Tuesday, 5 October 2010

The elements of games

We all read through the booklet to discover a in-depth amount of information which we all summed up in a line or two.

Interaction- If the game is not interactive then it becomes a puzzle, interaction is what makes a game work.

Goals- One or more goals are required, othwerwise it becomes meaningless. So the player becomes motivated and not bored.

Struggle- if a game dosen't have struggle then the game is to easy and gets completed to fast. But then again, it can't be to hard otherwise people would get too frustrated.

Structure- Structure is required so a game can be played by some rules to goven how people play in the game.

Endogenous Meaning- Objects, components, structure/rules only apple to the game and are worthless in the real world. This alo helps keep the game fictional.

We then looking at a Key stage 1 maths game where you have to choose between 3 answers, one being correct and the others false. The difficulty settings were... Normal, Hard and Very Hard. As a group the whole class joined in, first playing easy and then very hard. There was a big difference between them, from deciding what shape has three sides to what shape has this many lines of symmetry.

I reviewed this game using the "what makes a game" method i mentioned before...

Interaction- Very basic, you can only click a few buttons and dont tell you why you're wrong or right.

Goals- One goal, to win. To select the right shape, and to see whats behined the curtain at the end for a sence of satisfaction.

Struggle- Again, very basic. you cant lose the game, it just re-starts the level. It only takes a bit longer to finish the game if you don't know the answers, seeing there is only 3 to choose from.

Structure- Must do as you're told, there is no freedom.

Endogenous meaning- You learn certain things about maths in the game, and the flash characters and elements helps you remember what you have learned.

Evaluation- Overall very simple core machanics,  it could be a lot better. It would greatly imporve with a feedback system which told you why you're correct or wrong, but a good game for the target age group.

1 comment:

  1. Fair enough, how would the feedback system work, would it tell you - could you skip it, could you turn the sound down? is their a way of 'gaming' this component so that it was incorporated into the 'struggle' ie what the player actually has to do?

    rob

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