Log on:
Powered by Elgg

Nicola Osborne :: Blog :: Week 5&6: Adventure, Strategy, Simulation Games - and the Google Earth Games

March 05, 2010

Drawn: The Painted Tower
I thought that this was an utterly beautiful looking game. Although some of the narrative segments involved pauses, cryptic message and faintly naff voice over it was still surprisingly engaging. As I explored the game I did have to be quite strategic about what I picked up, what I used, how I chose to progress... There was a lot of looking through an area of a room in the Tower and then having to find the tools/items located elsewhere in or near other parts of the room. On the negative side all those beautiful graphics came with several pauses as areas loaded (and as the areas involve only small-ish amounts of game play this could get tedious). It also felt like quite a lot of clicking around at times - just guessing at answers where I didn't know what to do. Gameplay felt a lot more fluid as I got more used to the cryptic format and I was quite disappointed when my hour long trial ended. Not quite enough to pay $6.99 but almost. I am not entirely sure what the educational value of the game is exactly but there was certainly an aspect of analysis, pattern matching and problem solving that was engaging and got my brain working in an interesting way. But it did feel much more like a highly sophisticated puzzle game more so than an Adventure to me.

Tradewinds Legends
This strategy game was quite fantastically addictive. The concept is extremely simple: you have a ship, a certain amount of cash, and a certain amount of debt. You can increase your cash (and your savings which start out at zero) by buying and selling goods around the series of coastal cities. You can also take on missions and you have to, on occasions, take on pirates. At it's heart the game is a simple trade game but there are also extremely subtle and engaging layers of strategy and analysis: you have to monitor goods prices; you can borrow or save money at different interest rates; you can choose how to arm or protect your fleet and you can expand and repair it as you need. There are lots of choices to make and almost complete control (the random factors being the quasi-optional tasks and the pirate attacks though you come to expect the latter).

Training elements are well integrated into the game - there are a lot of help screens at first and there is always help available either through help text or funny comments that indicate you are looking in the wrong place for something. Pleasingly there is no block on selling goods below their worth - if you want to play a very differnt strategy around the game then you are free to do so. Visually Trade Winds is ludicrously old fashioned but it feels bright and lively, the game play is pretty quick if you want it to be and there are some fun comedy comments, silly catch phrases and virtual banter that gives the game an enjoyable personality. And although the game is clearly very educational - there are a good number of small business owners that could do worth than use it for training themselves in some basic principles of buying, selling and doing well - it is also clearly aimed at adults with the cynical comments and roles of religious figures etc. in the game.

At set up I deliberately picked the one female character available - there were very few female characters in the game and those that were there were mystics/assistants in religious buildings whilst all the bankers, traders, etc. were men. That fits the Arabian Nights theme but is a bit irritating as a female game player. In my one hour of game play I got my character out of debt, into profit and purchased her two new ships. I was delighted and was getting enormously excited about making good trades, getting a good interest rate on my savings, expanding my fleet... I think there is a fairly good likelihood that come the end of this module I may shell out the £17 for the full version. Although the format of the game also reminded me of more sophisticated looking games, particularly things like The Legend of Zelda: Wind Waker, the actual strategies were more grounded in reality and more rewarding to play. I could see huge educational potential here for conveying basic ideas around business strategies and investment. I also thought it was a more realistic way to get a first person "Around the World in 80 Trades" type experience. Overall I found it a very engaging enjoyable game.

SimCity Classic
Sadly SimCity was yet another game which was not compatible with my Mac. Which is disappointing. Having registered for the website the only game I could access with my home computer was a water skiing game which is more of a random element than a true example of game play.

However my partner's computer (also a mac) has a copy of Sims 2 installed so I had a wee look at this instead of the online game. Although my partner has become extremely engrossed in the Sims several times (playing several different families though only usually one at a time) it is not a game I've ever been able to feel as involved in. Although I respond well to the level of control you have over decisions and the personalities of your Sim I have never been wildly impressed with the level of basic knowledge your Sim arrives with. For instance not burning down the house, not using the bathroom when needed, not cooking when hungry... if you are playing an adult Sim these are all skills that are intensely boring to train into your character.

Interestingly I have also always failed to make my own Sims embody my own sexuality because I have confused the game with my choices. I have always found it intriguing that my Sims end up baffled and juggling unsuccessful chaste relationships whilst my partner has successfully created extremely functional same sex partnerships (with an appropriate level of "woo-hoo!") in the game and her characters have been able to also adopt children in the game. I think there is something about how well the game detects your style of play that actually makes it work better for some players than others since it is hard to feel invested and embodied by a character that is not behaving as you would like. I don't think my personal goals in life map conventionally enough for the games algorithms and I suspect this may be part of the problem with my Sims achieving those goals.

There is much talk in both Gee and Whitton books about whether simulation qualifies as a game in any sense. I think the Sims offers an interesting space to consider this as the Sims is very loose and free in form but there are goals and achievements that are imposed on Sims and there are uncontrollable elements that encourage game-like play. Still I don't think it is a game exactly, particularly if games must include an element of competition. Educationally it is an interesting game as whilst it involves various lessons about life and there are some aspects that have quite interesting possibilities. For instance players with mild Aspergers could find the game's rather unintuitive/mechanical analysis of emotions and the ways in which Sims maintain relationships quite a useful aspect of the game for understanding the real world. Teens facing their first experience of independent living might find the games messages about the balue of work and planning useful. And the game has an ongoing message that education and the reading of books and acquiring of skills is always useful which is clearly positive. Having said all of which I don't think there are profound educational lessons innately included in the game. It is the subversive or agenda driven plays of the game that can lead to really interesting learning outcomes - for instance the innovative and touching homeless Alice and Kev experiment in Sims 3.


Google Earth Games

Finally I wanted to pull together my experiences of the team games we built in Google Earth this weeks. Most of my comments here are adapted from my posting on the discussion boards/on the wiki but I felt these were worth recognizing in the blog here.

Team Lara
This was my team's game so I will not discuss my thoughts of it (see my blog post for weeks 5&6 for that), only link to it: http://goteamlara.wordpress.com/



Team Zelda
Team Zelda created a game using a PowerPoint introduction (which caused a few Mac hiccoughs but looked fantastic when I got it working) that explained a mission to identify camps for victims of the recent Haiti earthquake.

The tough part for me was trying to find any sort of site that might be suitable for a camp. I didn't get organised enough to contact my Team Lara colleagues and take part as a team mission - this was something encouraged in the game's introduction and I can see that this would be better was to play - but did lots of exploring on my own. I found the many Haiti layers (provided in a special package created for Google Earth after the earthquake) a little confusing but, more than that, I also found the material quite upsetting to view. It's one thing to see footage on the television but the sheer density of housing and the level of destruction of those buildings made the task at hand quite daunting.

I explored around for several hours as there was absolutely no issue of my not feeling engaged or involved in the game I just felt involved enough that I wanted to do a good job. The aftershock layer really concerned me - I felt I should be looking up further information on earthquake areas and long term damage as I really don't know much about this topic and the idea that my role in the game was taking responsibility for setting up a camp like this (even just within the realm of a game) made me feel under-qualified and nervous about cementing my choices.

In the end I went for sites that looked safe, clear, and relatively accessible:

  • 18°32'57.18"N, 72°20'50.86"W
  • 18°32'23.27"N, 72°20'59.49"W
  • 18°32'54.10"N, 72°20'53.82"W
  • 18°33'4.06"N, 72°20'49.63"W

I suppose it would have been good to have a better idea of the pluses and minuses of different sites (particularly those further outside town) in terms of long term issues but I think the bounds of the challenge were well set out in the mission document.

I really liked the game but it was tricky to find the time to do it justice. I could see it working really well in a classroom context as there was a huge number of really interesting and educational discussion points that would be raised by browsing the images and maps and trying to find a good site. I particularly found that the images allowed me to find out so much more about the poverty and organization of Haiti that made sense of subsequent news covefrage around international assistance and practical matters of delivering aid. I found this game a really interesting way to gain insight of a current event and part of the world I soon realized I only knew a tiny bit about. I thought it was also a clever way to leverage all the specially collated resources that wouldn't otherwise have been available for this part of the world.


Team Mario


The Team Mario Game revolved around Food Miles. It was a short simple game in which you watched a video about food miles and the origins of super market food and then had to select items for a stir fry with each decision a trade off between food miles and ethical points.

From the decisions I made I travelled 4609 foodmiles and scored 22 ethics points. A pretty good score based on the guidelines for the game.

I really liked the simplicity of the idea and the execution was beautiful. I did think there should be a more ambiguity in the choices though, perhaps allowing me to make choices before telling me the various good and bad points of each ingrediant. That way I would be more likely to be surprised and find the information memorable. The game's protein choices were prawns and beef but as I was playing my partner also suggested that a vegetarian option like Tofu would have raised a number of useful food miles, ethical and environmental issues that are interesting and useful to discuss. One observation of this game was that it didn't quite feel like a game but I did like that the game allowed the player to make their own choices and the difference in the miles/points clocked up by my coursemates showed how differently it was possible to play.

It would have been great to have a follow up and/or reflection activity to go with this game, particularly if it made you take a look at your own supper or fridge contents or shopping habits (how you get to the shops/waste etc) with a similar critical eye as this would help with the further discussion of grey areas in ethical shopping. In the game as it stood I did really like the contrast of food miles and ethics that was painted. The idea that there are positive ethical and economic benefits to consuming produce from developing countries is a nice touch since awareness of food miles and waste is more acute than awareness of complex agricultural issues at present.


Team Sonic

Team Sonic built their game on a Climate Change layer created by the Met Office. Game play involved undertaking a number of small tasks around the issues of climate change and requiring the reading of first person accounts from the developing work, completion of quizzes, etc. in order to find letters for an anagram that would complete the game.

I found this a really interesting game and the tools and accounts certainly help highlight risks and issues surrounding Climate Change. I think the anagram was a nice idea to bond the game together but I'm not sure if the path from the [final resolved meaning of the] anagram to the specific issues raised in the game is really that clear cut which is an issue in an educational game. Cause and effect are extremely complex in this context and although personal accounts and predictions illustrate the possible consequences of climate change I felt that there was scope here to highlight the problems inherent in such a grey area - say by bringing in issues of natural and man made carbon release, politics around renewables etc. In a classroom context and/or as part of a sound curriculum on the intensely complicated interplay of factors in climate change and the cost/benefit implications of various courses of actions I felt this could be a really useful game though.


Overall I found this a fantastically stimulating few weeks of game design and game play leaving me with huge food for thought.



Keywords: adventuregames, Drawn, Drawnthepaintedtower, IDGBL10, Sims, simulation, strategy, strategygames, TeamLara, TeamMario, TeamSonic, TeamZelda, TradeWinds

Posted by Nicola Osborne


Comments

  1. Some excellent points here which I will elaborate on next but this:

    "Overall I found this a fantastically stimulating few weeks of game design and game play leaving me with huge food for thought."

     is a good result!

    Fiona LittletonFiona Littleton on Friday, 05 March 2010, 12:19 GMT # |

  2. I too found the Drawn: The Painted Tower game beautifully drawn and quite compelling - the combination of the music, art and puzzles along with the narrative, which did get more complex beyond the 1 hour free trial, did qualify it as an adventure game, I thought. I bought the full game and it's taken three or four days of playing for a couple of hours to get through it.  I played with my husband because some of the puzzles were a bit hard and he kept looking over my shoulder!  It was quite a bonding experience!  I'm doing my review on another game on the Big Fish game site "Empress of the Deep" which was also quite compelling. 

    You have more perseverance than me - I gave up on Simcity very quickly. I couldn't figure out how to make it work and never got beyond creating stuff on a map view.  Perhaps someone will explain it to me at some point!

    Noreen DunnettNoreen Dunnett on Friday, 05 March 2010, 12:59 GMT # |

  3. Noreen, you do a good sales pitch for Drawn... I think I'll save purchases for post-assignment hand in though since procrastination is a problem I have at the best of times ;)

    I think the Sims (and I was playing Sims 2 not Sim City so it probably is q. different) has some major learning curves and I'm not sure initial game play is exciting enough to get you to the point where you know what's going on unless you have a supportive friend to help you with how to progress. I wouldn't have lasted half an hour without my partner's hard won expertise to help me get the hang of all the different control and coal options. 

    Nicola OsborneNicola Osborne on Friday, 05 March 2010, 21:47 GMT # |

  4. As this your most recent blog I will provide "midpoint" feedback here as a comment. Firstly apologies for the delayed feedback (you are an O so were down the list, next time I will start from Z up!).

     

    The marking criteria for the blog are listed on page 13 of the course guide. At this stage I wanted to post some feedback for you in regards how your blog is meeting the assessment criteria. First of, this is excellent work – the blog is interesting and engaging and very well written.

     

    With regards to “writing style” and "does the weblog make creative use of the weblog form" – you have excellent use of embedded images, video, hyperlinks to other resources. This makes for more engaging and interesting reading from my perspective.

     

    You have brought in external references and resources, which is excellent to see – it is good to draw on wider references and research outside of the course readings Anna and I have set in order to drill deeper and consider a wider variety of perspectives. So make sure you continue to do that where appropriate. It is excellent to see you researching deeper in to areas that interest you. Makes for a very interesting blog read. Keep drawing on those external references will allow you keep the wider perspective that you obviously have. It will definitely push up your marks for presentation. It allows us see that “critical awareness of strengths and weaknesses”, another marking criteria.

     

    The work is definitely reflective, it is personal and vivid and it is very well written.

    Some of the entries are quite long, which is fine in a way as we do not word limit them, but it would also be quite acceptable for you to be making shorter entries, perhaps focusing on one or two key issues if that made posting easier? As you found the review assignment word count limiting in parts then maybe it would be a good task to set yourself an internal word limit on a blog post? Just to see if you can still make the quality points that I know you can make, with less quantity.

     

    It would also be interesting, as you progress through the course, to return to some of your earlier posts and reflect on how your understanding or perspective has evolved. You could do this as a comment feature, as we do not want to see anyone over edit their previous posts – a narrative can be added to the presentation when you create it commenting on changes in opinion, perspectives, ideas if they occurred.   

     

    I would say for this stage of the course you definitely have *enough* blog posts on average for the presentation preparation at the end (if you keep up this number). Regularity is a criteria so make sure that you keep regularly updating – do you write the posts locally and then upload? There seems to be gaps in the posting for “spread across the duration of the course (a marking criteria) –for example, there has been no blog post since March 5th. This isn’t a large issue Nicola since you obviously have enough average posts at this stage for presentation but maybe you could try for more regular posts of shorter length (as already mentioned) which tease out and address a couple of points only – it might be a good exercise in itself.

     

    Do talk to me about any issues you have with this feedback - happy to talk more with this - consider this the start of the discussion, not the finish. And keep up the excellent work.

    Fiona LittletonFiona Littleton on Sunday, 14 March 2010, 19:12 GMT # |

  5. This is a belated response to basically just say a big Thank You! for the feedbacl - all really useful for me and I have been bearing this in mind whilst getting some more up to date blog postings sketched out.

    Unfortunately I've been busy with work over the last few weeks hence a rather quiet period on the blog. I'm attempting to keep the newer posts on the shorter side but the gaps do, I think, often reflect peaks of personal or work distractions but I'm hopeful I can keep a more even pacing of posts over the last chunk of the module - watch this space!

    Nicola OsborneNicola Osborne on Sunday, 28 March 2010, 17:22 BST # |

You must be logged in to post a comment.