Tuesday, December 22, 2015

The Polar Ice is Melting!

In this article, game designer Sande Chen describes her playtest experiences with the card game, EcoChains: Arctic Crisis. 

Happy Holidays! I hope everyone is doing well.  Here, in the East Coast of the United States, it's unseasonably warm for December.  While we may be enjoying the spring-like weather, up in the Arctic, the polar ice is at its lowest point ever. This is why 2/3 of the polar bear population is expected to die off by 2050.  :(  The climate change card game, EcoChains: Arctic Crisis, which was funded through Kickstarter and a National Science Foundation (NSF) grant, hopes to bring attention to this global issue.



EcoChains: Arctic Crisis
I was recently sent EcoChains for review on this blog and I thought what better place to bring it than to NYC Playtest, the monthly meeting of board game designers.  They vigorously playtest board games to get feedback from other designers.  I played a game of EcoChains with the board game designers and then I played a round with people who play board games or tabletop RPGs with kids every day.

It's a fairly quick game, estimated 30 minutes long, for up to four players.  We played it incorrectly both times, despite multiple people reading the directions repeatedly.  We also did not use the advanced cards, which probably would have made the game more interesting.

Initially, we got some polar ice cards and starter animals.  Throughout the game, we built food webs, indicating which animals consume other animals.  For example, a seal can survive on arctic cod, but in turn, a polar bear can eat the seal.  Some animals, generally the higher order ones, require polar ice in order to remain in the food web.  When the polar ice melts due to climate change, the polar bear would have to migrate or die.  In the first game, we did not realize there could be more than one node in the food webs, meaning 2 seals can build on 1 arctic cod card, so we quickly reached a stalemate, whereupon we were continually passing around cards (to simulate the migration) around the table.  The second game, where this was rectified, did run much better.  While making food webs, players try to hit goals, such as sustaining 3 whales.

In both games, we did find it hard to keep track of our cards, as the food webs can get quite large.  You almost need some kind of placemat to organize your cards.  In the second game, we didn't realize that the "good" polar ice recovery event cards weren't played out immediately like the "bad" polar ice melting event cards.  I suppose this was to simulate the situation of positive externalities in that if one party makes the effort to help recover polar ice, this helps all parties.  However, the benefactor would have to choose between taking the "good" event card or selfishly continuing on the path of accumulating points.  The player who has accomplished the most goals and has the most animals generally wins.

On the education front, the game does make it clear through the gameplay that polar ice is necessary for animal survival.  Players do learn about food webs and different arctic animals.  However, my playtesters did not feel that this was a card game that kids would pick up and enjoy on their own for fun.  Rather, the game seems like it would fit in better as a classroom activity where teachers can provide context.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, December 11, 2015

Educational Games: The Big Picture Part II

In the weeks after the publication of "Is the School Market Still Just a Mirage?" on the Games and Learning website, I have seen that it has led to discussions about the state of the industry and perhaps some soul-searching as to how to improve the situation.  Simon Egenfeldt-Nielsen wrote on the LinkedIn discussion that while the article was U.S.-centric, the lessons hold true for Europe as well.  This issue of commercialization ranks high on the list of concerns for educational game developers globally.  Other developers, however, are not yet at that stage of worrying about profits, but more generally are concerned about:  How do I fund the development of my game?

This important question is the focus of the second article, "The Real State of Learning Game Funding."  Much like in the book, Serious Games: Games That Educate, Train, and Inform, I relate advice from developers who have walked the walk and come out with thousands of dollars to fund their projects.  What are other developers doing that you can learn from?  Read and find out.

In particular, check out the audio interview, which covers material not included in the article.


 

I would consider this article to be the most business-oriented of the four, but maybe that's why it's the most important.  While this stuff is not as fun as working on the game design, the nitty gritty details of how to find funding and how to make money are vital to a new business.  This often can be lacking in creative endeavors.  If you're starting up an educational game company, I think you'll find this article very informative.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Friday, December 4, 2015

More Than a Hero's Journey

At the last WGA East Videogame Writers Caucus meeting, Steele Filipek, lead transmedia producer at Starlight Runner Entertainment, came by to explain all things transmedia: what it is, its uses, key elements etc. One thing he noted is that in a transmedia storyworld, the hero's journey is just one story out of many stories and the hero is just one character out of many characters. Broadening the narrative fiction from a video game universe enables creators to see that there are many stories waiting to be told and not all of them have a structure well-suited to the medium of video games.  Despite advice from some corners to include the hero's journey in video games, the hero's journey may not be the best choice, particularly for multiplayer games, but it can be useful in a novelization.

The following infographic, produced by Getty Images, while mostly directed to marketers, explains why transmedia stories are pertinent and more enjoyable to users today.

transmedia-infographic

Friday, November 27, 2015

For the Love of a Dog

In this article, game designer Sande Chen explores the emotional relationship between players and the stray dogs in The Witcher.

Last year, I heard the incredible story of Arthur, a stray dog who followed an adventure racing team on a grueling 430 mile trek through the Amazon jungle just because one of the team members, Mikael Lindnord, gave him a meatball.  Organizers warned that the team that the endurance race, which included slogging through knee-high mud, was too dangerous for the dog.  Despite best efforts to send him away, Arthur steadfastly followed and the team resorted to pulling the dog out of the mud to help him along.  At the last leg of the journey, the team left Arthur on shore while they set off kayaking, but he jumped into the water.  Heartbroken, Lindnord pulled the dog onto the kayak.  They crossed the finishing line with Arthur. 

The video pretty much sums it up:

 
This emotional story resonated with people around the world.  Even though the dog may have caused the team delays and additional headaches, Arthur was welcomed as a fifth member of the team.  It reminded me of a situation in The Witcher when a dog can start following the player-character, Geralt.  There is no benefit to keeping the dog safe and yet, players went out of their way to save the dog.  Some even decided to mod the game so that the "nosy dog" won't get killed off in the swamp.

This narrative designed situation created emotional ties and memories.  One player wrote:
"One of the saddest incidents I have ever had in the game was when the "Nosy Dog" got in the way while Geralt was whacking drowners. It went hostile, but didn't attack; Geralt had to kill it, and it wouldn't even defend itself. Only time I ever reloaded this game over a "friendly fire" incident."
Another dog-related quest that caused heartache was in collecting dog tallow.  The stray dogs whine piteously and die horribly.  Some players went out of their way to kill wolves instead of stray dogs, raid pantries for dog tallow, or locate dead dogs to avoid killing stray dogs.  While players may not have a problem with slaying evil human beings, some players viewed the dogs as defenseless innocents who did not deserve to be killed for dog tallow.

It's known that when we put our players in the position of caretakers, be it with a dog or a helpless child, this is a way to tug at the heartstrings.  What's interesting about The Witcher as opposed to other games is that there's no statement either way about allowing the dog to die or not.  If the player feels guilt, sympathy, or love for the dog, the player can act upon that and the player's actions are purely up to the player.  Likewise, with the dogcatcher quest, it's up to the player to decide between killing or not killing stray dogs.  It's great that there were alternate ways provided to complete the quest.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Thursday, November 19, 2015

Educational Games: The Big Picture Part I

As I mentioned before, I've been reviewing research papers, interviewing educational game developers, and conducting a survey about educational game developers.  My goal was to see if the state of educational game development had changed in the last decade.  How were educational game developers faring?  Were the problems reported in our book, Serious Games: Games That Educate, Train, and Inform, still plaguing developers or had they been eradicated?

I could not be more pleased to announce that the first of five articles, "Is the School Market Still Just a Mirage?" has been published on Games and Learning.  When I first started on this endeavor, I was trying to think of which journalism outlets would be the best venue for this type of research.  I knew that I didn't want to have this work hidden in an academic journal.  I want you to read the articles, discuss them, tweet about them, and hopefully, together, we can make an impact.  If anything, I want people to know that there has been research on the effectiveness of games in education.  I heard repeatedly from people that there isn't proof of games aiding in learning outcomes, which simply told me that we need to see that research gets publicized.

In particular, check out the audio interview, which covers material not included in the article.



I was fortunate to have frank conversations with educational game developers, many of whom have been in the industry for over a decade.  I also talked to new entrants, who are just starting up their businesses.  I talked to digital and analog designers.  I read tons of research papers.  I fact-checked and looked up school budgets.  Then, I hoped I could coalesce all this information into something coherent.   There were times, just like when the book was written, I wished there was some reference material I could read but there just wasn't, because so much of the content was based on original sources.

I have written about business models before in Secrets of the Game BusinessIn the game industry, I get to use both my degrees from MIT: Comparative Media Studies/Writing and Economics.  I'm really happy that I got the chance to take this deep dive into the world of educational game development. 

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.

Thursday, November 12, 2015

How Technology Is Changing Storytelling

Last weekend at the launch of Immersive Edge, a hypergrid story, I had a presentation in-world about how technology is changing storytelling.  I can tell you that doing a presentation in-world can be as complicated as a movie shoot!  There needs to be someone in charge of sound and someone in charge of camera.  There are worries about lag.  The event was livestreamed as well, since a limited amount of avatars can be in the amphitheater at the same time.  And of course, there's no Microsoft Powerpoint in-world.

Afterwards, I had a tour of Immersive Edge, which is a puzzle game-story that spans over several chapters, i.e. worlds.  If you've ever wanted to know how it feels to traverse the metaverse, hopping from one world to the next, this is what it's like.  Because Immersive Edge is a product of many minds, each world has a distinctive flavor.   At the same time, you follow the protagonists through their manifestations in each chapter, learning more and more about their story.   You aid them on their journey.  If you're interested in going through this immersive experience, let me know.  It's definitely worth checking out.







Thursday, November 5, 2015

Let's Learn About Learning

In this article, game designer Sande Chen argues that creating a taxonomy of educational games would aid greatly in assigning value and determining usage for these products.

Last week, I was reading about a new system with technology to be implemented in the elementary school when an odd phrase caught my attention.  The article said that the kids would "use iPads to watch a video of the teacher explaining and demonstrating something."  It struck me that this was of more benefit to teachers and higher-ups than for learners.  In a learner-centric approach, if I were a learner who needed assistance, I think I would want to have interaction so I could ask the teacher questions rather than just watch a video of a teacher.  This also reminded me of the early days when computers were first introduced, they were mostly used for typing.  Or of digitized textbooks, which simply moved the textbook from paper to screen.  I truly hope the students get to do more than just watch videos on iPads.

I looked at the article closer.  Maybe the journalist had misinterpreted something.  Perhaps this was more about "flipped classrooms," whereby students view lectures at home and all the discussion and problem sets are done in class.  As I read, I realized the problem.  The headline was "Using Technology for Active Learning" and I associate active learning with learning by doing, but this system was not about active learning.  Rather, the system was named "learner-active" which seemed to be another way of suggesting DIY learning, or learning at one's own pace. This understood, the cynic in me still thought about how a teacher might refer a struggling student to a video rather than spend time going over difficult material.  Furthermore, if I wanted my primary school student to be engaged in the tools of distance learning, I could do that at home.

Learner-active vs active learning.  Too confusing.  I can see why the journalist got mixed-up with these similar-sounding terms.   This highlights an issue I've found when reviewing literature about technology and education.  We can't even agree on the proper terminology to talk about games in education.  No one likes the term edutainment and yet, journalists still continue to use the word, even referring to Portal 2 as edutainment when Valve opened its Teach With Portals site.  There's edtech, learning games, game-based learning, games for good, games for change, persuasive games, serious games, edugames, gamification, and simulations.  There are subtle distinctions but it still adds to the confusing pot of what is educational games. 

In the Cooney Center report, "Games for a Digital Age: K-12 market map and investment analysis," there is a distinction between short-form and long-form learning games.  It's arbitrary, but it indicates to teachers that short-form games are short enough to be used in classrooms whereas long-form games require a lot more sessions.  The authors break educational games down further into the following categories:
  1. Drill and Practice
  2. Puzzle
  3. Interactive Learning Tools
  4. Role Playing
  5. Strategy
  6. Sandbox
  7. Action/Adventure
  8. Simulations
Photo taken by Davi Silva.
While these categories may seem like they're from the game industry, with the exception of Drill and Practice and Interactive Learning Tools, there isn't a clear alignment.  In educational circles especially, there seems to be a great deal of confusion between the act of role-playing and the genre of role-playing games. Almost every game has an element of role-playing whereby players assume a character's role, but the category of role-playing games refers specifically to games derived from tabletop role-playing games, such as Dungeons & Dragons.

Drill and Practice "games" refer to programs such as Study Island that would be considered interactive worksheets.  Interactive Learning Tools are interactive elements, not necessarily games, that can be easily inserted into a lesson.  A timeline is an example of an "interactive."

I think this is a good start towards a taxonomy of educational games and software.  It's very hard for parents and administrators to gauge the value of the game.  There's so many games and apps out there for young learners and they're all labeled educational.  Parents need more information.  A taxonomy would help in indicating how an educational product is supposed to help in learning.

Sande Chen is a writer and game designer whose work has spanned 10 years in the industry. Her credits include 1999 IGF winner Terminus, 2007 PC RPG of the Year The Witcher, and Wizard 101. She is one of the founding members of the IGDA Game Design SIG.