COSC$419: Mobile$Educational$Game$ Development

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COSC 419: Mobile Educational Game Development Dr. Bowen Hui University of British Columbia Okanagan

Transcript of COSC$419: Mobile$Educational$Game$ Development

Page 1: COSC$419: Mobile$Educational$Game$ Development

COSC$419:

Mobile$Educational$Game$

Development

Dr.$Bowen$Hui

University$of$British$Columbia$Okanagan

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Mobile$Educational$Games$G B.$Hui$©$2015 2

Image$taken$from$www.dragosroua.com

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Goals

• Want$to$present$goals$that$seduce players$into$pursuing$them– “I’ll$just$keep$playing$until$I$…”

• Goal$attainment$based$on$player$decisions– What$if$I$did$…$back$when$…?

• Consequences$not$predictable$(boring)– Design$a$large$possibility$space

– e.g.$Conquer$that$city

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Overlapping$Goals

• Develop$short,$medium,$long$term$goals

– Short$is$~1G2$min

– Long$is$~3G4$hours

• Overlap$long$and$short$term$goals

• e.g.:$G1:$sail$into$town$to$get$instructions

– G2:$attack$ship$(short)– G3:$visit$another$town$(short)– G4:$earn$riches$(long)

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• G2$supports$G4

• G2$competes$with$G3

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Mutually$Exclusive$Goals

• Incorporate$into$the$big$picture$story

• Force$player$to$choose

• Live$with$different$consequences

• e.g.:$Do$I$spend$resources$on$…building$farmers$to$get$more$population?vs.military$units$to$protect$my$coast$from$raids?

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Common$Goals

• Capture/destroy.

• Control$territory.

• Collect.

• Solve.

• Chase/race/escape.

• Align.

• Build.

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Keeping$Players$Engaged

• What$to$consider$over$time?

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Keeping$Players$Engaged

• What$to$consider$over$time?

– Variation$in$task• “Flavour”$(e.g.$setting,$story,$etc.)• Difficulty

– Player’s$changing$skills• How$to$keep$players$in$a$flow?

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Flow$State

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Flow$State

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Different$Paths

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Experiences$in$Flow$State

• Flow:$The$Psychology$of$Optimal$Experience$(Csikszentmihalyi 1990)

– Extreme$focus$on$task

– Sense$of$active$control–Merging$of$action$and$awareness

– Loss$of$selfGawareness$(zone)– Distortion$of$experience$of$time

– Experience$of$task$being$the$only$necessary$justification$for$continuing

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Another$Ideal

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Image$taken$from$www.gamasutra.com

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Possible$Techniques

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How?

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• Match$goals$with$player’s$skills

– Design$game$for$target$audience

– Build$adaptive$game$and$learn$

about$your$players$through

observations

Possible$Techniques

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How?

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• Match$goals$with$player’s$skills

• Provide$clear$and$timely$feedback

– Good$job,$try$harder,$9/10,$…– Constructive$feedback$for$guidance– Like$hints$

Possible$Techniques

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How?

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• Match$goals$with$player’s$skills

• Provide$clear$and$timely$feedback$

• Develop$levels

– Allow$flexible$entrance$model

– Not$necessarily$“levels”:$can$be$cities$on$a$map

Possible$Techniques

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How?

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• Match$goals$with$player’s$skills

• Provide$clear$and$timely$feedback$

• Develop$levels

• Create$assessments

– e.g.,$bosses$as$tests

Possible$Techniques

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How?

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Exceptions$Exist$(Rare)

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Exceptions$Exist$(Rare)

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100,000G500,000$installs

Image$taken$from$https://play.google.com

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Super$Hexagon’s$Flow

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