Aspect: Gamer

Sunday, April 16, 2006

Let's get digital

“Try to find an example of a digital game which truly takes advantage of the traits of the medium, and could not be successfully implemented in a non-digital form. In particular, think about the traits of digital/computer games as listed by Crawford. Describe the game, and identify the core gameplay mechanic. What is it about the core mechanic that makes the game truly a digital game?”

An example of a digital game would be Starcraft, a real time strategy (RTS) game.

A RTS game is one where the player takes on the role of a general managing individual units singly or in clusters.

Why RTS games must be digital is because what is set forth by their definition: a real-time game. And unlike chess where each individual unit or pawn only take turns to interact with each other, units in RTS games have programmed AIs which require a lot of moderators if done so without a digital platform. The units in a RTS game will benefit from the plasticity and modularity that programs are able to afford.

With computers, RTS players are also provided with an intelligent player, whether computer or human via networks, which makes strategy games more meaningful.

Computers are also able to limit information given to players like in the case of ‘fog of wars’ which makes the game more realistic and strategic.

Saturday, April 15, 2006

Serious Games: MacDonald’s Game

“…discuss whether it is possible for a game to be successful on two levels: both in terms of its goals as a game (creating meaningful play and engagement/flow), and as a serious game (achieving specific learning objectives, conveying a political message, or other non-entertainment objectives).”

The game is successful as a game as it has entertaining graphics to capture user attention, user friendly interfaces to aid navigation, detailed game tutorials and ingame help functionality. All these help the player get interested in the game and maintain their internal locus of control when it comes to interacting with the game. The actions that players take in the game also have very direct consequences that are clearly, and interestingly, explained to them.

It has succeeded as a serious game as the player is taking on the role of the management staff in MacDonald’s and is expected to make several management decisions in the course of the game. The game is stunted in a manner that, if the player does not make any unorthodox decisions to help the company, the company does not thrive. Thus subconsciously reinforcing that MacDonald’s is operating in an unorthodox manner. Along the course of the game, additional info about the unorthodox practices is provided.

Educational game, but fun! Serious info but people will just read it for the cuteness of it all. A great success.

Social Games: Mafia

Game name: Mafia

1. Describe the social interactions which you observed during play. In what way did these interactions emerge from within the formal elements of the game?

In the mafia game that we played, it is apparent that there are players that initiated interaction and the rest who almost do not interact unless interacted with. The players that initiated the interaction had more power when it comes to outcome of the game as they are able to accumulate a following of players who believe their words.
Players who have never played the game speak to incriminate other players or even save themselves. This is probably because the players do not understand the implications of their actions.

2. Using Sutton-Smith's categorization of social play roles, discuss how the players' roles changed during the course of the game.

I would believe that the roles of the players change according to the nature of the interaction of all players. Depending on the current mood or environment, players have to change their interaction styles accordingly to convince other players of their cause.
Player roles with regards to allegiance do not change as that is how the game is.

3. Suggest a modification to the game which will alter the social dynamics that emerge during play.

In the game, we introduced the modification of an inclusion of a non-mafia who knows the identity of the mafia members. The non-mafia members identity is secret and in his/her best interest to expose the mafia.
This leads to more interaction on the non-mafia side as normally there are little clues to who the mafia is and therefore causing the non-mafias to take on a pacifist attitude.