Privates!

August 12th, 2010 Bartman No comments

I wrote about the game Privates in May, hoping that Microsoft would pass it for XBLA.  No news from Microsoft about the game passing internal tests, but the game is available for free via Channel 4’s website.  After spending 30 minutes or so playing, I believe this game is a fantastic example of educational games done right.  Recently, I’ve been involved in a few discussions around the design philosophy of educational games.  In the context of these discussions, two somewhat conflicting viewpoints arise:

  1. The instructional design paradigm.  The game needs to be instructionally valid and accurate above anything else.  Content is still king in this paradigm, and the content should be extremely accurate to convey the material effectively.
  2. The game design paradigm.  The game needs to be…well, a game.  It needs to have game mechanics, that combine educational content with fun.  Content isn’t necessarily king, but still important.  The *design* is king, making the experience fun and engaging for the player.

The first paradigm seems to lead to more simulation-style games, where designers attempt to insert very accurate content into an interactive environment, allowing the player to experiment with variables that affect some sort of model the designer is trying to convey.  The second paradigm focuses more on blending the instructional content into a game experience.  Personally, I tend to fall in the game design paradigm, but understand the value of the instructional paradigm.  The biggest pitfall I see from folks in the instructional paradigm is the mindset that the game should be able to stand entirely on its own, as an instructional activity.

I think this is a mistake.  Think about how we learn for a moment. Think about how good teachers go about teaching their students.  It is almost NEVER a single method or a single instructional strategy.  It’s a combination of things, like lectures, assignments, powerpoint, etc.  A game is just another way to engage students, it doesn’t need to be 100% accurate, it simply needs to provide enough content to spark a student’s motivation, to drive them to other learning outlets like Wikipedia, friends, instructors and so on.

The designers for Privates sum this up nicely:

You know how you wouldn’t write a history essay based on your experiences playing a World War II shooter? Well, Privates is a bit like that - while the action takes place in and around peoples’ parts, the anatomy is in no way biologically accurate. We’ve had to make loads of concessions in order to make the game fun to play. There’s still loads of important stuff to take from Privates. Just be sensible about which bits, eh?

I urge everyone to give this game a try.  It certainly is NOT a standalone sex education game.  But I can already envision what would happen if my niece were to play this.  It offers enough content to be compelling, but also offers solid and fun gameplay to keep you interested.  Once the game is over, I’m sure my niece would have a lot on her mind to go and look up on the web, as well as ask some questions of her parents (that they may or may not be ready to answer!)

Categories: Design, Educational Technology, Games Tags:

Site undergoing some maintenance

August 4th, 2010 Bartman No comments

Just an FYI, due to a recent barrage of comment spam, I’ve temporarily turned on ‘required login’ for comments.  Once I find some time to upgrade to the recent version of WP and apply some better spam protection, it will back to normal commenting shortly.

Also, I plan on adding some of the recent research on blogs, wikis and podcasting in education into the mix here at virtual learning worlds.  We’re uncovering some interesting trends with data on ~35,000 users of these systems at PSU.

Categories: General Tags:

Lego Universe

July 23rd, 2010 Bartman No comments

I remember hearing years ago that a Lego MMO was in the works, dubbed Lego Universe.  Being a huge Lego fan as a kid, and still playing with Legos with my nieces, I felt this was a fantastic idea.  But the more I thought about what Lego represents (free-form building and creation) compared to the generic MMO mold (linear gameplay, little-to-no custom creation), I wondered how they team at Net Devil would pull this off.

Lego Universe is set to release this October, and judging from the videos, it looks fantastic.  In several of my Virtual world talks, I get into the “virtual world roadmap”, the idea that as kids grow up, a sort of r0admap of different MMOs exists as they mature.  My nieces started with Toon Town, then tried some Whyville and continue to spend some time in Club Penguin.  Disney created Pirates of the Caribbean to be part of the “Disney MMO Roadmap”, but it feels like they might need something between Toon Town and Pirates.  As I read more about Lego Universe, it appears that it could be *the* bridge MMO, easing players into the ‘traditional’ MMO model leveraged by Warcraft, EverQuest, Lord of the Rings and most adult MMOs.  But it also maintains some of the playfulness and low-stakes environments that the children’s MMOs exhibit.

Below is a fantastic video illustrating how Net Devil leveraged a large portion of the Lego community to not only contribute ideas, but to learn the toolset to actually contribute content that is in the game world.  Also, Lego Universe will have a large user-generated content area and these Lego enthusiasts will represent the first ‘power user’ group in the Lego Universe, having the ability to create and add content at launch.

Categories: Design, Virtual Worlds Tags:

NASA’s foray into games

July 7th, 2010 Bartman No comments

NASA announced a gaming initiative a couple years back, and it looks like we might have our first glimpse of the results with Moonbase Alpha. A recent article describes NASA’s goal with the game:

The game is a proof of concept to show how NASA content can be combined with a cutting-edge game engine to inspire, engage and educate students about agency technologies, job opportunities and the future of space exploration.

The game does look somewhat interesting, based on the short teaser video embedded below. My big question: but is it fun? The video makes the game look rather dry, aside from the part where you pilot a robotic rover across the surface of the moon. I understand that a big part of this is to educate, but part of the magic of games is the fun factor, which leads to a huge impact on engagement. We talk a lot at ’serious game’ conferences about the balance of fun vs. educational content. With the audience NASA is shooting for (K-12 I’d wager), this game has to be fun first, with the educational content built-in to the flow of the gameplay. If this was a captive audience, maybe you could get away with focusing on the content first and the fun second…but that is not the case here.

Categories: Educational Technology, Games, Learning Tags:

Casual Games

June 7th, 2010 Bartman No comments

I’ll be the first to admit I’m not a HUGE player of casual games. I’ve tried Mafia Wars and Farmville (among others), but just don’t stick around for long. Although, I DO like to keep an eye on trends in casual gaming as I believe this sector of gaming has a LOT to offer and is experiencing incredible growth. I specifically keep an eye on Facebook games because a lot of the insane growth numbers were generated by games like Farmville and other games by Zynga.

A recent article on Joystiq pointed out the massive decline of casual Facebook gamers in May. The original gamasutura article states:

…23 of the top 25 social games on Facebook (determined by monthly active users) forfeited users in May, and 12 of those saw an exodus of at least one million players. Zynga’s FarmVille, the most popular app on the social network, suffered the biggest losses as it surrendered over 7.7 million gamers just last month.

Things are definitely getting worse for Farmville, as they lost an estimated 4.4 million users in April. The likely culprit for this mass exodus? Apparently Facebook has changed the method that notifications from apps work. They want to make app notifications more streamlined and less spammy; but the spam part of these apps certainly seemed to have an impact on growth. Without the app spam, what’s the next method these innovative developers will try to get you back into your digital gangster or farmer lives?

Categories: Games Tags:

Odd gaming trends

June 1st, 2010 Bartman No comments

Some strange data coming out of market research group NPD the last few months. First, NPD reported that game sales were down a wopping 26% in April 2010. They provide some guesses on why the big drop. The industry did see some quality releases in March, but April was a fairly slow month. Still…26% is one of the biggest drops since 2000, when you eliminate the holiday spending season in November and December. Strange…

Today I saw another reference to NPD research indicating that portable gaming is on the decline as console and PC gaming increases.

Huh?

With the continued success of handhelds like the Nintendo DS, the mobile gaming on various phone platforms and then throw in the release of the iPad…and mobile gaming is down?

This doesn’t make a whole lot of sense to me, but I think this is simply some irregularities, not foreshadowing a shift of some sort. Once Project Natal and the PS Move arrive on the market this holiday season, things should get even more interesting.

Categories: Games Tags:

Sex education game?

May 24th, 2010 Bartman No comments

A fairly successful indi studio, Zombie Cow, recently unveiled their new effort, Privates. From their website:

Privates is a funky little game about tiny little condom-hatted marines going right up peoples’ rude areas and shooting all the nasty chompy things that tend to live there if you’ve been carelessly putting bits of yourself in silly places.

Ok, I think you can read that one of two ways:
1. This is going to be a fairly gross, disturbing game where you encounter gross things inside peoples’ bodies (ala Southpark’s Leminwinks episode).

2. This is going to be a game with an educational component, where the player has to learn about the body to succeed.

I get the feeling they are leaning more towards #2 than #1. Microsoft recently reported the game might not pass peer review process to launch on Xbox Live based on what they’ve read so far regarding the context of the game. Dan Marshal, a co-founder of zombie cow, chimed in:

…it’d be a shame if a huge number of teenagers missed out on some quality gaming and vital education because of some abstract, cellular-level innards and pubic hairs.

Here’s to hoping that they can get the game past peer review with Microsoft AND it’s a good game with some interesting educational aspects integrated into the gameplay.

Categories: Games, Learning Tags:

A step in the right, or wrong, direction?

May 19th, 2010 Bartman 2 comments

Something that has been active internally with Blizzard for a long time now has just gone into Beta: Remote Auction House access via the web or an iPhone, iTouch or iPad.

For those few soles that never experienced World of Warcraft, the Auction House is just what you would expect: a central place for players to buy and sell goods between one another. The catch: many people play ‘the auction house game‘, buying low and selling high, following supply-and-demand trends. Some players that get very good at this then take their in-game gold, and sell it for actual real world dollars on sites like eBay and other game exchange services.

The magic circle of gaming has been broken around the edges for several years now, but it seemed to be on the fringe, something that was actively frowned upon and many times banned by publishers. While Blizzard still maintains that buying and selling of virtual goods for real money is against their Terms of Service, this move will increase the level of real money transactions for a time. Besides, allowing people to access the virtual world from outside the virtual world kind of breaks the magic circle anyway, right?

Categories: Games, Uncategorized, Virtual Worlds Tags:

Innovations in MMOs

May 18th, 2010 Bartman No comments

Some interesting times to be in the MMO space these days. Like usual, many companies are embarking on MMO projects (and if history is any indication, many will likely fail). BUT…some of the projects have the potential to really push the genre forward.

Star Wars: The Old Republic (Bioware): Bioware is the undisputed king of story in games. Just take a look at their catalog of games (Knights of the old republic, neverwinter nights, baludur’s gate, mass effect, dragon age) of great games that rely heavily on great story. With their more recent releases, they’ve taken storytelling to a new, interactive level where your decisions actually impact the characters you interact with and the world around you. Many game companies claim their games do this, but Bioware is the only company that pulls off the promise. They’ve promised this in an MMO, where story typically falls to the back burner. Especially YOUR story in an MOO. It’s very easy to get lost in the shuffle of thousands of people, where you stop feeling like your character narrative is unique and it simply becomes the same as hundreds of other characters. When the Old Republic hits in 2011, I hope we’ll see innovation in storytelling in an MMO.

Guild Wars 2 (ArenaNet): I enjoyed the original Guild Wars briefly, because a little game called World of Warcraft came out around the same time. I still pop-in to GW from time to time. Guild Wars 2 is shaping up to really innovate in the quest model of MMOs. In a typical quest, in games such as WoW, you might find an NPC that gives you a quest along the lines of “Please, save my farm from these zombies!” and you’re directed to go and kill 10 zombies. Well…the zombies aren’t really destroying the farm, they are just wandering around in a field, minding their own business. You go fill 10, turn in, and go on your way. Guild Wars 2 is implementing what they call a dynamic events system that could take the old model and turn it on its head. Building on the example above, if you (or someone else in the world) don’t stop the zombies, they WILL destroy the farm. Then, if no one wipes them from the farm, they WILL move to the closest town and start attacking that. Events will cascade from to the other, making a very unique environment that could potentially change each time you visit, and keep the game fresh for a long time.

Finally, we have Blizzard’s unannounced MMO project. Most of their leads from the original Warcraft are all working on the new game now. Knowing Blizzard’s history and high standards, plus the huge amount of knowledge they’ve gained with WoW…whatever they do next I’m sure will push the envelope in a LOT of ways from a design perspective.

The next 2-4 years will be a VERY interesting time, a time when we might see actual innovation in a genre that really just continues to build on the D&D design and mechanics established in the 70s and 80s.

Categories: Design, Games, Virtual Worlds Tags:

Game inputs, business models and profits

May 11th, 2010 Bartman No comments

A few things have been bouncing around in my brain lately on the game front. I’ve been a customer of Gamefly for about 3 months now, so I’ve been able to try a lot of games on the cheap. One thing that still irritates me is the input device for the Xbox 360 (yes, I’m talking about the controller). I guess the controller isn’t the sole problem, it’s in combination of designers trying to leverage every single button and button combo the controller has to offer. See GTA IV’s scheme below, and NOTE that many of the buttons have duel functions, some even 3 functions in the game.

GTA 4 controls
* Photo from gaming today.

I tend to put a game down for weeks at a time, then come back to it. It’s frustrating when you come back to it and it takes 20 minutes to recall all the different button combos you need to beat a boss fight. I wonder if a gaming system with an ‘old skool’ input device would be profitable? Or making a controller like the NES (D-pad and 2 buttons) that is Xbox-compatible that designers could design for? Designers: You don’t HAVE to use all those buttons just because they are there!

This brings me to another idea I’ve had for a while: why not provide a subscription model to indie games on Xbox Live of the PSN? Spending $5-$20 for a crappy downloadable game is disheartening and puts a taint on possible future purchases, giving the buyer good reason to second guess. What if you provide a $20 per month model for access to Xbox Live? Maybe it’s structured in such a way that you can only have up to 4 games downloaded on your hard drive at any given time. Maybe it allows you to play up 50% of a game, then you’re forced to buy (vs. the typical 8-10% demos provide). Maybe it simply nets you 5 downloads a month? With the time commitment and complexity of most AAA games, I’m much more inclined to go the path of Indie games, but there just isn’t an appealing alternative model than outright purchases.

Finally, anyone catch Blizzard’s recent item in the Blizzard store? The Celestial Steed is a ridable mount in Warcraft, that offers NO gameplay advantages. Simply a 100% aesthetic ride for your digital persona in WoW.

Celestial Steed
* Photo from Joystiq

So this thing costs the player a one-time, $25 cost. Here’s a look at the math:
$25.00 x 200,000 purchases = $5,000,000

Here’s the kicker…Blizzard sold 200,000 of these mounts IN THE FIRST 4 HOURS it was on sale. That’s a cool $5mil, in 4 hours, for a digital horse you can ride around on that likely took a few artists and animators a couple weeks to produce.

Insane.

Categories: Games, Virtual Worlds Tags: