Introduction
Today in small groups of 4-5 the class decided on a critical vocabulary for games, comprised of the below 5 gaming related terms. Below I have written the descriptions that my small group and myself came up with.
Interaction: If a game lacks interaction it is a puzzle and therefore not a game.
Goals: One or more goals are required or the game will lack purpose and the player will then lack motivation to play it.
Struggle: Every game must have an element of struggle, without a challenge there is no sense of achievement when victory occurs. (At the same time, a game shouldn’t be too difficult; a game where it is impossible to progress due to its difficulty will not be fun to play).
Structure: Is required in the game to present rules to the player which will influence how the game is played. A small change to the rules of a game can have a significant effect on player behaviour within the game.
Endogenous Meaning: All objects, components, etc. within a game only have meaning within the game. This keeps the game separate from reality so it has no impact on real life.
I have used this vocabulary to analyse two educational Bitesize KS1 games I have played. The mini reviews have been posted below.
Game 1: Shape Lab Math Game
Game 1 Interaction: The interaction present in this game is basic; the player can only click on the 3-4 shapes on screen. When the player wins or loses, there is limited feedback, the game simply says, “I don’t think that’s right!” “Try again”, if the player picks the wrong shape. If the player gets one question right an animation plays and they get a ‘thumbs up’ as a reward. If the player gets all 5 questions correct the game says “You’ve completed the medium level! Want another challenge?”
This feedback does not help children to learn since it does not tell them what they did right, or wrong, only if they succeeded or failed.
Game 1 Goals: This game has one single goal; to pick the correct shapes based on the properties the game tells you, e.g. symmetry, number of sides etc. The player sees two different animations, the failure animation shows the scientist character being electrocuted since you handed him the wrong shape, the success animation shows the scientist with his thumb up since you handed him the correct shape.
The player cannot get any other outcome other than success or failure.
Game 1 Struggle: This game contains a limited element of struggle. The player receives no penalty whatsoever for getting a wrong answer so potentially; the child can easily guess each answer, since there are only has three shapes he can click. if he uses this method he gets the right answer but won’t have any idea why.
The player cannot lose the game even if they get 100 wrong answers in a row, the game would just tell the player “I don’t think that’s right!” “Try again”. Since there is little element of struggle the game ceases to be exciting, and there is no ‘thrill of victory’ when the player wins the game.
Game 1 Structure: This game has a very strict set of rules and structure. The player either gets the right answer or the wrong answer; there is no freedom to choose a different path through the game. This gives the game very low replayability, since the player knows how the game will end.
Game 1 Endogenous Meaning: The information that very young KS1 stage children learn from this game may be useful in the real world, e.g. amount of sides certain shapes have, how symmetry works etc. Therefore this information is not endogenous to the game. The flash animations however have no real value outside of the game.
Game 1 Evaluation: Overall I believe that this simple shape recognition game partially achieves what it’s designed to do: to teach KS1 stage children about shapes. I also believe that with some simple modifications such as, a longer animation reward when you win, a greater element of struggle created by giving the player 10 ‘tries’ to guess the correct answers, and finally an improved feedback system that tells the player why they got an answer right/wrong; that the game could be made much more appealing to younger children.
Game 2: Kung Fu English Sentence Game
Game 2 Interaction: The interaction in this game is once again limited. The player has to create the correct structure for a sentence by clicking on 3-4 sections of a sentence in the correct order. If they succeed they will be treated to a fast acrobatic animation, when the person balancing on a rock, spins a stick very quickly while leaping over it. This animation may entertain young children but it is the same animation for every sentence that is put into the correct order. In contrast there are three different failure animations in the game. This increased variety may make some young children purposely lose the game just to see every failure animation.
Game 2 Goals:
There is a single goal in the game, to put each of the 5 sentences into the correct order. Once the player does this they have won the game. If they get an answer wrong they can try again as many times as they like, but there is still only two outcomes, success and failure. The player can play this game on different difficulty settings; normal, hard, very hard. In a way this creates a new goal for the player, to beat the game on the hardest setting possible.
Game 2 Struggle: In this game there is very little struggle because there is no penalty for getting the sentence order wrong. This makes the game very easy, and the player could potentially complete the game by guessing, if they play enough times. If they do this they won’t learn anything and thus the purpose of the game, to teach children about sentence structure, will have failed. Furthermore there is no satisfaction in victory, just like in the first game, because there is no element of struggle.
Game 2 Structure: This game has a very simple structure, the player must click on words in the correct order to form a sentence. This is a very strict rule set and it gives the player no freedom to do anything other than win or lose. If more words had been selectable the player could have at least formed multiple sentences on successive play-throughs; I believe this would add a bit of variety and replayability to the game.
Game 2 Endogenous Meaning: As with the first game, the information gained, from the Kung Fu Sentence Structure game may be useful to KS1 children in the real world. Therefore the information is not endogenous to the game since it has meaning in real life. The flash elements such as the art on the other hand, have no meaning in real life.
Game 2 Evaluation: Overall I believe this game to be slightly superior to the Shape Lab Math game in terms of graphical design; the miniature roaring waterfall in the background looks powerful and cartoon-like at the same time. I also think the animations in this game are also more interesting to watch since more movement happens in them. In terms of the actual game mechanics however, this game leaves a lot to be desired. Once again I think the game would benefit from a fleshed out feedback system, that tells the KS1 student what they did right, and what they did wrong. Furthermore I believe a "tries" system could be added. This would give the player a limited number of attempts to put the sentence in order, once all tries have been used the game would return to the first question. This would give the game an extra element of struggle, which would become satisfaction once the player bests the game.
Conclusion
In conclusion I found this exercise entertaining and interesting. It allowed me to put the critical vocabulary we'd created in class to the test against two basic games to see which elements they used or lacked.
Once again, thanks for reading. :)