Introduction:
Let’s start off by talking about how excited I am about how
Game Design II is being run; I am a huge proponent of bringing games into the
class room. I strongly believe that this course will be a blast to participate
in. One of the reasons I am really excited is because I am looking towards
doing a masters focusing in on Serious Games
and Education. I will be watching this class closely and taking plenty of
notes that I can reference in the future.
This course is formatted as a game where we the students
create our characters and enter the world know as the “classroom” where we will
have to complete quests, slay monsters and craft wondrous creations in order to
gain fame and fortune in the form of experience on the long path to our ultimate
goal of being a Game Design God.
Details:
We each get to create a basic character, which includes a
name, class, and a set of skills that embodies the character.
There are 20 levels that we can earn as we gain more
experience, each of these levels has a title that our character will carry with
them as a badge of honour. As we level up we also can acquire additional skills
for our character.
There are a total of 19 (currently) different tasks we can complete in
order to earn experience for our characters.
We are required to form a guild
Issues:
Any new idea is not without growing pains and there are some
here from reading over the course design.
I am concerned that the experience is not any kind of mathematical
function for increasing progress, the numbers are intelligently, but almost
randomly picked.
I am also concerned with how many experience items are
weighted, and while I understand that some kind system is required, I do not
believe weighted experience is always the best option. I would prefer using an
approach where the goal for each task is more clearly defined which would
remove uncertainty from some of the tasks. Now some of the tasks are well
suited to weighted experience; for example the final game design presentation.
I would also like to see more diversity in the ways to earn
experience and to have more options, where players have multiple ways to reach
the max level much like in most Massively multiplayer Online Role Playing Games.
Conclusion:
Overall I think this course is going to be a good test case
and a lot will be learned and changed as the course goes on. I am really
looking forward to this course and it is going to be a fun ride.
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