Entertainment


Global Game Jam 2019

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^ We received these hip badges after the end of the jam

I participated in January’s Global Game Jam! This was my first game jam as an official participant and it was an amazing experience. Besides me (programmer/designer), my team had an artist, an audio person, a designer, and another programmer. I knew half the other members of the team, so it was a nice mix of familiarity and new faces.

I jammed at a site that was organized by the local game development community  here in Oregon (which is where I work now, as a game designer). You can check out the game we made, Third Time’s the Charm, on the GGJ 2019 project site. We intended it to be mobile/web, but with the time crunch the windows build was the only one we got working in time. Such is the nature of the jam!

Several of our team members expressed interest in expanding what we created into the grand design we desired. I would love to continue working on it (even if it’s just to get a mobile build working) in the future.

At the end of the jam, everyone who participated on the site showed off their games. It was super cool to see how each team interpreted the theme (What Home Means to You). I was particularly interested in the projects that used AirConsole. Really got the idea machine churning. Looking forward to sitting down and playing games from other jam sites!


Reflection – Learning with Digital Games

Before I began reading Remapping the Foreign Language Curriculum, I was sent a couple chapters from a book called Learning with Digital Games: A Practical Guide to Engaging Students in Higher Education. My recorded thoughts on the chapters will likely not come into play until the summer or when I start creating games, but it never hurts to have a digital log of my thoughts, instead of what I threw on some ripped out notebook pages. These notes come from Chapters 1 and 3.

To keep in mind: The author’s background is in UK higher ed (I’m in the states)

They use a constructivist learning approach, which works under the assumption that students are kinetic learners, and has the element of self-teaching. They compare the instructional or transmissional model for teaching as opposed to the author’s active learning environment for games, tying into that constructivism – using collaborative learning, experiential learning, and problem-based learning, all of which can be accomplished through games (although collaboration is not something that is feasible for my site in the near future).

The author used 3 games as examples to show how games tie well into constructivism:

  • Runescape: an MMO is definitely not what I’m going for, but it primarily demonstrates collaboration and a highly interactive world. There are some gameplay elements that could be pulled from it, primarily the open exploration. I’m not sure what direction I would take with a game like that, but freedom of exploration can be a great teaching tool, and a combination of that with an immersive world could prove highly effective.
  • NotPr0n: this was a fantastic browser puzzle game similar to the hd white puzzle in its solving process. (If you haven’t tried this, I highly recommend it). I don’t know if NotPr0n is still around, but the kind of clever riddles it uses is definitely something I would be interested in throwing into my text and storybook games. I actually hadn’t thought of his game style until reading these chapters. The author describes this game as “an excellent example of a game that uses simple technology to create engaging game-play,” which is the ideal.
  • Sleuth: A detective point-and-click game. While I haven’t played it myself, I have played similar games with investigative stages similar to it (such as Ace Attorney). Other similar point-and-click puzzle solving games include escape-the-room games or mystery-solving games. This is actually something I have thought of in terms of games to create, and I think it would be fantastic for teaching vocabulary for various common objects that may not come up in conversation all that much. Games like this also “provide a good example of a detailed environment the player can interact with” which could also be great for throwing in a little cultural learning, if we set the game in a francophone country.

Each activity I create will have to be designed with a clear purpose in mind, ie what will the learners have gained from the experience after they have completed it? Does it have an application to the real world?

At some point, I’m sure someone will ask me “Why games? Why not some other form of pedagogy? Why not simple readings and exercises?” Honestly, I should probably make a whole post about this at some point, but here are a few of my initial thoughts that cropped up while reading these chapters. For one thing, there are plenty of exercise-based FL sites online, and I don’t want to make a duolingo clone either. The purpose of this site is not to teach, but help with retention in between courses. The reason people forget so many things is because they lack the ability and/or the motivation to practice. However, if there were fun, engaging things like games in a foreign language, they might feel more encouraged to practice. They wouldn’t be doing exercises, or trying to read a book while looking up an unfamiliar word every minute. This site’s adaptability and easy-access vocab list would solve that issue, and the games would (hopefully) keep people interested and immersed. I think of it in a similar way to exercise – running on a treadmill is not very exciting to many people, but many people do enjoy playing sports – casually or otherwise, and it’s much easier to pass the time that way without even noticing how much work one is doing. Similarly, games would help with language retention without people even noticing because they’re focusing on the game instead of work. An issue I recognize, however, is that not everyone plays games, which is why there will be a variation of games – some will be short, or casual, and others will be more difficult mechanics-wise or more time-consuming.

The biggest aim here, is that it will be fun and optional. It is not my wish for professors to require their students to play my games online, but for students who want to practice to have the option to play games to practice for themselves. Even if students enjoy an assignment, if it is required of them, most of the time there will still be a certain amount of resistance on the part of the student. I hope to avoid that.

This article was clearly written for a pedagogical audience, as much of their terminology is over-explained or redefined. For example, there was a phrase called flow theory, which they defined carefully, that is the exact same thing as immersion. They also often used the word engagement over immersion, which I found interesting (engagement is used more in the teaching world, immersion in the gaming world, though they are very similar in definition).

Control in games will be important for immersion – there must be consistency and logical interactions in the game, choices for the player to make, and power – that is to say, that the player’s choices matter. The author suggests that lots of choices in a narrative will lead to better learning, and I am inclined to agree, at least that there will be a better understanding of the narrative as the player sees how their choices affect the world.

 

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Misc notes:

Situated cognition – environment and context shape learning

cognitive puzzlement – stimulus for learning. ie the goal for learning something shapes how well it is learned

problem-based learning, games in broader context, fixed goals v. emergent goals, sensory v. cognitive curiosity

This book relates more to in-depth, bigger games, rather than casual games (such as little word games that have no minimum or maximum time to play)


Music, Intention, Focus, and Video Games

Generally, people enjoy music. More specifically, people tend to love some kinds of music while disliking or downright hating others. But because music is so prevalent in society, a significant number of studies have been done on it. People have tested whether music helps you focus, whether or not the music you like determines your personality, what types of music are beneficial for studying, etc. Often I pass over these studies, but I like to look at the ones that look into music and academia. Many of these contradict — some say that music can focus your thoughts, others say that it’s too distracting to effectively focus no matter what, and others decide that it’s entirely independent on the individual. However, most studies seem to agree that video game music can help people focus for sure.

Intent

My opinion on many studies that attempt to show a correlation between music and focus is frequently low. This is because many studies use entire genres for a single data point, when the genres themselves are far too variable to get any valuable data without splitting them up into subgenres. Now, I’m not going to go into a subgenre rant, but merely mention that music is created with different intentions. Many classical pieces were created for active listening, i.e. the music would be the main thing the person focused on. However, incidental music was written to be played in the background — such as at a party or dance. Both of these types would fall under classical, but the pieces created for active listening would most certainly distract a person more than the incidental music would, despite belonging to the same genre. Likewise, instrumental pop/metal/classical/etc. songs are generically less likely to be distracting than songs that include vocals, as vocal songs almost always are created for active listening. Because studies do not separate out their music by their intent, the results are conflicting.

What we can pull out of all these studies, however, is that music does help focus if it’s not TOO distracting. While studying or working on a single time-consuming task such as cleaning or filling out paperwork, there’s a part of your brain that always wants to be doing something else — to eat, to look at Facebook, to bounce your leg, and so on. Over time, it gets harder and harder to ignore that urge and easier and easier to get distracted. However, music can keep that part of your brain consistently busy so that the rest of you can think about your work. But if the music is made to be listened to actively, it can steal too much of your attention and be detrimental to work.

This is where video game music comes in. Recently, I’ve seen people link to articles about how video game music can help you focus. I wholeheartedly believe this, and my words on intent will help to explain why.

Music on Loop

This much is obvious – people buy video games to play them, and to be immersed in them. As such, when music is written for video games, it’s not meant to be the main focus. Video game creators know, however, that music can keep people more invested in a game than they would otherwise — because they know a little bit of music helps keep your entire brain focused on the game, leading to a more immersive experience. Many quality games have music that is just the right amount of distracting for maximum immersion. There is an added challenge with game music in that the themes are likely to be heard over and over. Nintendo’s main composer Koji Kondo listens to his music for hours on end to be sure that players will not get tired of hearing it, while still fitting the theme of the game. At this, he succeeds — anyone who has played a Nintendo game is likely to remember a few of the melodies with fondness. Certainly I didn’t tire of hearing this theme for all the hours I put into a Link to the Past and a Link Between Worlds.

Recently, I played an indie game called Undertale, which has rapidly gained popularity and sold over 400,000 copies since its release on September 15th. What made this game especially great for me was its music. As a musician myself, I tend to pay special attention to the music in games, and the sheer cleverness of how the creator uses music in this game is brilliant. There’s the typical background music that varies from scenario to scenario, but when it comes time for a boss battle, that’s where the music really shines. What immediately struck me was how well the music introduced the personalities of the opponents. The music and dialogue together really helped develop complex characters. Additionally, and this is the real kicker, the music and the timing/style of the battles match really well. Here’s part of a fight with one of the first bosses (if you don’t mind spoilers):

As you can see, the challenge in this fight involves timing jumps, which goes really well with the bouncy music, and also the character’s lighthearted personality. This combination makes it really easy to get invested in the game.

Back to Focus

Just as good video game music helps the player get absorbed in the game, so too can video game music help with focusing on other tasks. Since it was designed with the intent of being in the background, it perfectly keeps people on track while studying, cleaning, or writing a really long blog post. Ordinarily, video game music is not bought and listened to on its own, as they tend to be short or atmospheric tracks that are looped continuously (exceptions being games that produce full tracks like Bastion, which has amazing music that plays a larger role than usual in the story).

In short, specific types (not necessarily entire genres!) of music can help with focus. Music written with the intent of being in the background especially works, with video game music as the primary example here.

An excellent post that goes into more depth as to what types of music helps focus is here.

For those interested in listening, here’s a link to game music radio.