by Tara Fickle
"That’s why I don’t think of Inside as just an educational game – what Tom Cole aptly dubbed “a game with an educational skin” – but more like an interactive museum. It’s based almost exclusively in historical fact; I’ve changed most of the names, but the vast majority of the situations that players encounter – from cosmetic surgery to the Rescue of the Lost Battalion to the Tule Lake Uprising - are documented in historical accounts and court cases. Much of the game’s content is also adapted from novels written by internees like John Okadaand Hiroshi Nakamura; in those cases, it’s not about whether the events really happened or not, but about understanding what and why those authors would choose to fictionalize – and about exposing their novel literary styles to the larger audience that they so greatly deserve.
"But ultimately, I have a more wide-ranging goal: that Quest (the software which I used to design Inside, generously made available by the folks at textadventures.co.uk) will be integrated into all sorts of classrooms, especially in Literature and History courses. Because interactive text games have an incredible amount of potential as educational resources, a potential which has gone largely untapped. As an instructor of English at UCLA, one of the biggest difficulties I and my fellow teachers face is getting undergraduates to think about literature as something to be engaged with, not just passively read. When you are trying to get a group of 18 year olds to read Shakespeare or Chaucer, and especially when you’re asking them to write an essay about these canonical authors, you often immediately sense the trepidation and anxiety: “What do I, a lowly undergrad, have to say about a famous text that’s been written about five million times before? Everything’s already been said!”