Free RPG Forum
  • Home
  • Free RPGs
  • 24 Hour RPGs
  • Game Chef
  • Submissions


  • Board index
  • Search
  • FAQ
  • Login
  • Register
  • Board index ‹ General Discussion Forums ‹ Role-Playing Games
  • Change font size
  • Print view
  • FAQ
  • Register
  • Login

Metropole Luxury Coffin

Industry news, gaming reviews, ideas and any other topics roleplayers might enjoy.
Post a reply
10 posts • Page 1 of 1
  • Reply with quote

Metropole Luxury Coffin

Postby koipond » Thu Jan 16, 2014 1:03 pm

Calling Madunkieg ... calling Mandunkeig ... let us know when this happens because ... yes please!

http://www.story-games.com/forums/discu ... ke-to-play
I also do which isn't much, but it's enough for me.
User avatar
koipond
Baboon
 
Posts: 570
Joined: Tue Jan 19, 2010 6:40 am
Location: Toronto, ON, CANADA
  • Website
Top

  • Reply with quote

Re: Metropole Luxury Coffin

Postby madunkieg » Wed Apr 02, 2014 2:26 pm

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.
User avatar
madunkieg
Macaque
 
Posts: 215
Joined: Sat May 09, 2009 8:53 pm
  • Website
Top

  • Reply with quote

Re: Metropole Luxury Coffin

Postby Rob Lang » Thu Apr 03, 2014 2:35 am

+1 for this!

And +1 for studying. Sooo... study definitely wins. :)
Rob Lang

User avatar
Rob Lang
Admin Chimp
 
Posts: 3262
Joined: Thu May 20, 2004 4:51 am
Location: Reading, UK
  • Website
  • YIM
Top

  • Reply with quote

Re: Metropole Luxury Coffin

Postby kylesgames » Thu Apr 03, 2014 1:18 pm

Mandunkieg, mind sharing some of those educational game design resources?
Kyle, Head Honcho of Loreshaper Games

I write frequent on game development, storytelling, or life in general, in case you want to follow what I'm up to.
kylesgames
Howler
 
Posts: 481
Joined: Mon Aug 08, 2011 6:21 pm
  • Website
Top

  • Reply with quote

Re: Metropole Luxury Coffin

Postby madunkieg » Sat Apr 05, 2014 1:09 am

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.
User avatar
madunkieg
Macaque
 
Posts: 215
Joined: Sat May 09, 2009 8:53 pm
  • Website
Top

  • Reply with quote

Re: Metropole Luxury Coffin

Postby Rob Lang » Tue Apr 08, 2014 9:57 am

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!
Rob Lang

User avatar
Rob Lang
Admin Chimp
 
Posts: 3262
Joined: Thu May 20, 2004 4:51 am
Location: Reading, UK
  • Website
  • YIM
Top

  • Reply with quote

Re: Metropole Luxury Coffin

Postby kylesgames » Tue Apr 08, 2014 11:01 am

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.
Kyle, Head Honcho of Loreshaper Games

I write frequent on game development, storytelling, or life in general, in case you want to follow what I'm up to.
kylesgames
Howler
 
Posts: 481
Joined: Mon Aug 08, 2011 6:21 pm
  • Website
Top

  • Reply with quote

Re: Metropole Luxury Coffin

Postby kumakami » Tue Apr 08, 2014 10:47 pm

you know these make for some interesting challenges in writing....compo potential???
Time Fly's like an arrow! Fruit Fly's like a banana!
User avatar
kumakami
Mod Ape
 
Posts: 1199
Joined: Sun Feb 15, 2009 10:10 pm
Location: Sacramento, CA
Top

  • Reply with quote

Re: Metropole Luxury Coffin

Postby Rob Lang » Wed Apr 09, 2014 2:44 am

Rob Lang

User avatar
Rob Lang
Admin Chimp
 
Posts: 3262
Joined: Thu May 20, 2004 4:51 am
Location: Reading, UK
  • Website
  • YIM
Top

  • Reply with quote

Re: Metropole Luxury Coffin

Postby kumakami » Wed Apr 09, 2014 10:28 pm

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 ;)
Time Fly's like an arrow! Fruit Fly's like a banana!
User avatar
kumakami
Mod Ape
 
Posts: 1199
Joined: Sun Feb 15, 2009 10:10 pm
Location: Sacramento, CA
Top


Post a reply
10 posts • Page 1 of 1

Return to Role-Playing Games

Who is online

Users browsing this forum: Google [Bot] and 3 guests

  • Board index
  • The team • Delete all board cookies • All times are UTC - 6 hours