Intellectual Production #8 Game Design 101

Intellectual Production #8:

Working alone–and for some of you this is re-reading (no harm in that!), read chapters 1-3 and do at least 5 of the exercises Fullerton suggests.

Exercise 1 .3: Your Life as a Game

List five areas of your life that could be games. Then briefly describe a possible underlying game structure for each.

Herding Cats

Objective- gather students in a classroom during flex learning time, no students roaming the hallways

Obstacles- cell phones, students dislike of flex, large school grounds, students hiding in bathrooms

Rules- students need to be in class during flex time, teachers can only use verbal cues to persuade students to move into learning areas

Reward- students are in classes during learning time

This game requires multiple players to work in a team to herd all students in an organized fashion back to class

Game of Finances

Objective- manage finances effectively and increase the pot of money

Obstacles- school, economy, social life, gas prices, unforeseen circumstances, travel

Rules- do not spend more than you make, you must pay the tax man every month,

Reward- a trip, buy something I want, sense of security

Game of Fitness

Objective: Improve physical fitness, gain strength, and maintain a healthy lifestyle.

Obstacles: Lack of time, sore muscles, unhealthy food temptations, weather

Rules: Complete a set number of workouts per week, follow a balanced diet, and track progress regularly.

Reward: Improved health, achieving fitness goals, personal satisfaction

This game has levels that correspond to fitness milestones, such as running a 5k, lifting heavier weights, or hitting target goal

Dating Game

Objective- find a life partner

Rules- dating preferences and requirements such as age range, gender, demeanor etc.

Obstacles- liars, infidelity, incompatibility

Levels- as you progress throughout the game your risk level and possible rewards increase due to the longer amount of time you invest into each game

Master’s Degree Marathon

Objective: Complete a master’s program in education to gain advanced teaching skills and qualify for a higher salary.

Obstacles: Balancing coursework with teaching, staying motivated during late nights, managing finances for tuition, and meeting deadlines.

Rules: Attend classes, complete assignments on time, and actively participate in discussions. Bonus points for implementing new teaching strategies learned in the program.

Reward: Higher salary, professional growth

This game has stages, such as completing individual courses, and submitting a final capstone project. Each stage brings you closer to winning.

Exercise 1 .5: Your Childhood- List ten games you played as a child, for example, hide and seek, four square, and tag. Briefly describe what was compelling about each of those games.

Hide and seek – easy to understand, thrilling to try to not get found

Tag – easy rules to understand, exciting, can play with any number of people and almost anywhere

Bump – I loved basketball and it got your adrenaline up

Cops and Robbers – simulated a real life situation of running from authority. Exciting and engaging

Slap – fast paced, easy rules, fast paced and exciting

Capture the flag- active, easy to follow, exciting trying to steal from someone else’s territory

Red light- green light

Simon Says

Octopus

What time is it Mr. Wolfe

I started writing the reasons beside each game however I found myself repeating the same thing. What was compelling about these games was they included some sort of thrilling component. They are simple to understand with little to no equipment and they engaged you because of the excitement and suspense of getting “caught” or “out.” Additionally they all have a social component that I found really enjoyable.

Exercise 2 .1: Think of a Game

1. Think of a game, any game. Now write down a description of the game. Be detailed. Describe it as if to someone who has never played a game like it before.

2. Now think of another game—a completely different type of game. The more different this game is from the first one, the better. Describe it.

1.Cribbage (Crib) is a card game typically played by two players, with a standard 52-card deck and a special scoring board where pegs are moved to count scores. The objective is to be the first player to move their peg across the board to the end line (usually 121 points). This is done by combining cards in different ways to score points.

Setup:

Players will remove a card from the deck without looking. The lowest card will deal and have the first “crib”

Each player is dealt six cards, and they choose two cards to place face-down into the “crib” (a separate pile that belongs to the dealer).

The dealer then shuffles the remaining cards and begins the game by cutting the deck and revealing the starting card

Scoring: Points are scored in several ways:

Combinations of 15: Any two or more cards that add up to 15 (e.g., a 10 and a 5).

  • Pairs, Runs, and Flushes:
  • Pair: (e.g., two 7s). 2 points
  • Run: Three or more consecutive cards (e.g., 4, 5, 6). 3 points
  • Flush: Four cards of the same suit in the hand (not counting the crib). 4 points

Play:

Pegging: Players take turns playing one card at a time, trying to make combinations that score points, such as creating a total of 15 or a pair. Same scoring as listed above. The number count of all of these cards cannot go above 31.

After all cards have been played, players reveal their hands and score them according to the combinations outlined above.

After both players play out their hands, the dealer scores their crib as well.

2. Diddy Kong Racing

Objective: Race other drivers to get to the end of the track first

  • You can choose your character, vehicle, and which race track you want
  • There are also items you can collect that help you drive faster or slower or which slow down your opponent

3. Compare your descriptions. Which elements were different and which were similar? Dig deep and really think about the underlying mechanics of each game.

Similar

  • Both are designed for the players to enjoy and be engaged in
  • Both require certain equipment or game tools in order to play
  • Both have a starting and end point. Whoever crosses the end point first determines who is the winner.
  • The points in crib are similar to the items you can drive over in Diddy Kong because they propel you to move ahead
  • Both require strategy but also have elements of luck (which cards you are dealt, which track you race etc)
  • Players would be better at both of these games with increased practice

Different

  • Crib has many more rules and would be much more difficult to teach a new player
  • Crib would not suit as many age groups as Diddy Kong would because of the math and many rules
  • Diddy Kong does not require other players as you can play the computer. Crib requires someone else to play (unless done online)
  • Strategy would be different in each game. Crib uses memory while Diddy Kong uses quick reactions

Exercise 2 .2: Players

Describe how players might join or start a game of Go Fish versus single-player Quake. What steps do they need to take in each case—social, procedural, or technical? There will clearly be differences in the beginning of a multiplayer card game versus a single-player digital game, but are there also similarities? If so, describe them.

Go Fish

Players need to consider their social surroundings. Asking others to participate with them and potentially teaching the rules and procedures of the game. They do not need technology but would need to shuffle the deck, hand out cards in the agreed upon manner, and decide who goes first

Quake

Players would need the correct technology to play the game. This could be the system or console. They do not need to consider social norms because they are playing alone but they would need to know the rules and the objective (to stay alive)

Similarities

They would need to have the proper equipment, they would both need to know the rules and objective, and they both need to engage the players to continue playing

Exercise 2 .4: Rules Can you think of a game that has no rules? If so, describe it. How about one rule? Why is this exercise difficult?

  • Even the games that I can come up with that seem like they do not have “rules” still have structures that are played within. For example, role playing as a child. Although there may not be defined rules, the children tend to follow what the societal norms or rules are.
  • Silent game- only rule is you cannot make any noise

This exercise is difficult because games need some sort of structure so that its participants can have an understanding of how to participate. If these rules are not upheld then they are no longer playing the game.

Exercise 2 .7: Premise

What are the premises for the games Risk, Clue, Guitar Hero and Catan? If you don’t know these games, pick games that you are more familiar with.

Clue –The premise is that there has been a murder in a mansion. Guests are trying to play detective and determine who was the murderer, in what room, and with which weapon.

Risk- The premise of risk is war. Players move their armies to strategically capture land

Catan- The premise is players are competing for material resources in order to build large settlements and develop their land and armies before their enemies can.

Guitar Hero- The premise is the player is a rock star or lead guitarist performing in front of fans.

 

Reference:

Fullerton, T. (2014). Game Design Workshop: A Playcentric Approach to Creating Innovative Games, NY: Taylor & Francis (CRS Press)/ Chapters 1, 2, 3.

Intellectual Production #1: Digital Games and Learning Perspectives

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

The articl“Cats and Portals: Video Games, Learning, and Play” by James Paul Gee, published in American Journal of Play (2008), explores the potential for “good” video games to impact learning. Using his analogy of Cats, he describes how play allows for discovery and therefore the development of new skills and learning. Gee illustrates this interaction with video games through various examples, such as SIMS, to show how play can foster skills like problem-solving, critical thinking, language acquisition, and knowledge building. Gee argues that video games integrate play and learning, offering space where mastery is achieved through trial and error, similar to the process of learning in real life. However, he does not address diverse learners and their unique abilities and challenges to benefit from this discovery. How can Gee’s concept of “play as discovery” be utilized in designing educational learning environments, and how might this approach be adapted for in-person activities to enhance and support learning?

Gee, E., & Gee, J. P. (2017). Games as distributed teaching and learning systems. Teachers College Record, 119(11).

The article “Games as Distributed Teaching and Learning Systems” by Gee and Gee (2017) explores distributed teaching and learning (DTAL) systems, discussing how learning can occur outside traditional schools through affinity networks and digital tools. Gee and Gee highlight that humans draw on experiences from texts, media, virtual worlds, peer interactions, and often do not distinguish between these but rather utilize them to navigate future problems. Video games are an example of a new conversation that we can utilize in learning, ultimately not far off from the games we are already playing in our own minds while trying to solve a problem or testing different scenarios. The authors suggest that learning through distributed systems like games could help create better, more engaging education, since these tools encourage problem-solving, collaboration, and social interaction. They also found that DTAL systems offer more freedom and agency for people to learn with flexibility of schedule, income level, social network, location, or other restricting factors. Did the authors consider whether knowing you are engaging in learning within a DTAL system enhances or detracts from the learning experience? Could this awareness influence motivation and engagement if learners recognize their activities as educational or valuable?

Both articles emphasize that learning in online spaces or through video games is closely tied to real life learning, where experiences in virtual environments can translate into skills and knowledge in the real world. While the first article by Gee (2008) focused on video games and skills or learning associated with them, the other (Gee & Gee, 2017) was focused more broadly on DTAL systems associated with those games and how they impact further learning and knowledge building.

Task 12: Speculative Futures

Describe or narrate a scenario about a candy found a decade into a future in which society as we know it has come apart. Your description should address issues related to the government and elicit feelings of alienation.

They say history repeats itself. Perhaps it is foolish to hope for this prophecy to come true. The past had problems too, however they seem so trivial in comparison to the present. 

These thoughts were prompted by the finding of a piece of candy- a red wrapper covered with colourful polka dots, reminiscent of a time a decade ago when positivity, hope, and connectedness were abundant. The strawberry flavor floods me with the lost feeling of belonging. After a few minutes that feeling melts away leaving me with the bland taste of reality. One where political polarization has destroyed the world as we knew it. With so much distrust in government and the overwhelming growth of fake news, people have lost the ability to see outside of their own algorithms and biases. Political divides fragmented into millions of subgroups across the globe destroying political party lines, boarders, and societal norms. Centralized governments are a thing of the past. Conspiracy theories have officially gotten out of control and those with opposing views are treated harshly as enemies. A feeling of every community for themselves is evident, and the resource battle has begun.

Although people are part of communities with those that reinforce their same beliefs, a greater feeling of isolation from society as a whole persists. Micro communities fighting for survival amongst the greater population. But are others views really that different? At this point, there is no one who would risk exploring or discussing for fear of the dire repercussions. Those in power in these communities would rather maintain control than risk losing supporters to opposing camps. What was once a grouping of commonality is feeling more like one of control and conformity.

As I hold this candy wrapper, its colors bringing back painful memories, it acts as a reminder of unity lost to polarization and distrust. Yet, could this candy be a symbol of resilience? Perhaps history will repeats itself and life could become full of polka dots of positivity, hope, and  connectedness once again.

 

Task 9: Network Assignment

The first thing I noticed is that my name seemed to have many connections to it. This could mean that my music choices were similar to others. I also noticed 2 songs on the outskirts of the visualization that had only 1 and 2 connections meaning they were not chosen by many. Looking into the metrics section I saw that many people were similar to me in thinking that Johnny B Goode was a great song as it received 16 and had the highest degree of connectivity along with Melancholy Blues. The fact that both of these songs had such strong connectivity indicates that the majority of people in this course may be North American. Or it could indicate how prolific American culture and music is across the globe. I know I found it hard to remove one of these songs to make room for another because they were so familiar to me.

When looking at the groupings of responses it was not possible to capture the reasons behind these choices. In my group (0) there were 4 of us. There were many songs that only one person had selected and there were some many of us selected. Because of this I do not think it was based on musical taste or even a similar song selection process. I do not think it is possible for the visualization to capture the ‘why’ behind each person’s choices.

These visualizations do not capture the reasons for why people did not choose certain music. These null choices could be influenced by many things such as culture, exposure, and personal preference. They also assume similarity based on our music selections when really we are all so different and probably made these selections based off of different motivations or rationale. Additionally, the null choices may represent cultures that are underrepresented. The fact that 2 American songs had the highest connectivity show how this could be perpetuated in other ways through the web. This is a good reminder that drawing conclusions about people based off of data, especially when so limited, it is problematic. This quantitative rather than qualitative data can allow for stereotyping and generalization, bias, and misinterpretation. 

Task 8: Golden Record Curation

  1. “Johnny B. Goode,” written and performed by Chuck Berry. 2:38
  2. Bach, “Gavotte en rondeaux” from the Partita No. 3 in E major for Violin, performed by Arthur Grumiaux. 2:55
  3. Peru, wedding song, recorded by John Cohen. 0:38 (mostly vocals)
  4. Azerbaijan S.S.R., bagpipes, recorded by Radio Moscow. 2:30 (instrumental)
  5. Mozart, The Magic Flute, Queen of the Night aria, no. 14. Edda Moser, soprano. Bavarian State Opera, Munich, Wolfgang Sawallisch, conductor. 2:55
  6. Georgian S.S.R., chorus, “Tchakrulo,” collected by Radio Moscow. 2:18
  7. Stravinsky, Rite of Spring, Sacrificial Dance, Columbia Symphony Orchestra, Igor Stravinsky, conductor. 4:35
  8. “Melancholy Blues,” performed by Louis Armstrong and his Hot Seven. 3:05
  9. Bulgaria, “Izlel je Delyo Hagdutin,” sung by Valya Balkanska. 4:59
  10. Mexico, “El Cascabel,” performed by Lorenzo Barcelata and the Mariachi México. 3:14

I started by reading the list of songs. I immediately highlighted Johnny B Goode and moved it to the top of my list. This is such a classic and from one of my favourite movies. I then continued going through each song and identifying where in the world they were from. I wanted to have representation from as many countries as possible. I would have included all of the Bach and Beethoven however I didn’t think I should. I also wanted to have some instrumental with varying instruments and some lyrical. I will admit that once I felt I had at least half from across the world I then went with my personal preference and which songs stuck out to me most. In this case, Abby Rumsy seems spot on that what is archived or chosen to be kept is in fact arbitrary. I chose based on little criteria or logic and therefore I am sure no one in our course has curated the same 10 songs.

Music from Earth.Links to an external site. (n.d.). NASA.

Rumsey, A. (2017) Abby Smith Rumsey: ‘Digital memory: What can we afford to lose?’YouTube. Available at: https://www.youtube.com/watch?v=FBrahqg9ZMc (Accessed: 07 July 2024). 

 

Task 7: Mode Bending

Reflect on the potential benefits and challenges of engaging in mode-changing and describe your own redesign process.

The New London Group showed all the many ways that meaning can be represented. Through this task we are representing the first task of the course where we introduced ourselves to the rest of ETEC 540. What is in our bag shows a lot about us and what we place meaning on in our lives. Instead of reading out the items in my bag, I chose to represent them with a noise for each object. I wish I was a musician who knew how to mash up sounds however I had to resort to recording Youtube clips. Therefore this task took me longer than I would like to admit.

I think the benefits of mode-changing are engagement for students or people who gravitate to different representations of information. This could also be more accessible for certain people with varying backgrounds or difficulties with written texts. However, where I can see a challenge is in how it is interpreted. Especially after my recording, I am not sure people would necessarily be able to interpret exactly what is meant by each sound. Another challenge I see is knowledge of required equipment. I struggled for a few minutes just trying to determine what method of recording I could use. Changing modes is interesting ang engaging but more so if it does not require even more time to prepare.

The New London Group. (1996). A pedagogy of multiliteracies: Designing social futures. (Links to an external site.) Harvard Educational Review 66(1), 60-92. 

Task 6: Emoji Story

In today’s digital age, screens have become the primary medium through which information is presented and consumed. As a result, I thought this task would be easier than it was. I found I had to leave out huge amounts of detail so my description is just key words. In order to understand this story someone would have to be able to interpret both the literal meaning of some emojis and the symbolic meaning. “Words are (relatively) empty entities…This is the task we call interpretation, namely interpreting what sign the writer may have intended to make with this signifier” (Kress, 2005, pg 7). This became clear after trying to identify the meaning of my classmates emoji stories. I as the reader interpret the symbols by assigning them meaning based on the context, trying to decipher what the writer is intending. However, as Kress (2005) mentions, it is harder to interpret images which have so many more meanings than specific words. I found myself able to pick up on some phrases or have a decent idea what the show may be, however I could not decipher some plots. I relied on a combination of syllables, words, and ideas because there were not enough emojis to stick to only one of these strategies. I started with the title because I knew I would need to repeat these emojis often throughout the story and I quickly realized that I might have chosen a difficult show. Hopefully someone can identify it! The first and very important emoji is a bit blurry which also does not help…

Kress, G. (2005), Gains and losses: New forms of texts, knowledge, and learningComputers and Composition, 2(1), 5-22. 

Task 5: Twine Task

Survival of the Secondary Teacher (9).html

This task involved creativity which is something I find a bit daunting. I was going to opt out of this one however I decided to challenge myself and complete it. I chose a topic that was relevant to me, my occupation, and I wanted to try and add some humour to it. I should note that I love teaching and I actually find my days super enjoyable so this Twine is not an accurate depiction of every day…only some of them. I started by watching the ‘how to’ video and then played around with the tool. Once I got the idea of it I began my story. I think if I was to do it again I would have more of a plan written out. By the time I had come up with a concept I liked I was almost done a first draft. I think my idea would have been stronger if I was to do it again. 

After the reading on hypertexts I was immediately remembering a game I played in middle school. We would start on the same Wikipedia page and then someone would tell us the code word we had to get to. Using hyperlinks we would click through “a network of interconnected writings” (Bolter, 2001), in order to land on the code word first. I am used to navigating the web like this. I utilize hyperlinks for researching and understanding, I also use it in my lesson plans and daily calendars. Although I use them often, I noticed I still followed a linear form of writing. “A common goal of writing for printed publication has been to create a perfect hierarchy”(Bolter, 2001). Although I tried to branch off into different story lines I found it hard to focus on a web of connections rather than the linear. Overall, I am happy I learned how to use Twine. I appreciate that it is not the same discussion post or essay assignment but rather something different. I also think the tool would work well in my classroom for a creative assignment. 

Chapter 3Links to an external site. of Bolter, J. D. (2001). Writing space: Computers, hypertext, and the remediation of print. Lawrence Erlbaum Associates.

Task 4: Potato Stamp

 

Overall this task was very humbling. I thought it would be an easy process however as evident through my potato (yam) printing it did not go well. First of all I did not have any potatoes so I was off to a tough start. I then didn’t have one large enough to write 5 letters…so I ended up with 3 which was challenging enough for me. It was challenging to create a precise line or outline the stamp. It actually took me over 30 minutes just to create the stamp. I am not a very patient person so it took a lot of will power to not switch to the other optional task and scrap the stamp altogether. The letters I chose had both straight lines and curves. Originally I thought the curves would be harder but the straight lines were no easier. The lowest point of the potato stamp creation was realizing I had not mirrored the image so it was legible once stamped, ultimately making my stamp useless.

It took me a lot of time and effort to create my 3 letter word it. This was upfront work that once I was printing paid off in efficiency. Now that I created that word I would not have to do it again therefore speeding up the mechanization of writing. It also standardized the print. As long as I had the same amount of paint on the stamp it always turned out essentially the same. This is beneficial in many ways however it also removes the creativity or personalization that handwriting has. This made me think about typing and its benefits to cursive writing. Easier to read regardless of who wrote it and more efficient. However, there is something so human and personal about receiving a cursive written note. I always feel this nostalgia when I read my grandmas old recipes. If these were typed they would not be the same. Overall, this assignment demonstrated the benefits of the mechanization of writing through a very simple task while highlighting some downfalls. A potato stamp or cursive writing not cannot be easily adjusted or changed. Does this mean that through mechanization and speed we are losing careful consideration and thoughtfulness of our words? I know if I had to create stamps to communicate through text, I would show extremely purposeful consideration for each and every word used.