Uncategorized


Gobble Ghost! Ludum Dare 45

I initially thought I would be working alone for this jam, but during a tour of local tech companies, I ran into a friend of mine and discovered that he, too, was interested in participating in Ludum Dare this time around. Since we had teamed up before, we decided to do so again.

Ludum Dare, when in teams, is a 72-hour jam. I did not realize this at first. As such I was scrambling for an idea and features that would fit a 48-hour scope. With jams, I tend to reach for simple and sweet. In other words, old flash games are a large part of my inspiration. They have a relatively short and repeatable game loop, so if the gameplay is sufficiently different each time, you can get a lot of mileage out of it. I went for a simple “Eat and Grow” idea, with some flair. The name “Gobble Ghost!” came into being.

The errant scramble for time ended up being great for the game, as we could dedicate that last day to polish and fix features. We also did not get the full 72 hours to work, so ultimately I’m pretty proud of what we accomplished. Thanks to some mutual contacts we were able to get adorable art and Halloween-y sounds, which makes a much better experience for a game like ours.

Here is a link to the jam page. The web link to play it can be found under the “Download and Links” header. Or, to skip exposition, you can play it directly on my site.


It’s been a while

Goodness, it’s been what, about half a year?

Life has been moving both slowly and quickly at the same time. So much has happened – I spent a semester abroad in France, learned a ton, came back, and then returned to school – currently experiencing a little culture shock (College is a very different experience there!)  but am re-settling in well enough.

Soon I’ll be graduating (ack), so I am currently working on my own proper site that won’t disappear in a few months. Hoping to make some custom WordPress stuff. All I need is to find enough time to get it up and running!


DHSI – 3D Modeling and Games for Digital Humanists

These past two weeks, I have been at the DHSI (Digital Humanities Summer Institute) conference. It’s not the easiest experience to describe. There are classes, colloquiums, guest speakers, talks called “unconferences”, presentations, and hangouts. The participants by a vast majority are grad students and above. In each of my classes, I’ve had a nice mix of grad students, phd students,  full on professors, and a few others. I think it’s safe to say it’s a mostly academic-minded conference, though there is definitely value for non-academics with an interest in digital humanities as well. Something that I found absolutely fantastic is that there was a significant lack of barriers or separation by academic group (ie. if I wished, as an undergrad, I could go to dinner with a professor, a phd student, and a masters student with no weird separation or awkwardness in discussion that one tends to experience otherwise). All in all, a fantastic experience – I learned quite a lot, and gained a ton of inspiration for the future.

The first class I took was 3D modeling, which was essentially intro to SketchUp. We made a nice replica of a building in downtown Victoria:

Victoria,_BC_-_The_Guild_(1250_Wharf_Street)_01_(20532374915)

Here’s the front:

gfront

I worked mostly on the back:

gback

I think it all turned out pretty well, for a small group of people who had never used SketchUp before.

The people in this course, by the way, were awesome – Among getting encouraged to become a medievalist, I was able to get a lot of advice and interest about my project, and my impostor syndrome melted away the more I spoke with people.

This second course, Games for Digital Humanists, I decided to take because it’s super relevant to my project, and also, vidja gams are cool. The first day of the course inspired me with many ideas for awesome blog posts, which of course I will obviously  write as soon as I have time and my brain isn’t melting (which, by the way, is why I haven’t been keeping up with the weekly updates).

The first few days were spent working on some fascinating theory (I sense a lot of reading in my future), and then the class split into groups. The instructors of this course invented a game to create games, and so we played this game to come up with a game design. It’s really neat – the last time they taught this course one of the groups took their idea to a kickstarter! (It got fully funded, too). The idea we prototyped was a storytelling game along the same lines as dix-it (fantastic game, by the way, especially with the right people). A group of players draw one protagonist card and one setting card. Then a timer is set and one player draws a “bad” card and has to say a line or two of a story (using the setting and protag) while trying to put a good spin on the bad card. The next player then draws a bad card and does the same thing, trying to build off the previous player’s story bit. The end goal is to make the story end on a happy note.

IMG_20160616_154818

Messy design process (complete with fish)!

We made paper cards and playtested a few rounds – not bad! Something I’d try with the right group of people. I don’t think we’ll be making any kickstarters, though we learned a lot. It was essentially a super short project process, complete with bumps and hurdles. Not a bad ending for just a few days. I also was able to ask some advice about my project from the instructors, and I have a much clearer idea of a timeline and the project’s overall future than I did before.

I feel like I have grown a lot from this trip. Here’s hoping the return trip to the US goes well!


Reflection: Learning with Digital Games (2010)

I’ve already spoken my thoughts about a couple chapters of this book in a previous blog post, but as of last week I have finished the rest of the book. This has probably been my favorite pedagogy and gaming book so far: it’s well-written, a quick read, and the author clearly knows their stuff about both teaching and gaming. Even though it’s 6 years old now, I would say teachers interested in incorporating games into their lessons would get a lot of value from reading this.

On to what I’ve pulled from the rest of the book:

Part I: Theory

There are several different lists related to learning, the most useful of which is Prensky’s 5 levels of learning from games (which actually can function more as an assistant for game design, i.e. figuring out what each of these IS in your game).

  1. How to do something, i.e interaction with the system  (for my first game: point-and-click)
  2. What to do in the game, i.e. game progression/goals
  3. Why you do things in the game i.e. long-term affects
  4. Context and value systems in the game
  5. The ability to make decisions based on the value system in the game

The other lists were related to game pedagogy in areas other than literature, as much (especially early) gaming pedagogy is centered around primary and secondary education for teaching math and sciences.

Part II: Practice

This section was fantastic – it inspired a lot of design spreadsheets on my part. It has a lot of fantastic advice for the early stages:

When you begin to think about games for learning, start with the learning objectives you want the students to achieve during the session [in my case, individual game], which can then form part of a design specification for the game you want to use.
Then, think about the types of activity that you would normally undertake with students in order to meet those outcomes. How might these activities be
[effectively] embedded into a game?

And for overall lesson incorporation: A game is part of the overall learning package. If the game itself cannot fully meet all learning objectives, there can be additional outside activities surrounding the game. While I am not doing a lesson plan, we have talked about how information (esp. cultural) reinforcement could happen through this method – having quizzes or exercises that relate to the information learned from playing a game.

They also had a list of things to include for Effective Game design for Learning:

  • Support active learning: encourage exploration, problem-solving + inquiry
  • Environment should engender engagement [immersion]: explicit + achievable goals, high level of interactivity, large world, multiple pathways to success
    This point, I’m going to argue about a little. Not that these are bad things for an immersive game, but there are many types of games out there, and one game doesn’t need ALL of these to be immersive. A huge world, multiple endings, or even high interactivity can help, but there is a huge amount of wonderful little games that don’t have those things that are completely immersive. I’m gonna throw interactive fiction as a genre out there. While there are IF games that have big worlds and high interactivity (however one quantifies that), many have limited options and a small environment that are just amazing. The goals aren’t always clear either, and a game that encourages exploration might actually benefit from not having a clear goal with an explicitly defined path from the beginning. The player’s ability to completely ignore the main questline in Skyrim, for example, is what makes the exploring aspect of it so fun. Games with a sense of urgency to their goals and quests hinder the player’s comfort in exploration. That is not to say that having a clear goal means having a sense of urgency, but that is a pretty common theme.
  • The game world should be appropriate for the learning context: ie fits with the curriculum or assessment , personally relevant to students (motivation)
  • The game should provide ongoing support: initial ease into gradual difficulty

Whether a game is useful or appropriate will depend also on the type of students and their backgrounds, experiences, and preferences. I’ve talked a little bit about this before, but I run into the extra challenge of having an audience that I know nothing about save that they have access to internet and presumably are high-intermediate to advanced FL learners.

There is a chapter in this book about skills required for game creation, which reminded my once again why I wish I had a whole team of people. According to this, skills needed are: a subject expert, educationalist, game designer, programmer, interaction designer, graphic designer, and writer. While among the three people working on this we have all of these skills covered (mostly) it’s a ton to focus on at once.

That’s the bulk of stuff for the rest of this book. The next several posts will likely be more about the game design process/progress.


Book: Digital Games and Language Learning (2011)

The second book I’ve completed for my research is Digital Games and Language Learning by Freitas and Maharg. 2011 isn’t too long ago generally speaking, but 5 years is on the older side for video games. A couple of the educational games it referenced were even older – dating back to the early 2000s.

This book spent a lot of time talking about “Serious Games” with the Capitals And Everything. I had never heard of Serious Games, and the authors did not define it anywhere in their book at all. I later found out that is just refers to games whose primary purpose is something other than entertainment, but no one besides educators uses this term as far as I’m aware.  They also talked a lot about Feedback, sometimes with and sometimes without capitals, which they also failed to define. I initially thought the chapter about feedback would be on student response to a game, IE game testing, but instead it seems that by “feedback” the authors are referring instead to the brain’s response to input.

The first several chapters were spent on not-quite-relevant pedagogy theory and more ambiguous uses of terminology. Later on, however, they made several useful cases for what should be part of an educational game:

  • Students should have the freedom to fail, experiment, and exert effort
  • games are not about memorization
  • build scaffolding for future learning: ideally, people who have played my games would be better off in their next language course than another student in the same course who hadn’t had the extra practice
  • offer clear incentives for more success
  • partial rewards for partial success
  • avoid brick walls – ie not letting players into a certain area until they’re at a high enough level (there are ways around this that don’t frustrate players)

The rest of it talked about stealth learning – that is definitely something I hope to accomplish, particularly with cultural and literary learning.