The Squicky Side of International Development

JadedAid, a new party game derived in style and spirit from Cards Against Humanity, satirizes the international development industry in brutal and hilarious fashion.


Cards Against Humanitarians
by Iyla Lozofsky
Foreign Policy
September 28, 2015

Needless to say, this very serious industry has its very serious critics. But few are as creative (or as hilarious) as three young development professionals who, in the last few weeks, have chosen to express their discontent by self-publishing a satirical card game. JadedAid is modeled on the popular millennial game, Cards Against Humanity, in which players compete to select the funniest (or most vulgar) answers to a set of “fill-in-the-blank” questions. Just a week since its opening, the JadedAid KickStarter campaign has collected nearly twenty thousand dollars “” far ahead of its creators”™ targets “” and the game is well on its way to completion. As an example of the kind of decidedly un-pc satire the game provides, here is one possible combination of cards:

Some of the card ideas were developed by the game”™s inventors, who, all in their thirties, have extensive experience in the technology and communication side of the development industry. But the vast majority of the suggestions (nearly 800 at last count) were submitted by friends, colleagues, and anonymous development workers. One of the game”™s co-founders, Jessica Heinzelman, 36, attributes the game”™s immediate appeal to the need for development workers to “let off some steam” by subjecting their experiences in the field to mockery. Continue reading “The Squicky Side of International Development”

Chain World Videogame – Holy Performance Art

Bigger Than Jesus
by Jason Fagone
Wired
July 15, 2011

When Jason Rohrer created his Chain World videogame, he intended it to be a religion. He just didn’t expect a hold war.

Jason Rohrer is known as much for his eccentric lifestyle as for the brilliant, unusual games he designs. He lives mostly off the grid in the desert town of Las Cruces, New Mexico. He doesn”™t own a car or believe in vaccination. The 33-year-old works out of a home office, typing code in a duct-taped chair. He takes his son Mez to gymnastics and acting class on his lime-green recumbent bicycle, and on weekends he paints with his son Ayza. (He got Mez”™s name from a license plate, and Ayza”™s by mixing up Scrabble tiles.)

On the morning of February 24, Rohrer took a break from coding and pedaled to the local Best Buy. He paid $19.99 for a 4-gigabyte USB memory stick sheathed in black plastic. The next day he sanded off the memory stick”™s logos, giving it a brushed-metal texture that reminded him of something out of Mad Max. Then, using his kids”™ acrylics, he painted a unique pattern on both sides, a chain of dots that resembled a piece of Aboriginal art he had seen.

The stick would soon hold a videogame unlike any other ever created. It would exist on the memory stick and nowhere else. According to a set of rules defined by Rohrer, only one person on earth could play the game at a time. The player would modify the game”™s environment as they moved through it. Then, after the player died in the game, they would pass the memory stick to the next person, who would play in the digital terrain altered by their predecessor””and on and on for years, decades, generations, epochs. In Rohrer”™s mind, his game would share many qualities with religion””a holy ark, a set of commandments, a sense of secrecy and mortality and mystical anticipation. This was the idea, anyway, before things started to get weird. Before Chain World, like religion itself, mutated out of control. Continue reading “Chain World Videogame – Holy Performance Art”