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Metropole Luxury Coffin

Posted:
Thu Jan 16, 2014 1:03 pm
by koipond
Calling Madunkieg ... calling Mandunkeig ... let us know when this happens because ... yes please!
http://www.story-games.com/forums/discu ... ke-to-play
Re: Metropole Luxury Coffin

Posted:
Wed Apr 02, 2014 2:26 pm
by madunkieg
Sorry Koipond, I was wrapped up in studies for a while. I've got a lot on my plate right now, but redesigning MLC is close to the top of my list of things to do. Unfortunately, it's never going to be the top priority, but I'll get around to it eventually.
I've been studying a lot on designing educational games (and not just educational video games). New game design ideas are buzzing around in my head.
Re: Metropole Luxury Coffin

Posted:
Thu Apr 03, 2014 2:35 am
by Rob Lang
+1 for this!
And +1 for studying. Sooo... study definitely wins.

Re: Metropole Luxury Coffin

Posted:
Thu Apr 03, 2014 1:18 pm
by kylesgames
Mandunkieg, mind sharing some of those educational game design resources?
Re: Metropole Luxury Coffin

Posted:
Sat Apr 05, 2014 1:09 am
by madunkieg
I'm still trying to sort through my thoughts, but I suppose a few point form notes wouldn't hurt.
- Do away with randomness. For a game to be educational, it must give feedback as to why an action succeeded or failed.
- Short play times. Because classes are only an hour, or less for younger students.
- Simple rules, because the teacher has to learn them. And many other games as well.
- Teacher-set Goals. The story doesn't have to end, but it has to have goals, Those goals have to relate to the lesson. There's also an implication that there should be a scenario set out to lead the play towards the goal.
- Repeatability, or continuability. For a lesson to be learned and transformed into behaviour, it must be given several times.
- Flexibility. There shouldn't be a "right way" to complete the goals. Instead, let the players experiment.
This list is incomplete, and it doesn't totally apply to games like Do: Pilgrims of the Flying Temple, which include the lesson (practice with writing) as part of the process of playing.
Re: Metropole Luxury Coffin

Posted:
Tue Apr 08, 2014 9:57 am
by Rob Lang
WOW.
What you have written in that one post is a cornucopia of design goodness. Just unpicking it in my brain is going to take a while. Especially doing away with randomness. Blimey.
Big topics. Looking forward to you rejoining us out the other side!
Re: Metropole Luxury Coffin

Posted:
Tue Apr 08, 2014 11:01 am
by kylesgames
I'm thinking about an unrandom number-based game. The challenges are going to come from either linear balance issues or requiring advanced math. It's definitely would be narrative focused, with broad, low-input factors as well as high-input factors and a token system to handle "bidding" to win conflicts.
Re: Metropole Luxury Coffin

Posted:
Tue Apr 08, 2014 10:47 pm
by kumakami
you know these make for some interesting challenges in writing....compo potential???
Re: Metropole Luxury Coffin

Posted:
Wed Apr 09, 2014 2:44 am
by Rob Lang
Re: Metropole Luxury Coffin

Posted:
Wed Apr 09, 2014 10:28 pm
by kumakami
I just feel that a free learning tool rpg would be the best use of our philanthropist leanings. Besides, we gamers do spawn little gamers...what better way to help our and others kids, while hooking them at the same time
