stop Disasters? what's that all about?

Stop disasters is a disaster simulation game from the UN/ISDR (= International Strategy for Disaster Reduction). The game is designed for PC and Mac use only as you need Flash-Player.
Link: www.stopdisastersgame.org
Basically there are five scenarios you can choose from: Tsunami, Hurricane, Wildfire, Earthquake and Flood. In this review we will only concentrate on the Wildfire scenario.
The primary challenge is to think about what you can do to protect the people and their property against wildfires. You have a choice of different housing and upgrades and defenses are also available. You have to choose the best options and save as many people as you can.
There are three different difficulty levels you can play: easy, medium and hard. Depending on what mode you choose the map size varies (1/3 easy, 2/3 medium and 3/3 hard). Also the missions change and get more difficult with higher levels.
Wildfire missions:
1) EASY
Link: www.stopdisastersgame.org
Basically there are five scenarios you can choose from: Tsunami, Hurricane, Wildfire, Earthquake and Flood. In this review we will only concentrate on the Wildfire scenario.
The primary challenge is to think about what you can do to protect the people and their property against wildfires. You have a choice of different housing and upgrades and defenses are also available. You have to choose the best options and save as many people as you can.
There are three different difficulty levels you can play: easy, medium and hard. Depending on what mode you choose the map size varies (1/3 easy, 2/3 medium and 3/3 hard). Also the missions change and get more difficult with higher levels.
Wildfire missions:
1) EASY
- You have to protect as many people, buildings and livelihoods as you can against a possible wildfire.
- Your challenge is to provide accommodation for 400 people, build a hospital and a school. It is important to protect the water towers located around the area.
- You have a budget of $ 50,000 and around 25 minutes to work
- Your challenge is to provide accommodation for 450 people, build a hospital and 2 schools. It is important to protect the water towers located around the area. (Number increased)
- You have a budget of $ 40,000 and around 20 minutes to work.
- Your challenge is to provide accommodation for 570 people, build 2 hospitals and 2 schools. . It is important to protect the water towers located around the area. (Number increased)
- You have a budget of $ 36,000 and around 10 minutes to work.
Interface and Gameplay
(1) Overview
This option gives the player an overview, regarding the objectives and the conditions. Also this is the only way to see the whole map.
(2) Key Facts
Throughout the game, there is the possibility to unlock up to 15 message boxes. This is accomplished by certain actions, like building a school or by buying a certain upgrade.
(3) Start Disaster
Once the main objectives are reached, it is possible to start the disaster, a wildfire in this scenario, prematurely.
(4) Information
In this part of the interface the player can monitor the budget, to see how much he/she spent, what for and how much is left. Also the population is monitored, where one can see the progress of the secondary goal.
(5) Map
This map is one of the three options to move around in the game. The other ones are using the arrow keys or clicking in into the frames edges.
(6) Show Risk
This button enables a mode, were the player can see how much the square shaped fields are endangered by the disaster. There are several stages, each shown in a different color.
(7) Score
Here the player can see his/her score and the probability of the outbreak of the wildfire, which is significantly lower in the beginning than it is in the end.
This option gives the player an overview, regarding the objectives and the conditions. Also this is the only way to see the whole map.
(2) Key Facts
Throughout the game, there is the possibility to unlock up to 15 message boxes. This is accomplished by certain actions, like building a school or by buying a certain upgrade.
(3) Start Disaster
Once the main objectives are reached, it is possible to start the disaster, a wildfire in this scenario, prematurely.
(4) Information
In this part of the interface the player can monitor the budget, to see how much he/she spent, what for and how much is left. Also the population is monitored, where one can see the progress of the secondary goal.
(5) Map
This map is one of the three options to move around in the game. The other ones are using the arrow keys or clicking in into the frames edges.
(6) Show Risk
This button enables a mode, were the player can see how much the square shaped fields are endangered by the disaster. There are several stages, each shown in a different color.
(7) Score
Here the player can see his/her score and the probability of the outbreak of the wildfire, which is significantly lower in the beginning than it is in the end.

While playing the game,
there are several things to do. At first it is not completely clear
what the right thing might be, as there are several options, from
upgrading the buildings to slashing and burning trees and grass.
Additionally there are several different heights where one can build,
simulating the area next to the water and the area up top in the
mountains.
To support the player there are a few guiding functions. While doing some things, like for example building a school for the first time, one of the key facts unlocks and pops up. As there are a total of 15 key facts, the player knows he/she is on the right track, when the number of unlocked key facts is quickly rising.
If not and there is no significant progress for some time an advisor window pops up and gives the player a hint, what might be done next. The keen observing and well informed player can find an information button next to all objects and upgrades, which opens a window that contains detailed information and various facts. Another helping tool is the “show risk” function (6), which enables a mode where the player can see the risk of burning of each field. There are several stages, from 1 to 6, which are displayed with different colors.
To support the player there are a few guiding functions. While doing some things, like for example building a school for the first time, one of the key facts unlocks and pops up. As there are a total of 15 key facts, the player knows he/she is on the right track, when the number of unlocked key facts is quickly rising.
If not and there is no significant progress for some time an advisor window pops up and gives the player a hint, what might be done next. The keen observing and well informed player can find an information button next to all objects and upgrades, which opens a window that contains detailed information and various facts. Another helping tool is the “show risk” function (6), which enables a mode where the player can see the risk of burning of each field. There are several stages, from 1 to 6, which are displayed with different colors.
As you can see below there are two possible endings:
graphics and sound
When it
comes to graphics and sound one can only say: developable. Of course you can
not expect graphics like while playing top notch games but at least there could
have been inhabitants that move around a bit or look less like two colored
dots. The look of the buildings and plants remembers slightly on early Age of
Empire games.
The sounds are limited to chirping, regular owl hooting and the sound of a Geiger counter while moving around the map. There are also clicking sounds while acting in the menu bar and a ka-ching sound when you buy something.
The sounds are limited to chirping, regular owl hooting and the sound of a Geiger counter while moving around the map. There are also clicking sounds while acting in the menu bar and a ka-ching sound when you buy something.
practical learning activities
The game is highly suitable for use in school. For example in geography lessons while talking about disasters. While playing (no matter what scenario) students may learn what measures can be taken to limit the risks of natural disasters and what aspects are important to save as many lives as possible.
For this experience it is necessary to play the game at least two times, as chances are high that you fail at the first try. By reading the key facts and the advisors tips (that are not always taken serious at the first try) they will learn how to build defenses efficiently and where to build houses, hospitals etc. to prevent them from burning.
Conclusion
"Stop disasters: wildfire" is especially useful to introduce the students to the topic of natural disasters and getting a first gimpse on the problems/impacts of such incidents. By playing one scenario several times the students learn – on a theoretic basis – what can be done to keep the collateral damages at a minimum.
For this experience it is necessary to play the game at least two times, as chances are high that you fail at the first try. By reading the key facts and the advisors tips (that are not always taken serious at the first try) they will learn how to build defenses efficiently and where to build houses, hospitals etc. to prevent them from burning.
Conclusion
"Stop disasters: wildfire" is especially useful to introduce the students to the topic of natural disasters and getting a first gimpse on the problems/impacts of such incidents. By playing one scenario several times the students learn – on a theoretic basis – what can be done to keep the collateral damages at a minimum.
Finally: The good/The Bad/THE ugly
THE GOOD
THE BAD
THE UGLY
- the key facts summarize the most important information and give useful advice
- the building upgrades provide information about possible risks and how to avoid sources of danger
- great game to use in lessons
THE BAD
- even when using a mouse, navigating trough the map is really difficult and annoying. You have to use the arrow keys or click trough the map. It would be easier to drag the map around with the mouse like in common PC games.
- while playing the easy and medium levels you cannot click on elements near the edges which keeps you from building defenses in these areas.
- all in all the handling of the whole game could be more user friendly.
THE UGLY
- playing the game without a mouse is nearly impossible at least you want to keep your nerves
- if you want to leave the upgrade or develop menu you always have to click cancel and cannot leave by clicking outside the menu bar. This is unpractical while playing as it takes too much time.