Final Digital Game Project: Individual Reflection

Our group was initially drawn together due to a common interest in designing a story-driven and exploration-based game. The concept of Riley vs the Book Burners was originally inspired by the Kingdom Hearts series, which follows a hero that travels between different worlds based on Disney films. Riley, the titular character of our game, instead travels between worlds inspired by famous literary works. The intention was not to depict accurate recreations, but rather loose adaptations by offering a fresh spin on familiar characters, often exaggerating or altering certain qualities, while attempting to respect and retain some of the major themes of the source materials. It is our hope that younger students will find our game a dynamic way to reflect on literary works they have studied or perhaps inspire them to do so, while also appealing to a wider audience.

Once the premise was decided on, we wanted to add an emotional aspect to the game. To accomplish this, we included points throughout the game in which Riley unlocks some of her lost memories that often revolve around her difficult experiences with bullying. These memories thematically parallel many of the events and characters she meets throughout the game, akin to Dorothy’s subconscious manifestations in The Wizard of Oz. Riley’s personal growth becomes a major theme throughout the game as she gains the confidence and perspective she will need to deal with her struggles in the real-world. Another factor we felt was important to appeal to our targeted age group was to include gender and racial diversity throughout the game, including the use of gender-neutral pronouns in some instances.

This project was extremely collaborative from the beginning. Most of our early brainstorming, outlining, and graded assignments were completed live over Zoom, and throughout the project we met live nearly every Saturday night, as this was the only time that worked for all our schedules. We also maintained constant contact throughout the week via Whasapp. We did not have defined roles, each dabbling in various aspects of game development, such as designing maps, characters, quests, dialogue, hidden items, and playtesting; however, we did start to divide our focus later in development to ensure designs were consistent.

After designing some of the environments in the second world, I mostly turned my attention to the first world based on C.S. Lewis’s Narnia. My role began to focus more on writing much of the game’s early dialogue and cutscene sequences, as well as storyboarding much of the game’s broader narrative to ensure a consistent plot thread throughout. Additionally, I worked on much of the design and testing of the character classes and enemy encounters which required a lot of fine-tuning. This was my first time designing a game, so an attempt at detailing everything I learned would be a long list. My experience in creative writing helped in developing the game’s concept, world building, and narrative, and my experience with RPG’s helped with designing and balancing many of the game’s features. An area of weakness that I was able to further develop was in the visual design of some of the environments, such as the wilderness area in the second world and the interiors of the Inn and Weapon Shop.

RPG Maker was identified early as the software that we wanted to use due to its ease of use and classic JRPG-inspired designs; however, we remained open to exploring other options if it did not meet our needs. After watching a lengthy series of tutorial videos, it was relatively easy to learn the basics of RPG Maker, although there remain numerous features that we did not explore that enable the development of much more complex features. Finding a way to work collaboratively was the biggest initial challenge, as RPG Maker does not include any collaboration features. Our solution was to create a group Gmail account and utilize Google Drive to simultaneously sync our saved changes. While the updates were nearly instant, we quickly realized that working simultaneously on the project could result in erasing another group member’s work. Time zone differences worked in our favour as we were able to stagger who was working on the project. We underestimated the time investment required and had to drastically scale back the scope of the game. This was primarily due to the detailed directional inputs required in dialogue, cutscenes, and quests, as well as the immense amount of testing required to ensure difficulty was balanced, features were working as intended, and accounting for all possible player choices during exploration.

I am extremely pleased with our design process and finished project, but there are some things I would do differently in hindsight. Despite having a large amount of default assets, it was somewhat difficult to design accurate representations of minority characters in RPG Maker. We were also unable to design custom enemies. As such, I would have liked to explore many of the free downloadable plugins available. We tried to address these limitations through humour and meta jokes, such as Riley commenting to Aslan that he looks like the lion from The Wizard of Oz since we did not have a proper lion sprite to use. I would also have liked to utilize storyboards more than we did. Although our group was on the same page for much of the major story and thematic elements, there were some cases in which we had slightly different ideas regarding story details and characterization. Finally, we would have liked to diversify the gameplay more. RPG Maker has a fantastic battle design system as a central feature that enables users to easily design, test, and input battles. Due to its ease of use, battles became more central than we originally anticipated. Designing quests, puzzles, and cutscenes was much more time consuming. Despite this, we were still able to ensure that our game was story and exploration driven, aligning with our original vision, by focusing on Riley’s story and including plenty of hidden interactive elements throughout the game world.

Field Note Exercise

The Banner Saga is a tactical role-playing game set in a Norse-inspired fantasy world. The game was originally published in 2014 by indie developers Stoic Studio on PC and mobile and ported to consoles in 2016. It features twenty-five playable characters spanning seven classes and two races- human and varl. The game features an original story divided into seven chapters that unfolds based on the decisions made by the player. The fieldnotes linked below were compiled during a personal playthrough of the game’s first chapter and beginning of the second, as well as an observed playthrough of the game’s first chapter.

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Intellectual Production #7

Introduction

Three previously recorded Twitch streams were selected to examine how streamers approach the “work of play” (Taylor, 2018), as well as how community and social interaction contribute to media enjoyment, as described by Wulf et al. (2020). Streams were selected based on their distinctiveness in style, popularity, and games played. The first stream was by female streamer Snowmixy playing World of Warcraft (WoW). The second stream was by young British streamer tommyinnit’s gameplay of Among Us, an online social deduction game. The final stream was by Ninja playing Valorant, a team-based first-person shooter.

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Intellectual Production #2

Martin, Wendy, Silander, Megan, & Rutter, Sarah. (2019). Digital games as sources for science analogies: Learning about energy through play. Computers & education, 130, 1-12. DOI: https://doi.org/10.1016/j.compedu.2018.11.002

Martin et al. (2019) conducted a study to determine if students who engage in analogy mapping exercises following digital gameplay demonstrate greater understanding than students who did not. The authors conducted a matched comparison group study with a treatment and comparison group. Both groups received similar instructional sequences that introduced digital games surrounding three topics related to energy transfer, with the exception of two steps. The treatment group reflected on their gameplay experience immediately afterwards, while the comparison group focused on activating prior content knowledge. In the final step, the treatment group engaged in a discussion utilizing analogy-mapping techniques featuring visual support to highlight the connection between gameplay and the target content, while the comparison group engaged in an alternative discussion.

Analysis was conducted over a few months, which would likely make variables such as absences difficult to control. Results indicated that students in the treatment group learned more regarding broad energy concepts and one of the three energy-related topics. Notably, treatment group students with higher pre-test scores, those likely to be more advantaged with less missing data, learned more than those with lower pre-test scores. I assumed intervention would have had a greater impact on struggling students, but perhaps student motivation and absences were a factor.

This study was significant as it highlights the importance of instructional strategies to help learners connect digital games to disciplinary knowledge through “bridging activities” and reflection. Analogy mapping techniques can have a similarly positive impact when including an initial understanding of game mechanics, visual comparisons, and discussion to connect to discipline knowledge. Surprisingly, findings suggested that “analogies tend to be more effective when the source and target come from very different domains, because they demand greater conceptual effort,” highlighting the importance of teacher intervention rather than relying on gameplay alone. (p. 130).

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Intellectual Production #1

Gee, J. P. (2008). Cats and portals: Video games, learning, and play. American Journal of Play, 1(2), 229.

Description: Gee (2008) argues that well made commercial games must effectively promote learning in order to be engaging and rewarding; however, commercial game designers do not necessarily draw on the learning sciences or academic domains but rather strive to promote mastery within the game world, and as such, sharp distinctions should not be made between entertainment and “serious” games as they both require sound principles in designing problem spaces. Placing too heavy an emphasis on “serious” games can detract from the essential element that makes commercial games such effective learning experiences: play, specifically the aspect of discovery, and using Portal as an example, Gee demonstrates that by placing emphasis on using tools to produce an action, players must learn to understand and manipulate physics even though learning physics as an academic discipline is not the goal of the game. Gee further utilizes an example of a young woman who blended the virtual and real world by turning real clothes into virtual clothes in The Sims and becoming a “Pro-Am” – passionate amateurs who have become experts by utilizing online resources and communities of practice and subsequently channeled that expertise into economic benefits and real-world skills, further demonstrating that games do not need to be “serious” or reliant on academic disciplines to inspire further learning and growth within the context of the game and the real world.

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