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        <title><![CDATA[Wayne Barry : Weblog items tagged with puzzles]]></title>
        <description><![CDATA[The weblog for Wayne Barry, hosted on Holyrood Park.]]></description>
        <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/</link>        
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            <title><![CDATA[Dearth on the Nile]]></title>
            <link>http://elearningblogs.education.ed.ac.uk/oldelgg/elgg/heywayne/weblog/1813.html</link>
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            <pubDate>Wed, 18 Feb 2009 20:10:32 GMT</pubDate>
		<dc:subject><![CDATA[puzzles]]></dc:subject>
		<dc:subject><![CDATA[poirot]]></dc:subject>
		<dc:subject><![CDATA[computer game]]></dc:subject>
		<dc:subject><![CDATA[IDGBL2009]]></dc:subject>
		<dc:subject><![CDATA[agatha christie]]></dc:subject>
            <description><![CDATA[<p><img src="http://holyroodpark.net/heywayne/files/3/356/dotn.jpg"  border="0"  alt="Cover of Death on the Nile"  hspace="4"  vspace="4"  width="197"  height="280"  align="right" />I chose Agatha Christie's &quot;<em><a href="http://en.wikipedia.org/wiki/Death_on_the_Nile"  target="_blank"  title="Death on the Nile">Death on the Nile</a></em>&quot; - the computer game&nbsp;that is, not the book, film, play, an episode from the TV series or, more recently, a graphic novel that have lent itself to the Christie brand&nbsp;- for two simple reasons:</p><ol><li>I like murder mysteries and this story is very familiar to me;</li><li>I wanted a &quot;gentle&quot; re-introduction into computer gaming having been out of it for nearly 20 years.&nbsp;</li></ol><p>So, in many ways, I took the approach that Gee (2007) originally adopted and went for something that would &quot;interest&quot; me. If you look at Berens &amp; Howard's (2001, cited in Newman, 2005, p. 12) gaming genres, this game sat firmly in the platforms and puzzles domain - though I would say more puzzles and less platforms. The game is definately not roleplaying, even though you are playing Hercule Poirot and it's definately not a first-person game. </p><p>Let me explain. my idea of a roleplaying game involves interacting with the other characters - you don't do this in the game. Firstly, there are short black-and-white silent movie moments where the characters &quot;talk&quot; via text at the bottom of the screen, in other words there are no spoken words. Secondly, the &quot;interviewing&quot; of the suspects also uses this silent movie approach whereby you click on the &quot;next&quot; button to read the &quot;conversation&quot; that is going on. So immediately the game isn't immersive as you are not acting and interacting, you're just reading text from the screen.</p><p>The first-person approach allows you to see through the eyes of the character and allows you to interact with objects and people. What the game does offer is 24 rooms with &quot;hidden objects&quot; that you have to find over 14 scenes. You are given 25 minutes per&nbsp;scene to find the objects that appears on the list of things to find. Some will be clues to the murder and others are just thow-away objects. After each scene, there's a more traditional slider-type puzzle to solve. So the game is promoting keen observation skills and logical thinking. I managed to complete the entire game in one sitting that took about&nbsp;5 hours to complete.</p><p>Although I had successfully completed the game, I didn't feel any sense of satisfaction&nbsp;from completing it as I didn't feel that the game particularly challenged me; this well-known&nbsp;story was rather secondary and somewhat superfluous; the characters were non-existant as if they were devoid of any personality - it would have, I think, be different if the characters were allowed to &quot;talk&quot; so that their &quot;personalities&quot;&nbsp;were able to&nbsp;shine through the words that they &quot;spoke&quot; and the &quot;accents&quot; that they used to speak them. It would seem that I wanted some that went a little beyond the &quot;gentle&quot; re-introduction that I thought I needed. The game wasn't animated enough, it has already been documented that action-based games are more engaging that still-based games, however nice the graphics and music should be.</p><p>I should say that a couple of years ago I did buy one of those interactive DVD games that you play on the TV. I purchased Agatha Christie's &quot;<em><a href="http://en.wikipedia.org/wiki/After_the_Funeral"  target="_blank"  title="After the Funeral">After the Funeral</a></em>&quot; which was intersperse with video clips from the TV show, games and puzzles and linked together&nbsp;by David Suchet&nbsp;playing &quot;Hercule Poirot&quot;. Whilst this game is not action-based like the computer game, it had the added bonus of the video clips and David Suchet as <em>Hercule Poirot</em> talking directly at you, which gave the impression that you were <strong>in</strong> the game rather than outside of it. There is definately something to be said for computer games that have animated action sequences rather than still ones.</p><p><strong>References</strong></p><p>Gee,&nbsp;J.P. (2007). <em>What Video Games Have To Teach Us About Learning And Literacy (Revised and Updated Edition)</em>. New York, Hampshire: Palgrave Macmillan.&nbsp;&nbsp;</p><p>Newman, J. (2004). <em>Videogames</em>. London: Routledge.</p>]]></description>
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