Posts tagged game mechanics

Good calculation games

Here are games that work well with arithmetic tasks. By “work well” I mean:

  • Mechanics provide players enough agency and freedom to develop tactics, so that the overall activity is still a game (rather than a quiz)
  • Mechanics produce strong, pleasant flow, as evidenced by popularity
  • The overall feeling of the game is vaguely mathematical (this one is hard to define and requires human judgment with some artistic license)
This gets two and a half out of three on my “quality math game” definition (attached).
Examples:

Join my math game design online event February 3rd

 

I summarized some of my thoughts on math game design for the upcoming online event February 3rd, which is a part of CO12 (Connecting Online 2012) conference. In particular:
- Defining intrinsic math game mechanics, and why we want them
- Taxonomies for math game designers
I would very much like comments about my slides, which are here:  https://docs.google.com/presentation/d/10gG23rJdWKwdDh4sWgj9uYptx4XSiFKmYbeAk0YUT94/edit
The presentation will happen online on February 3, 1pm Eastern Time, and is open and free. You can log in here: http://www.wiziq.com/online-class/701943-math-game-development-communities-and-networks

My rules for judging learning games

This is a comment at a LinkedIn conversation in Game-Based Learning (a closed group).

I have a few criteria I use. If game designers get these things right, most of the time everything else is good, too.

  1. “No Jeopardy” rule: Game mechanics are intrinsically related to target concepts.
  2. “No drill” rule: Players can make better or worse strategic choices with engaging in-game consequences, rather than being told they answered a question wrong.
  3. “Conceptual reward” rule: Players understand something bigger, better and at a whole different conceptual level about the target concepts from the strategy of the game, than they do from the tactics (individual steps).

99% of learning game designers can’t manage to pass these criteria.

Defining game mechanics: Part 2 of 2

Part 1:

Game mechanics are metaphoric structures defining actions, objects and their relationships within the gameplay.
Intrinsic game mechanics in learning games use the same metaphors that define concepts the players are studying.

The practical framework for designing intrinsic mathematical learning games stems from the above definitions.

  1. Identify the target concept
  2. Analyze the concept to find a mathematical metaphor for it
  3. Model the metaphor in particular objects and actions
  4. Match game mechanics to the model
  5. Compose the game out of mechanics

Let’s use the framework to analyze a few math games from the same conceptual field, the coordinate plane. In the first two examples, you can see how the same metaphor can lead to different game mechanics, when modeled differently.

  1. Concept: Coordinates
  2. Metaphor: Ordered pairs (of qualities)
  3. Objects and actions: A grid with qualities constant within each row and each column; finding positions, cell entries, or labels of the grid by other known data
  4. Game mechanic: Matching objects with a given pair of qualities to a position in the grid
  5. Game: Zoombinis Mudball Wall

  1. Concept: Coordinates
  2. Metaphor: Ordered pairs (of numbers)
  3. Objects and actions: A grid with numbers constant along each vertical and horizontal line; finding positions or labels of the grid by other known data
  4. Game mechanic: Walking to a safe position on the grid
  5. Game: Robot and Maze

  1. Concept: Graphs of linear functions
  2. Metaphor: A (laser?) ray
  3. Objects and actions: A line going through a particular point, with a particular slope, aiming for particular positions in space
  4. Game mechanic: Optimizing line position to hit as many of the targets as you can
  5. Game: Green Globs

Visit Math Future Game Design Group for more ideas and discussions.

Defining game mechanics

Game mechanics are metaphoric structures defining actions, objects and their relationships within the gameplay.

Game mechanics are related to, but separate from, rules of games, user interfaces, tactics and strategies, and genres.

Intrinsic game mechanics in learning games use the same metaphors that define concepts the players are studying. For example, one of the grounding metaphors for “equation” is “balance.” Intrinsic games for learning equations that are based on balance game mechanics can involve characters piling weights on a balance scale, walking along a fulcrum, or adding weights and balloons to a dirigible. Each of these mechanics can be used in different game genres, such as puzzles, platformers, race games or roleplaying games.

On the other hand, a game where players shoot correct answers to equation problems out of the sky is extrinsic. The game mechanics (choice and shooting) have nothing to do with the topic of the equations, and could be used for anything from matching capitals and countries to learning Latin roots.

There are more discussions and examples specific to mathematics at the Math Game Design group: http://mathfuture.wikispaces.com/GameGroup

Part 2 explains how to make games on the basis of this definition.

Visit Math Future Game Design Group for more ideas and discussions.