My friend Jeremy Bernstein is mad as hell. Being a game designer, he decided that the appropriate “not gonna take it anymore” course of action was to make a game.
In Truth Invaders, you control the White House (“use arrow keys to move, spacebar to shoot”) and shoot fact-missiles at a massive deception that descends from the heavens to destroy the hell out of you, dropping lie-bombs as it comes.
Defeat one lie? Don’t worry; there are lots more where that one came from.
Stories frequently go wrong when they advocate positions. The more overt the message, the crappier the story. Stories do serious work best when they expose the nature of a situation, and provoke thought. The story stirs the pot; the reader decides.
Although this seems less true for games, that’s probably because games so rarely advocate. (Other than, perhaps, for up-leveling and stuff-taking.) Truth Invaders does a good job of exposing, and provoking, without advocating.
Mad as hell? Make a game, already.