In designing the character, I neglected to realize I had designed an absolute combat powerhouse out of a normal non-supernatural character. Upon receiving my character sheet, I saw that many of my combat abilities had been taken away, while one was added: Holy Warrior. Suddenly rather than simply being an aimless, orphaned drifter looking for purpose, I was a witchhunter greatly concerned with keeping that a secret and wholly willing to do what was necessary to keep it that way. This resulted in some conflicts between my personal desire and what my character desired. Additionally, my personal desire to be nice and friendly, made me nervous to be as standoffish as my character would be.
Since I was interacting with strangers, I wanted to avoid seeming unlikable due to my character actions.
Thus, when my companies Jodie and Boom were attempting to stop a stranger from following us into the mines on our dangerous quest, we found it difficult to be mean and simply reject him as our characters might have. Meanwhile, on the opposite end, I truly reached a unity with the emotions of my character.
In the dark back staircase of the Gray Center, there was both great tension and satisfaction when I put my gunplay skills to work striking holy bullets at the creatures spawned from the pit. After the actions in the mine, the nervousness about being Fitzgerald faded and I fully assembled into the character of a holy warrior trying to keep the unnatural under wraps. I held another player at gunpoint, until my companions refused to support me, because my holy bullet had winged her and she was a confessed witch.
Then, it was a matter of finding the escaped hellhounds to avoid word of them getting out.
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At this point, a second problem emerged with my character that he was a direct block to the knowledge of other characters. This meant the true nature of the pit went undiscovered as it had little to do with the main story of the game. Additionally, when chasing the escaped hellhound, I discovered it had moved into a pack of civilians. Rather than engage them in the story and answer their questions, I lied and insisted it was a normal dog with rabies until they agreed to not dig further. Though it lead to them eventually joining the mayor in a campaign against the evil, simultaneously, I had avoided really engaging with their characters.
Thus, in the context that roleplaying is improvisation, there is a clear divide their. In comedic improv, you can generally continue to evolve things for the comedies sake. I had always viewed narrativist roleplaying as a way for characters to intersect to construct stories, but it was interesting to see how I was as an individual able to carry out a story that diverged from the main one.
However, despite its lack of mention in the epilogue, I had a pleasant little time in my own private war with the forces of hell. In other words, going on a derive involves taking a walk, but it is a walk based upon a high level of awareness of your surroundings in a way that allows them to guide your wandering as certain spaces lead into others and encourage different paces and means of entry and exit. If spaces have a unique psychogeography that draws your attention to certain aspects of them and not to others, or leads you into another space naturally or encourages you to enter it at a specific point, those are all things that would be useful to know when designing a game to fit inside that space.
To that end, it might be useful for game designers to take a derive through the areas their games will primarily take place in before the design process, to get the fullest idea of how to make the best use of the space. I also wonder, however, how much of the perceived affect of a space is inherent to that space and how much is brought in by the person who is interacting with it.
How much would different people agree, when making a situationist map, for instance, on how the spaces feel laid out and are experienced? But it feels to me that at least some of the perception is always created through the act of perceiving and I think this would be interesting to explore as a game designer as well, seeing how spaces affect different people differently, based on different associations they may or may not have with various aspects of it or any other factors. Since this week there are no readings, I decided to expore a problem I encountered during the ARG game design process which was what we are finishing up in this week.
When we started to design the outline of the game and the puzzles, a problem arose: how to allow the experience of puzzle solving to be collective, in which every person is able to have their personal experience. One danger we are faced with is the possibility that a few more competitive participant would speed on in solving the puzzles, and would allow the experience of solving the puzzles to detract for the other players.
Since the puzzle is solved, the next part of the story is revealled, and on the forum where everyone would talk about the progress of the game, there would be mentions of the progress. This would lead to the people that were lagging behind in puzzle solving to ask about the new story arc, and thus essentially skipping the experience of the puzzle as they would just skip the puzzle entirely. Also, there would be posts on the forum on how to solve the puzzles, where some players would just use the solution, and not really think about the puzzles themselves.
One way we thought about is to create multiple paths for the players leading to the same goal. The different paths would contain different puzzles. Therefore, we essentially split the players up into smaller groups, where the progress of each group would be more consistent. Another thing we thought up is to vary the kinds of puzzles created, thus a single person would not be able to solve all of the types of the puzzles unless the person is really talented. Another thing that was considered and applied is that we created some of the puzzles to be mandatorily collaborative, thus a single person would not be able to solve the puzzle on their own.
I have said that the design of the separate storilines would converge at a given point, and at that given point, we decided that each separate path of the storiline eventualizes in a clue that combined together is the puzzle to adance forward. This eliminates the possibility that a group of people in a particular storyline wound speed past other groups in their storilines and find the ending of the story before everyone else.
We also designed other collaborative puzzles, the intent is to which slow down the faster puzzle solvers to allow the slower participants to catch up. One puzzle we designed was an escape room puzzle which allowed the participants to work together to solve puzzle, this puzzle is intended to illustrate the effectiveness of collaboration and how it would benefit for people to work together.
- Alternate Reality Games, Gamification for Performance by Charles Palmer | | Booktopia.
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- Computation, Cooperation, and Life: Essays Dedicated to Gheorghe Păun on the Occasion of His 60th Birthday.
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- Jane McGonigal.
But still, I think there are always instances where the pace of the game would be effected by individual players who are just faster than others, and there always are ways to decrease the effect created by this out-of-pace, such as creating additional puzzles, level up the difficulties of the puzzles, adding shills to maintain the balance of pace, etc. And one part of the ARG is teh unexpectedness of how things would go, and how the game designers would improvise to maintain this balance.
- Alternate Reality Games : Gamification for Performance - trovdistlinkjohngutz.cf?
- The Turkmen Lake Altyn Asyr and Water Resources in Turkmenistan.
- Games and Gamification in Learning and Performance: The Basics, Part I.
The gameplay started with a mock wine tasting where the creators secretly took our cups after the tasting. Then we are gathered together and were told that they have tested our DNA and have determined that we were part of the , an ancient race of people that interacted with earth. We were then given a very old journal and were told that we need to find stuff to open up a portal to the other dimension. This took the form of a scavenger hunt as we searched through the areas outside of the building around the library.
Each location of the hunt was given as a hint in the journal. In the end, we found all the pieces of the puzzles wich were pairs of glass test slides with two colors on each slide, and a final box with a code. Then we were led back inside and were told that we need to fix an engine that opens the portal. We used the sequence of color on the test slides and the color mentioned in the journal to plug the slides in the machine and also connect the wires also with colors on them.
Alternate Reality Games
Then we are shown a short video about the mission to go to the other side and revealed us the answer to the code. We opened the box to find a glove with electric wires on it, amongst other objects , and using the glove and our bodies as conductors, we connected a circuit and opened the protal, which marked the end of the test trial for the ARG. One thing I really noticed in my experience in the whole game was that I was unusually hyped and energetic, especially during the scavernger hunt. I was really interesting especially under the circumstance that first I knew that this is formost not a real adventure, and secondly that this is not even a real game, as it is a playtesting for the game.
Also, it is weird that this bleeding affected me very unconsciously, as I was really unaware of this heightened state of mind until after the game ended. After that, I could recall how I was walking faster than usual, how my voice was louder, and that I was so eager to find anything. It is one thing to talk about bleeding in and out, but to actually experiencing it in person, is really something else.
Of course, technically speaking, this should not really count as bleeding out as first the established character is maliable and thus not set in place, and also that the affect of the character on the person is limited, and a bit ambiguous. But still, it was a very interesting experience. When we were doing the scavenger hunt, we werea automatically assigned as a group, which implies the elimination of competition, and as a result the group of players were very much collective in collaboration as a team. We never disperesed anywhere away from the group, and we never even argued about what the puzzles meant.
There was an instance when I thought one of the clues lead to a statue around the corner, and was wrong in that assumption. But is was very interesting that all the people in the group trusted my judgement as they all followed me to the statue , and even when finding out that the goal was not there, there was no disagreement or anything.
It feels like everyone was centering on the goal, and this made the gameplay much more affective, and much more whollistic, as it encorporated every single person as part of the experience. When we finished the game, and were discussing the pros and cons of the game, the creators mentioned that they were at first undecided about whether to put the players together as a group eliminating competition , or just have them do the scavenger hunt individually allowing competition.
Alternate Reality Games: Gamification for Performance | Harrisburg University
And in a sense they did the right choice, and the experience proved the effectiveness and arguably the neccessity of the disappearance of competition for more collective experience. Introduce young girls to underrepresented STEM careers. In Level 1, attendees conduct experiments, perform scientific research, and use inductive reasoning to solve the case of the perplexing peach.
This case focuses on hands-on inquiry to encourage collaborative problem solving and participatory learning. Once completed, the girls graduate to Level 2 and can come back to work on an environmental protection mystery with a new cast of characters and challenges. After a week of training in biomedical engineering, environmental protection, and expressive technologies the girls come to the final day of camp only to learn that the Senior Click agents have been called away on various missions.
The case starts with news that a Pittsburgh Steeler has fallen ill. A small group of girls travels across the street to Heinz Field to interview the team chef about possible foods ingested by the player and gather background information on food borne illnesses. Another team examines case files from other patients and extracts DNA for further study. While yet another team takes their investigation online to learn about how two other local companies Del Monte and a nearby restaurant might also be involved in the mystery.
Communication skills interviews with NPCs, social media tool , research websites , deductive reasoning documentation. In this ARG, the Level 1 participants were really engaged in the storyline. After coming across a red herring in the storyline, the girls wanted to confirm some information they received from Rachel, the NPC waitress at a local restaurant. Of course the waitress was a hired actress using a fake name and the hostess told the team that no one with that name worked there.