The prompt for this one might seem wildly unexpected. To start with: Yes, some libraries let people borrow video games. Generally, the easiest system for them is just to buy Switch / Playstation carts/discs for people to borrow and return.

However, many great indie games have never really had the publishing resources to put out physical releases, especially with the Switch’s printing expenses. Even those that have, don’t always have them widely available. But, it’s now common for many libraries to offer DRM-driven, digital services to account for their gaps and failings (and so people don’t need to make so many trips in the dead of winter). Hoopla and Kanopy are examples of such services: Content providers can give bulk licenses for media, with an agreed price the library pays (presumably often just per item for infinite borrows)

So to bring back to the original point, if the logistic hurdles were cleared so that a solo dev could take their Steam-only Unity game, and sell it to libraries as well, so that lower-income gamers could run them anywhere, what games do you think could have the best societal impact for people to be able to play? It’d be great to have plenty of mindless, pure-fun games on offer, but I’m also thinking about introspective, social-literacy games that most people wouldn’t pay money for just looking at the thumbnail.

  • Katana314@lemmy.worldOP
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    15 hours ago

    Some games that came to mind for this thread were:

    • Another Crab’s Treasure, a soulslike with some fun imagery, but also a great storyline about the poisons of late-stage capitalism
    • Mouthwashing, the famous horror game where the monster is machismo and warped senses of responsibility
    • J J Macfeld and the Island of Memories, also a pretty brutal game about a certain kind of social acceptance (I got this one wrong even late-game, which made its message all the better)
    • Papers Please, giving you a highlight of the xenophobia developed at the border of nations in conflict
    • Celeste, promoting self-acceptance through difficult platforming challenges