by Annie | Education, Game Design
As a teacher, I used a lot of games in the classroom. However, it wasn’t until I left the classroom that I realized the untapped potential of existing games in transforming the educational landscape. Most people are starting to come to terms with the effectiveness of games in teaching. However, educators often overlook popular titles in favor of “educational games.” Though these educational games are certainly a step up from textbooks, they often fail to create a truly captivating experience. Thus, the dilemma. Educators know that games can engage students, but even the best educational games out there can’t compare to Angry Birds and Call of Duty. Oh dear, what to do? The answer is closer than you think. In fact, it’s staring you in the face. Instead of trying to create educational games like Angry Birds, why not just use Angry Birds itself? Every game has the potential to be a powerful educational tool. Don’t believe me? Here are some examples: Fruit Ninja: Line Graphs Have students use line graphs to determine the value of different combos in the game. Angry Birds: Perspective Have students think about the conflict between the birds and the pigs from the pigs’ perspective. Paper Toss: Wind Speed Have students analyze the trajectory of the ball and build an apparatus to measure wind speed. Doodle Jump: Ratios and Scale Have students put themselves in the game by measuring jump height and designing a level to scale. Canabalt: Parallax Effect Have students analyze the parallax effect in the background of the game, the principles of which are used by astronomers to measure far away...
by Annie | Game Design, Psychology of Games
Game design is a balancing act. Literally. Not only do you have to balance the various tasks that fall under the umbrella of game design, but, more importantly, you’re responsible for balancing the gameplay experience. At the core of every well designed game is a carefully balanced spreadsheet. Numbers and stats can govern everything from a character’s jump height to the number of resources available. To create an experience that’s both fun and engaging, these numbers need to be tweaked, again and again. One of the things most people fail to realize is just how many tweakable variables there can be within even the simplest gameplay experiences. Creating a spreadsheet is a great exercise for challenging you to think critically about all the different components in your game. Start with the obvious ones, like levels, points, and time. Then, move on to more nitty gritty variables like the number of jumps a character needs to make to get to a certain goal. Think about what you want to teach your player and when to teach different skills. Using this theoretical framework as a guide, plug your best guesses into your spreadsheet, and then start playtesting. If a playable prototype isn’t yet available, conduct theoretical playtests. You’d be surprised how much balancing you can accomplish through imagination alone. (If Einstein could develop the theory of relativity through theoretical physics, you can balance a game through theoretical design.) The resulting numbers are one of the most critical parts of your design and will be invaluable for communicating gameplay elements to other members on your team. They will inform everything from the...