australian Human Rights Commission. 1 May 2003. Retrieved 18 May 2014.
- ^ Shaw, Meaghan (1 May 2003). "Refugee group condemns video game". The Age. The Age Company Ltd. Retrieved 18 May 2014.
- ^ Coyer, Dowmunt, and Fountain (2011), 177–179.
References
- Coyer, Kate; Dowmunt, Tony; Fountain, Alan (2011). The Alternative Media Handbook (Google eBook ed.). ISBN 978-1-136-75573-6.
- Poremba, Cynthia Katherine (27 August 2013). "Performative inquiry and the sublime in Escape from Woomera" (PDF). S2CID 146837386. Archived from the original(PDF) on 18 May 2014.
Further reading
- Poremba, Cynthia Katherine (2011). Real|Unreal: Crafting Actuality in the Documentary Videogame (PhD thesis). Concordia University.
- Reid, Robert (3 June 2019). "Return to Escape from Woomera". witnessperformance.com. Retrieved 25 March 2024.
External links