game(s) / resource(s) / book(s) / CTSG
workshop game design -- in 7 rounds
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Fig 1. (a) student sketch | (b) enhanced version |
teleporting (2), flying/levitation (2), mind reading (2), create what you think, change materials, see ahead in time, shape shifting, invisibility (2), control the force of nature, healing
Such a list is representative of most of the workshops,
although alternative superpowers, from other workshops, include
devastating smile, clearvoyance,
and the capability to detect invisible(s).
my superpower ... healing ... to deal with exponential epidemics,
my scenario would be a world map with potential sources,
and as a minigame I propose one to improve the skill of taking
instant decisions of where to go ... and, indeed, practice healing
(1) The character has the ability to fly and teleport.
(2) He as some amount of energy which limits his abilities
of teleport and flying.
(3) The character should collect items using his superpowers,
that will provide him clues to reach his destination.
(4) The character has to fight with some bad guys,
and finally (5) fight the main bad guy ...
(1) The player earns points/credits by helping eachother to solve problems.
(2) Credits can be used to be goodies or treats.
of teleport and flying.
(3) The player has to take care of blobs
and keep them happy with goodies and treats.
I want a virtual friend with whom I can interact and play,
but who can act in the same time as my personal assistant,
and can collect knowledge for me, and get to know me
and what I am interested in, so that s/he can act as an interface
between the knowledge and me.
You must however earn credits to keep your (virtual) friend happy ...
(1) Superpowers involved are invisiblity and the power to change limbs/weaponry.
(2) Turn-based fights, with possible avoidance (using stealth),
confrontation using matching powers/weapons.
(3) The mission is to find and detonate a bomb.
criteria
(C) Æliens
04/09/2009
The students participating in the re-enactment were explicitly
asked to think about how to apply their superpower to improve the
world, or more specifically, to think of a mini-game
that one way or another was related to their superpower.
For this the students were invited, after stating their identity
and superpower, to create groups. This resulted in six groups
of about 2-3 people.
As already observed above, the students @ VU were extremely reluctant
to choose for one of the, admittedly ambitious, game themes,
nevertheless they experienced no problem
in coming up with a variety of game scenarios,
which are (in outline) summarized below.
CTSG -- scenario(s)
Below we will briefly characterize the first four scenarios,
that are related, respectively, to fig. 2 (a),(b) and fig. 3 (a),(b).
...
Fig 2. (a) teleport(s) (b) control nature
The first scenario, fig 2. (a), involves fly and teleport
as superpower, and amounts to:
scenario 1: trophee collection
The second scenario, fig 2. (b), involves control of nature,
create what you think
and also instant knowledge (not mentioned in the list) as superpowers.
Due to mobility of one of the group members, it bears
some relation to scenario 3:
scenario 2: conflict(s)
The following scenario does not very clearly involve a superpower
but as, hardly readable, indicated in fig 3. (a), one of
the (desired) superpowers is the ability of instant learning,
in particular languages.
Apart from that, the scenario is interesting, and seems to apply to a wide
range of contexts:
scenario 3: virtual friend
Finally, as what may be considered a more conventional game scenario,
we have a combat situation, fig. 3 (b), which involves the superpowers
of invisibility and self-transformation:
scenario 4: combat
It is interesting to note that some superpowers were added
during the development of the game scenarios, and that others
became more well-defined during the process of development.
...
Fig 3. (a) power to create (b) transforming
TECHNIQUES FOR DESIGN & CREATIVITY
divergence transform convergence (1) experience ... value analysis (2) brainstorming ... ... (3) ... ... dependency graphs (4) ... ... requirements
Other methods of design, in particular requirements engineering
or more mathematically oriented methods, such as dependency graphs,
must considered as
detrimental to the ideational phase of design.
To assist the instructor we provide a list of
techniques to promote/encourage creativity, taken from creativity technique(s)
As a remark, personal experience seems to be a key motivator,
and even more so for young (potential) students, an observation
that is supported by ELABORATION(S) -- GAME DEVELOPMENT
Leaving a more detailed interpretation of challenge, curiosity and control (again) to the inventiveness of the reader, the context characteristic,
however, needs some elaboration, especially when discussing
the CTSGs.
As we observed, it is rather easy to use extrinsic metaphors or game formats for arbitrary content. For example, a memory game can be reused over and over again, just by changing the images according to the subject, that is language learning, climate change, etcetera. These kind of mini-games or casual games lend themselves to a variety of learning tasks and may be constructed using pre-defined game formats. Much more difficult is to design games with an intrinsic relation to the topic.
It seems, however, that the notion of superpower provides
a suitable metaphor, to relate real-world situations to a game,
in which the player may perform actions or solve problems
using superpower(s) and thus become a superhero,
if only by analogy with (superhero) movies.
Cf. CONCLUSIONS
ACKNOWLEDGEMENT(S)
REFERENCES
Anton Eliens