Put Down Your Pencils

Multiple choice tests have been a classroom assessment staple for decades. I remember many years of listening to teachers drone on about filling in the circle completely and making my mark heavy and dark.

But what exactly do multiple choice assessments test? Process of elimination? Best guess strategies? Certainly not actual real world knowledge, right?

This is exactly what the U.S. plans to overhaul within the next few years. Secretary Arne Duncan announced on Thursday that 44 states will share $330 million to work with university professors and testing experts to design a new series of assessments by the 2014-15 school year.

Instead of testing students’ abilities to find trick answers or eliminate wrong ones, these new tests will require students to design experiments, manipulate parameters, and collect and analyze data. Sounds a little bit more like the real world, eh?

Not only that, the new tests will be computerized, so teachers will receive instant feedback on student progress and misunderstandings and will be able to use that information to better tailor lesson plans. At least, that’s the hope.

So where do games come into all of this? Essentially, if the new tests are well designed, they should resemble a series of games. If you think about it, each game you play is essentially a test. You build your skills through conquering obstacles, then use those skills to reach an objective. Similarly, students will “level up” in class, then use the assessments to manipulate virtual variables, testing their skills in order to achieve a goal.

For young people today, games are fun, and school is not. Thus, the more we can inject a gaming environment into the educational system, the better our chances are of tapping into the potential of the next generation.

When recalling the fond memories of grade school, who doesn’t immediately remember hours of fun with Math Blaster and Oregon Trail? As technology improves, so too should the technological opportunities available to our students. After all, if life is a game, shouldn’t school be the ultimate adventure?

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What Motivates You?

Solid game design rests on a thorough grasp of psychology. If we can start to understand what motivates us in real life, we can create games that motivate us, and vice versa.

Combine game motivation and real life motivation, and you’ll get some really motivated people. Take a look:

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UDK Is Unreal

Creating a level from scratch can be fun. You get to decide where to put different obstacles, how to guide players, and when to provide rewards. Creating a level using unfamiliar technology, however, can be downright intimidating.

Recently, we started using UDK (Unreal Development Kit), a game engine created by Epic Games that provided the basis for games like Gears of War, Bioshock, and Mass Effect.

Luckily, with a manageable assignment and supportive instructors, our first experience in the UDK pool was more of a gentle splash rather than an embarrassing and painful belly flop.

When working in UDK, you can build through a variety a views: top, side, front, and perspective. This is all to ensure that the assets are integrated seamlessly, providing total gameplay immersion.

Our assignment was simple: create two rooms linked by two corridors. Here are a few screenshots from the level I created:

Hopefully, with more practice, I’ll soon be able to create entire cities in UDK. Stay tuned!

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Are You a Doodle Jumper?

It seems that I’m a bit late to the Doodle Jump boat, but I’m no less addicted. Like the millions of Doodle Jump fans around the world, I’ve logged countless hours guiding Doodle up an endless path of platforms, dodging alien monsters and hoping for boosts from rockets and propeller hats.

Doodle Jump advertises itself as “Doodle Jump – BE WARNED: Insanely Addictive!” and does not fail to deliver. But why? How can something so simple be so addicting to so many people?

For those of you who aren’t familiar with Doodle Jump, it’s a platform game created by Lima Sky that was released worldwide in April of 2009. By June of 2010, the game had already sold over 5 million copies, continuing to generate nearly 30,000 downloads a day.

At this point, you might be thinking that the game must be epic. Dozens of levels, tons of tough enemies, tricky puzzles, customization galore. But you’d be wrong. Gameplay consists of guiding a green four-legged creature up an endless array of platforms without falling. The higher Doodle gets, the higher your score. That’s it.

So back to my original question. Why is that fun? And more importantly, why is that repeatedly fun? Such a simple and repetitive action could get boring fast, but this game is different. There seem to be a lot of hidden factors that make Doodle Jump the runaway success that it is.

Here are my takes on why the game is so fun:

1. Doodle Jump is easy to learn.

Learning how to play Doodle Jump takes less than 5 seconds. Doodle’s movement up the platforms is intuitive, and his falling in the absence of a platform makes sense. Thus, within seconds of having the game in hand, a new player can grasp the concepts and goal of the game and can make plans to improve.

2. Doodle Jump is quick.

Life moves fast. Between work, school, errands, and bills, who has time for long, drawn-out games anymore? Instead, pull out Doodle Jump – infinite fun within a finite time period. Depending on the player’s skill, each game takes just seconds to complete. Waiting for a bus? Stuck in traffic? Looking for a noncommittal avenue toward endless procrastination? Doodle Jump can fill in any and all time voids, long and short.

3. Each game is different.

Unlike Mario, Doodle traverses a different path every game. The basic platforms, enemies, and bonuses remain the same, but they occur in different places and at different times, keeping the player alert.

4. Predictability and surprise are well balanced.

Despite the seeming randomness of platform, enemy, and bonus placement, Doodle Jump is fairly predictable. Each game starts with rows upon rows of closely placed stationary platforms, ensuring minimal chances of falling. Difficulty ramps up steadily, first with the introduction of moving and breakable platforms, and then with disappearing and one-jump platforms. Eventually, the platforms spread out, forcing players to think on their feet and make split-second decisions.

5. Doodle Jump is difficult to master.

Like chess, Doodle Jump is easy to learn but difficult to master. Why? Because the game takes skill. Given a certain framework and set of restrictions, players must make decisions and then learn from those decisions to improve. Players get to level up, and that’s definitely addicting.

So the moral of the story? Doodle Jump is a runaway success because it is simple in all the right places and complex in all the right places. If you haven’t already, I definitely recommend that you give Doodle Jump a shot. But be warned: it’s insanely addictive!

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The Decade of Games

Ready or not, games are getting ready to take over the world. People all over the world are starting to recognize and leverage the power of games to influence behavior.

Soon, school, work, cooking, shopping, and free time will all be tied to games. As Seth Priebatsch says in his TED talk, “Last decade was the decade of social. This next decade is the decade of games.”

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LINK

Most people who know me well are privy to my love of math and logic puzzles. I do sudoku puzzles in my spare time and take huge books of logic puzzles with me on long flights. So when it was time to design a board game, what did I do? You guessed it – a math game.

Math was by far my favorite subject to teach during my years in the classroom. Math is built on a framework of simple rules that anyone can grasp. Throw in a little practice, and you’ll be a math whiz in no time. I had students who started the year barely able to multiply 2×2. By the end, most were able to recite the times tables through 9 and complete fairly complicated long division problems.

Now, one thing you should know is that I didn’t set out to create an educational board game. Sure, I came to VFS to study game design in an effort to eventually create educational games, but I didn’t feel the need to combine gaming and education right away. However, it caught up with me anyway.

I started out with an idea involving dice. You roll the dice, then mark a multiple of that number on a grid in an effort to get five numbers in a row. That got boring pretty fast.

Next, I went a completely different route. I tried to come up with a spider web game in which players build webs and then set traps for each other while trying to capture prey. That one was a little too complicated to get just right.

After being stuck for a few days, I had an aha moment: combine the two ideas by using numbers to build webs. The result was a game in which you create connections between numbers based on shared factors. Each link allowed you to move one space along a track around the board.

Not bad, but the movement and numbers seemed too separate for me, so I decided to combine the two. The result? LINK!

The objective of LINK is simple. You control 4 pawns that start near the center of a grid. You must get all of your pawns to orange safety zones around the board before your opponent does. But how do you move your pawns? That’s where the math comes in.

To move pawns, you must create links. In this game, a link is a connection between two numbers based on shared factors. For example, the numbers 42 and 49 could create a link because they share the factor of 7.

Each turn, you draw a number and place it on the board. The number could be of your color or your opponent’s color; you must play it regardless. Your pawns can’t move through links created by your opponent’s color, so you must be strategic about placement.

The number of links you create on a given turn determines your movement privileges. One link allows you to move vertically or horizontally, and two or more links allows you to move diagonally.

The game ends when one player has moved all his/her pawns to safety zones. Interested in playing? Joe’s currently working on a digital version, so hopefully it’ll be available soon!

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Term One

It’s official, folks. Term one is officially over. A lot of things have happened in these past 8 weeks, some joyous, some tragic, some never to be mentioned again. Here are a few things I’ve learned about along the way:

1. Boobs and explosions

Making games is all about boobs and explosions. Not. These were both hot topics of game design conversations early on, sometimes jokingly, other times not. But as we soon learned, solid game mechanics top eye candy. Every time.

2. Persistence

Rome wasn’t built in a day, and neither are great games. The best games take lots of planning, critical thinking, problem solving, and patience.

3. Teamwork

You can’t go through an experience like this without solid support. Eight weeks ago, GD18 was just a group of 30 strangers who shared a love of video games. Several long days and all-nighters later, we’ve become fast friends.

The list of inside jokes is growing, and nicknames are popping up. With the countless all-nighters ahead of us, these friendships will surely become increasingly important.

4. Passion

Huge projects, little time, a whole lot of pressure.

You know things are getting crazy when everyone has either a large coffee or a Red Bull on their desk. And sometimes both. Dollar pizza slices start to become the norm, and showers become a thing of the past.

It’s rare to find something you’re truly passionate about, so when you do, give it all you’ve got.

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Balloon Animal Bodybuilding

Some ideas just have a way of sticking in your head after conception. Heading into a weekend of storyboarding, all I could think about were the balloon animals from my visual target project. The result: Bodybuilders.

Balloon animals everywhere have been counting down to this moment. Tonight, Helium Stadium is packed to the brim, as it is host to the bodybuilding event of the Balloon Animal Olympics. Two contestants, one from the U.S. and one from Canada, will compete for the honor of world’s best balloon animal bodybuilder. Contestants will have 30 seconds to contort themselves into any form, and three judges will vote for the winner.

Below are the panels from the storyboard. Enjoy!

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Can Grand Theft Auto Teach Ethics?

With all the illicit acts available to players within the realm of Grand Theft Auto, one young man has found a way to use the game to perform good deeds.

If you have a second, this article is definitely worth reading: My Four-Year-Old Son Plays Grand Theft Auto

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Balloon Animal Frenzy

Have you ever wanted to shoot balloon animals? Well, in my latest game idea, that’s exactly what you get to do!

Balloon animals have gotten loose, and you must shoot as many as you can before time runs out so they don’t take over the city. Take a look:

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