Project 18 Week 11

IMPULSE!

impulse

LEARNING ELEMENTS

The learning objective of this game is to get the players to understand the consequences of taking hallucinogenic drugs. The learning experience the game will create for the player is to think about the situations they can get in and the choices they will have to make. The dominant form of interaction would be that the player has a choice. The whole game is player choice in order to advance. I would say this supports the learning objective because every time someone takes these mind altering drugs they are taking a chance. The cognitive system is the most affected by the game design because the player will be making decisions. The player will have to think about the consequences. The design affects this system by having the players draw cards that gives them situations and consequences that they will have to choose from.

FORMAL ELEMENTS

Flags

The game is a two player game. The game is very competitive where they will have to capture the other player’s flag. They will use tiles in order to do so. The primary objective of the game is to have one player capture their opponent’s flag first. Yes the game reinforces the learning objective because the players will draw the cards that will have them make a decisions that will influence the amount of tiles they will have. The rules of the game are the players have to pick which color flag whether its blue or red, then they would roll a die to decide who would go first. After that they would draw a card which would present a situation they would have two choices to choose from they pick one the card would tell the player what to do and what they would get. During the game players accrue tiles to help build their way across to the opponent’s flag. When they draw a card they have to make a decision depending on the decision it will tell them what they do next and the amount of tiles they will receive. Conflict is brought about by having the players fight to get to their opponent’s flag and capture it. The cards they draw tie in to the amount of tiles. Tiles can be used to build ladders or chutes to stop players from advancing. The game prevents players from behaving in a certain way by having the players draw cards and making decisions. The decisions affect the outcome and the outcome tells the players how many tiles they will receive. Well there are the choices to make chutes to stop the opponent from getting to the flag and even go back to the start. The limitation is fun because it stops the other player from capturing your flag. It contributes to the objective because the players are making decisions that affects them just like with using drugs you make decisions. The game ends with the person who captures their opponents’ flag.

DRAMATIC ELEMENTS

red flag

For this game there are two characters one is red and the other is blue. Their motivation is to capture the other person’s flag in order to win. The challenges that are presented to the players are that they have to make decisions based on their situations such as if they’ve taken a hallucinogenic drug they could either take be late for a job interview or a class they’re taking. Each one of the situations are different and have consequences. The player must be able to be learn how to make the decisions that have the lesser consequence even though that doesn’t mean they’ll get more tiles.

Blue flag

For this game well the players will be in a world where one person is red and the other is blue and they have to capture the flag since they are on opposite sides and must retrieve the enemy’s flag. The general premise would be that you and your opponent are at opposite sides and you basically have to capture the flag but you have to go through scenarios dealing with hallucinogenic drugs and their consequences. The story uses a branching narrative. Player decisions are very important to this game since it is a decision based game. The consequences the player endures will dictate the amount of tiles and how the player will move forward in the game. The game is playful since it’s competitive since the players have to capture their opponent’s flag in order to win. For Bartle’s Taxonomy I would say is killer because of the game’s competitive nature would really enjoy this game. Well tension and conflict is introduced by having the players deal with the scenarios on the cards they draw and the decisions they make. The building of the ladders and chutes are important too.

SYSTEM DYNAMICS

scrabble-tiles

The introduction to tiles and using it to build ladders and chutes are vital to the game system since it allows the players to move around. The tiles are the object properties since you are using that to advance to the flag. In the game the players will play for tiles to build chutes to advance and chutes to block the other player from getting close to the flag. In the beginning rolling the die is what establishes who goes first. The cards that are drawn for the player and what they choose and what they decide to do with the tiles are important. The game fully supports player choice. The game does not use money but it uses tiles which contributes to creating the chutes and ladders. Well every turn the player makes a decision a new consequence comes about due to drawing cards. They can retrieve tiles. The information that is exposed to the player is that they know they have to use tiles to build ladders and chutes to either advance or block their opponent and they make decisions.

FUNCTIONALITY. COMPLETENESS.  BALANCE.

The game is fully functional. The game at this moment is complete but it’s always open to more ideas and suggestions to keep it fresh. The game is balanced. The dominant strategy of the game is to see if the person can make the decisions that will allow them to obtain more tiles so they can get quickly to their opponents’ flag. The game is symmetrical.

FUN & ACCESSIBILITY

capture-the-flag-

The game is very engaging because the individuals who are playing get to make choices that affects their movement to get to the other side. They get to use tiles to move around. This promotes learning because while you’re on drugs you are making a decision and many things can happen while your mind is altered. The whole game is decision based where the player has to make decisions in order to get to the other side. The choices that are meaningful would be if the person chose to make a ladder or chute. It relates to the objective because in the game the person has to see who can make it first to their opponents flag the fastest. I would say there’s always room to add onto the game that it’s not broken. The game is straightforward. The game is entertaining and not boring since you get to be competitive. The obstacles would be if your opponent builds a chute where you have to go you end up going back to where you started rom and have to start rebuilding again. Well if you like player choice games this would be fun to you. The game can be learned right away it’s not hard. Well you roll a die in order to see who goes first then they fix their flags, grab their tiles so they can build and shuffle the deck of cards each time it’s their turn they draw a card.

TUTORIAL

The Bartok tutorial, is another card game just like the previous tutorial the Prospector Solitaire. Except for this game you don’t keep track of your score at all. I’ve noticed as I continue to complete tutorials that there is more coding more words and actions to learn from. Since I completed the last prototype I noticed that you had to download a pack and add it onto unity to make the game functional.

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About Robert O. Duncan

I'm an Assistant Professor of Behavioral Sciences at City University of New York, with joint appointments in Neuroscience and Cognitive Neuroscience. I also have an appointment as a Visiting Scholar at New York University. My research interests include cognitive neuroscience, functional magnetic resonance imaging, glaucoma, neurodegenerative disorders, attention, learning, memory, educational technology, pedagogy, and developing games for education.

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