We'll use this address to send important information and communication. Playground Workshop About Help. Log In. Sign Up. Credits Artist. Periodic: A Game of The Elements. In Periodic: A Game of The Elements, players activate periodic trends to maneuver across the Periodic Table discovering elements to score points.
The goal is to land on and discover specific elements shown on available Goal Cards. Animal Cell. Cloud Types. Earth: Atmosphere. Microscope Components. Parts of a Flower. Plant Cell. Blank Images. Computer Cables 1. Computer Cables 2. Computer Parts. The Carbon Cycle. The Energy Pyramid. On the other hand, games that are heavily based on chance put the player in a highly reactive mode where they have little control over the outcome.
For best learning delivery, serious games should combine a bit of both strategy and chance within the design to make it interesting. Most challenges within the work scenario of corporate employees are multi-layered.
The problem that they encounter within the game can be based on chance while the solution that they come up with can involve the element of strategy. The blend of both chance and strategy gives the learners something to do and also provides required relief.
Most seasoned game developers would agree that aesthetics consistently rate as an area of high appeal. By themselves, aesthetics have the power to pull people into the game.
Visuals are a powerful means of engaging players and helping them immerse into the game experience. In video games, aesthetics are a huge part of this experience. With learning games, the temptation can be to cut corners on aesthetics and not realize the impact this has on the learning value of the game. Even if the emphasis of aesthetics in educational games is low compared to that of entertainment games, it is necessary to create certain amount of visual appeal in learning games as well.
If budgetary restraints that do not include the moneys for a dedicated graphics designer for the game, online resources can be utilized for inserting suitable aesthetics into them.
Here are a few: OpenGameArt : Graphics bundles can be downloaded and used in digital games. Theme and story. A theme can add interest and create engagement within a learning game. Often, when themes are introduced within games, there is no accompanying narrative running through the game. Thematic elements are used to convey the idea of theme with minimal story.
However, an entire story line can also be inserted within a learning game to make it interesting. Story offers a narrative thread that pulls through an entire game. Chess and Stratego are some well-known examples where you must eliminate the opposing forces to win.
Territorial control. The focus is not necessarily on destroying the opponent, but on controlling certain areas of the board. RISK and Diplomacy are examples. The card game Rummy and its variants involve collecting sets of cards to win. Bohnanza involves collecting sets of beans. Many platformer video games such as the Spyro series included levels where you had to collect a certain number of objects scattered throughout the level.
The board game Clue or Cluedo , depending on where you live is an example of a game where the objective is to solve a puzzle. Lesser-known but more interesting examples are Castle of Magic and Sleuth. Generally, anything where you are running towards or away from something; the playground game Tag and the video game Super Mario Bros. Spatial alignment. A number of games involve positioning of elements as an objective, including the non-digital games Tic-Tac-Toe and Pente and the video game Tetris.
The Sims has strong elements of this; the board game Settlers of Catan is an example also. Negation of another goal. Some games end when one player performs an act that is forbidden by the rules, and that player loses. Examples are the physical dexterity games Twister and Jenga. Obviously this includes explicit resources wood and wheat in Settlers of Catan , health and mana and currency in World of Warcraft , but this can also include other things under player control: Territory in RISK Number of questions remaining in Twenty Questions Objects that can be picked up in video games weapons, powerups Time either game time, or real time, or both Known information as the suspects that you have eliminated in Clue What kinds of resources do the players control?
Decision-making Decision-making allows the player to control their destiny to an extent. Some examples of not-so-great decision-making are: An uninformed decision is a choice that the player makes with no information about the benefits and drawbacks of the options.
The decision is uninformed because the player has no information about which pile they might choose from. Instead, they just randomly pick a pile, making a guess as to which choice is more beneficial. A hollow decision is one that really makes no difference regarding the outcome of the game. There are no special characteristics associated with any of the tokens.
An obvious decision is one in which the benefits of one option are so overwhelming that there is no reason not to choose that option. But the winner of the game is the person who has the most red coins at the end of the game.
If blue coins have no benefits related to getting more red coins, the obvious choice is to always take red coins as your reward. Information How much of the game state is visible to each player? Some examples of information structures in games: A few games offer total information, where all players see the complete game state at all times.
Chess and Go are classic board game examples. These games are said to contain perfect information. Games can include some information that is private to each individual. Think of Poker and other card games where each player has a hand of cards that only they can see. One player can have their own privileged information, while other players do not. This is common in one-against-many player structures, like Scotland Yard. The game itself can contain information that is hidden from all players.
Games like Clue and Sleuth actually have the victory condition that a player discover this hidden information. These can be combined.
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