For this week, I tested out the Jamestown Online Adventure brought to you by History Globe. The game overall is very simple and does not take long to get through, but I think it’s an extremely useful educational tool. The premise of the game is you are the Captain of the new Jamestown colony and need to make various decisions regarding the settlement. The choices/stages of settling are:
- Where to Land
- Relationship with Natives
- What sort of town structure
- Who will be required to work
- What do you want to search for
- What do you want to plant
In each stage you have what I’ll call “lifelines”. There is the “Consult Charter” which brings you to highlighted passages from the Instructions for Virginia Colony, 1606, and there is “Ask a Colonist” which is somewhat like phone a friend. This option though, represents the mindset of the typical seventeenth-century colonist and does not give you the benefit of hindsight. Also, for some stages, you can “Ask a Native” as well. The Native point of view is pretty moderate, but there are some parts where her answers are relatively useless. For example, when you’re trying to determine whether to build a town, wood fort, or stone castle, she answers her people live in a village, which does not really point you in any direction.
What is interesting is as you play different scenarios, you discover your “options” become more limited at times. For example, if you say only indentured servants have to work, not gentlemen, your labor force become cut in half and you can only search for one out of: gold, fishing, hunting. If you make the gentlemen work, you get two options. Same applies with where you choose to land. If you land on a river, bay, or ocean, you can choose to fish. If you land inland, your options are limited to searching for gold or hunting. This took me a few rounds to discover the different ways your choices change later stages, and I wish there was something included that would say earlier and overtly what the consequences were.
When you follow the choices the original colonists did, you wind up being promoted to Governor of Virginia. What is interesting though is even the “right choice” or “best choice” can lead to bad results for your settlement. For example, when choosing where to land, both the Charter and Colonist point you towards the Bay Marsh (which is where the original colony was). This is strategic because it allows you to fish, but also is not on an island or unprotected area where Spanish warships can attack. However, in the conclusion of the game, your health rating is poor because the marshy area led to an outbreak of malaria, and the wood fort hindered good sanitation.
In one round, I chose the absolute worst decisions for my colony, and in the end I had a great wealth rating, but bad health one as all of my colonists were dead. Literally.
At the end of the game, you’re brought to an evaluation of your choices (as seen above) and then can go to a “Now We Know” page that gives you the breakdown of what actually happened at Jamestown. You can also print out your results to “compare outcomes with other students in your classroom!”
Overall, what I like best about the game is that it gives you analysis of each choice you make, not just a pass/fail (or live/die) outcome. The game really gives you insight into the positives and negatives of each choice you could have made. The biggest contribution of this game is that there was no “right path” that Jamestown could have followed. On certain things they chose poorly, others pretty well, and yet there was no perfect solution.