Memory  /  Explainer

Playing in the Past

Gameplay can be useful in history classrooms – but manufacturers have to think about how children will be affected by the competition.

What was remarkable to me looking through MECC’s files wasn’t the story of The Oregon Trail, but instead the numerous ways MECC attempted to replicate the stunning success of this game using other settings. These attempts included The Yukon Trail, set in the late 19th century during the Klondike Gold Rush, The Amazon Trail, a time travel game set along the Amazon River and its tributaries, and Wagon Train 1848, essentially a LAN multiplayer version of The Oregon Trail. The underlying rationale behind these titles made a lot of educational and financial sense: take the compelling game mechanics behind The Oregon Trail and use them to illustrate other historical periods and themes. This rationale was backed up by market research reports conducted by MECC during the 1990s. These reports, included in The Strong’s collections, are a useful way of understanding what players—including children, parents, and teachers—found so compelling about The Oregon Trail model.

However, these reports also reveal some of the ways that MECC went astray attempting to replicate the success of Oregon Trail. The key example here is MECC’s 1992 game Freedom!, a historical simulation game that had players take on the role of a runaway slave traveling along the Underground Railroad in the Antebellum period. The game, which borrowed heavily from the design principles of The Oregon Trail, was pulled from the shelves by MECC in 1993 after players, parents, and teachers complained about Freedom!’s insensitive depiction of black Americans. In particular, critics cited the game’s use of era-specific dialect for black characters, which led to ridicule and racist remarks in the classroom. Furthermore, the game’s teacher manual included a suggested roleplay activity in which students would “re-enact the institution of slavery” in the classroom. Some students would be slaveowners, others would be slaves, but MECC advised that teachers should make sure to not let “all the white children be ‘owners’ and all black children or children of color be ‘slaves.’”

The negative reaction to this game cast a pall over MECC’s subsequent development projects, including a game called Africa Trek, which would have been based on a 12,000 mile bike journey from north to south Africa. The focus group research related to Africa Trek, included in The Strong’s collections, explicitly references the “adverse public and [school] administrative reaction” to Freedom!, and recommended that Africa Trek should not be marketed “as a way to ‘discover your [African] roots.’” Moreover, the focus group panel strongly advised that “development management should obtain consumer and teacher feedback … as a disaster check” before publishing. As one focus group member summarized, “whenever you try to recreate history, there’s a lot of hostility that comes out.”