Thursday, 5 May 2011

Essay

Introduction to Critical game studies assessment 2.

In this essay I will talk about the major design issues we had during the developing of our key stage 1 game, Mr. Cheesey’s Spelling Fun. Even key stage 1 games take a long time and a lot of hard work to make; unexpected problems can pop up at any time so it’s important to be thorough in the design process.

Mr. Cheesey’s Spelling Fun is a game designed to assist key stage 1 children through the process of learning how to spell. We wanted to make the game both educational and fun so the children playing it would keep coming back. You play as Mr. Cheesey, who you use to collect letters that are spread out over a platform level. It then takes you through to a spelling screen in which you have to rearrange the collected letters to spell out a word by dragging and dropping them into the right position. Hints will be given to assure that the game flows and so the people playing don’t get stuck.

 
As soon as the idea of controlling a little cheese in a platform game was put on the table we all immediately decided that that was the game we wanted to make. Before starting the designing process we looked at different platform games and games that were aimed at the same audience. We went on the BBC website (www.bbc.co.uk/schools/ks1bitesize) to research KS1 games and found that there were a lot of similarities in the artwork of the games, also how simple and easy to pick up they all were. We did this to get a clear idea of how we wanted our game to look and ideas on how the mechanics would work. In Doug Churches article for Gamasutra he says As a designer, you still have to figure out what is fun, what your game is about, and what vision and goals you bring to it.”(Church: 1999: 2)  Here, he discusses the importance of getting the features right in the design of a game to avoid less complications during the development.

We also took an extensive look at the national curriculum to ensure that the content within our game was appropriate for children aged between four and seven. On the national curriculum website we found a section in the English key stage 1 content that we looked over.

Spelling

4. Pupils should be taught to:

Spelling strategies

a. write each letter of the alphabet

b. use their knowledge of sound-symbol relationships and phonological patterns [for example, consonant clusters and vowel phonemes]

c. recognise and use simple spelling patterns

d. write common letter strings

e. spell common words

f. spell words with common prefixes and inflectional endings

Checking spelling

g. check the accuracy of their spelling, using word banks and dictionaries

h. use their knowledge of word families and other words

i. Identify reasons for misspellings.

If the spelling section could roughly stick to this content our game would be suitable for the target audience. We then went back to the national curriculum website and found a database of words that KS1 children would be learning. We decided to pick out all the words that related to the themes in our game and use them for the spelling task. After planning the educational part of the game, we had to figure what would make our game fun.

We started playing retro platform games to try and spark some creativity. As we were playing through various titles; Mario, Donkey Kong, Kirby etc, we started looking at them from a designers point of view, talking about what works and what could be improved. From playing these games, we made a list of all the features that we wanted to have in our game, it consisted of things like; characters, character actions, levels and level layouts etc.

After reading an article ‘a formal approach to game design and game research’, written by ‘Robin Hunicke, Marc LeBlanc, Robert Zubek’ they talk about aesthetics using a ‘more directed vocabulary’. We sat down together with the intention of discussing what our aesthetic goals would be; to make it easier for ourselves we looked to the article and used their vocabulary to sum up what we wanted from our game.

1. Sensation 5. Fellowship

Game as sense-pleasure Game as social framework.

2. Fantasy 6. Discovery

Game as make-believe Game as uncharted territory

3. Narrative 7. Expression

Game as drama Game as self discovery

4. Challenge 8. Submission

Game as obstacle course Game as past-time

(Hunicke, Leblanc, Zuberk: 2004: 2)

Above are the words taken directly from the article. “When working with games, it is helpful to consider both the designer and player perspectives. It helps us observe how even small changes in one layer can cascade into others. In addition, thinking about the player encourages experience-driven (as opposed to feature-driven) design (Hunicke, Leblanc, Zuberk: 2004:2) also taking in to consideration though “while there is no grand unified theory of games or formula that details the combination and proportion of elements that will result in ‘fun’, this taxonomy helps us describe games, shedding light on how and why different games appeal to different players, or to the same players at different times.” (Hunicke, Leblanc, Zuberk: 2004:2) we wanted our game to be aesthetically appealing as possible so we chose to apply as many goals as we could without over complicating our.

The main thing we focused on was making our game a challenge. Every game has to have some sort of challenge, if there’s nothing trying to stop you from accomplishing your goal then you don’t really have game. This is discussed in ‘MDA: a formal approach to game design and game research’. “if the player doesn’t see a clear winning condition, or feels like they can’t possibly win, the game is suddenly a lot less interesting” (Hunicke, Leblanc, Zuberk: 2004:3) For our game we set many challenges for the player to overcome; difficulties with different life limits, a variety of enemies each with their own form of an attack, interactive platform levels that you jump around on. We feel that we set an appropriate amount of challenges for KS1 children. There’s not so many that a child would feel that it’s not going to be possible to complete, there’s enough to make him/her feel that it is going to be difficult to complete. These challenges were put into the game to make the ‘sensation’ of completing it higher. We wanted the player to enjoy it so much that they would want to come back and play it again. To achieve this, we decided that the game needed more than just a challenge. In Newman’s book, he discusses the importance of struggling to earn an award, “It is essential to note that players want to work for their rewards” (Newman: 2004:16). We discussed this topic and decided that the game needed to reward the player for achieving their goals, so we came up with a reward system. The player would be gifted a key after completing each level, they would then use that key to insert into a ‘magical chest’. After collecting and inserting all the keys into the chest, it would open up and reveal a well done certificate for completing the game. They can choose to print off the certificate, it shows that you’ve completed it and the difficulty and time in which you done it in. ‘Fantasy’ was already a concept, as our main character was going to be a piece of cheese that teaches children how to spell. Mr. Cheesey was the basis for the entire game. After he had been invented the rest of the characters were quickly developed; blueberry canary, hot-dog Dog, bake well Bob, dino Dan the ham and Spud. All the characters were based on different foods; we thought that children would find this amusing. While designing the characters we only had the thought of making it enjoyable for the target audience to look at, we never thought of it as adding a fantasy element to our game. We also wanted to make it expressive. When the player has completed the platform part of the level, they advance to the spelling part. Here they are asked to use the knowledge that they would be expected to learn in school to advance to the next level. The spelling section is the only part of the game that can be considered tedious. If the player is stuck and hasn’t found the answer, they can look to their hints, but if the hints have been used up the player has to rely on him/herself. I feel, as game players myself that when the challenge is higher, completing it would make me feel much more accomplished. For a child it is very important to highlight their achievements and praise them whenever they succeed at something. It was always important for us, and for the player, that after playing it they would discover that they can actually have fun while learning. We felt that this was the main reward for the player. With all these combined elements included in our game, I feel as though it borders on submission. Hunicke, Leblanc, Zuberk explain submission as “Game as past time” (Hunicke, Leblanc, Zuberk: 2004:2) and it was always our aim to make our game, one that players would remember.

Overall our game had quite a few major design issues, and in turn slowed us down when we started developing the game, but when times were tough we pulled together as a team and carried on working. In ‘Greg Costikyan’s’ article ‘I have no words and I must design: Toward a critical vocabulary for games’ he notes “It is important, however, to understand how and why game structures do shape player behavior; indeed, understanding this is fundamental to mastering the craft of game design. You cannot simply throw together a bunch of different game elements, and expect them to cohere; you must consciously set out to decide what kind of experiences you want to impart to your players, and create systems that enable those experiences.”(Costikyan: 2002: 20) We took this on board whilst designing the game but we felt as though we had a good combination of elements in our game, and felt that, although it was a difficult game, designing and developing. It was a game worth trying to make. This project has taught me a lot, and from this I will take with me, for future projects, the knowledge that the designing process of making a game is arguably the most important. You must remember at all times that you are making a game for the target audience as appose to making a game for your own enjoyment.

QCA Curriculum Division, 83 P., 2008. National Curriculum for England 2008. Available at: http://curriculum.qcda.gov.uk/key-stages-1-and-2/subjects/english/keystage1

Church, D., Gamasutra - Features - Formal Abstract Design Tools. Available at: http://www.gamasutra.com/view/feature/3357/formal%20abstract%20design%20tools.php

LeBlanc, M., Zubek, R. & Hunicke, R., MDA: A formal approach to game design and game research. Discovery, 83(3), p.01–04.

Newman, J., 2004. Videogames, London: Routledge.

Costikyan, Greg (2002) ‘I Have No Words & I Must Design: Toward a Critical Vocabulary for Games’, CGDC Conference Proceedings. Studies in Information Sciences. Tampere: Tampere University Press, pp. 9–33.

Thursday, 9 December 2010

Sportswheel proposal

For my Sportswheel I decided from the start that I wanted to stick with a sport so I could stay relatively close to the original theme. I thought with the up and coming Olympics to go for a track and field sport but without going for one of the obvious choices, so I decided on making a shot put sportswheel.
                                                                                         
 After making several mock ups I found that I wanted to steer away from using a wheel and turned it into a bar with a treadmill like effect. I also thought it could be a nice idea to have an athlete placed at the front of the wheel/bar, and put the shot so I could have that as the way of deciding which number would be chosen.

 For my colour scheme I wanted to try and give a track and field feel to it so I went for a light grassy green and yellow. I used green for the background and made most of the objects (stake, balance, play button and score) yellow.

 For the odds I wanted to use a shot put circle but with the amount of circles that were already on the screen I thought it would be a better idea to change it into a square, whilst keeping the design similar to a shot put circle. I also changed the chips into shots so to stick with the theme.

 I made a very brief animation to show roughly what I want my sportswheel to do but I hope to add more to it. I need the wheel/bar to be moving and animate the athlete so he actually has a throwing motion when he puts the shot. I also need to make all the objects that are used to be fully functional. I want to add a music option as well, most probably playing the Olympic theme tune in the background and also an option to view the rules.


Tuesday, 9 November 2010

Interview

what is the title of the last fiction book you read?

Im not a massive fan of fiction, Im very picky. The last book I read was a book that I've read a few times now... One flew over the cuckoo's nest.

What is the last live performance (music, drama or dance) you attended?

I went to downlaod festival and saw a number of bands. The ones that I wanted to see the most were; Aerosmith, AC/DC, Rage Against The Machine, Coheed and Cambria but I came away very impressed with pretty much most the bands I saw..... except stone temple pilots.... they were awful!

What is the title of the last  film you watched in the cinema?

The last film I saw at the cinema was paranormal activity 2. I was quite excited about seeing this film as I had only just watched the first one the night before we went to see the sequel .... or prequel i should say.

How often do you read a newspaper?

I read the newspaper pretty much every week (daily mail). I start with the sports pages to check up on all the football stories then I read through all the stories inside. I like to see whats going on in local news even though the majority of the articles are quite miserable. I'll then have an attempt at the crosswords and sudoku.

Which art gallery/museum/exhibition did you last visit?

Madame Tussauds, I get free entry because my brother works there.

How many hours a week do you spend playing video games?

The average amount of time has probably dropped considerably sinceI started uni. I use to play maybe 20-25 hours a week but now itsprobably more like 5-10 if I'm lucky.

How many hours a week do you spend playing games other than video games? 

Before the course not at all, but now I consider myself alot more open minded and will give any game a chance. If I find that I like a board game I could easily spend a few hours playing it.






Monday, 1 November 2010

Making the Cheesey board game!

Over the last few weeks our team have been trying to use the assets  of the Cheesey game and turn it into a board game. This task has proven far more difficult than first thought but I think we've made our final decision on how we want our board game to play out.

 ideas and iterations.
When our group first sat down to discuss the board there were only three of us present (Me, Alex and Steve) so we knew that we couldn't make a final decision without everyone else being there, so we started brainstorming to try and have something ready for when we all met up. We knew instantly that it was going to be a struggle making it into a board game as its a platform adventure, so to start with we really couldn't get our headasaround the idea of putting it on a board.

 Mine and Alex's original idea was to keep it nice and simple and make it a four player dice game. One player would have to play as Mr Cheesey and get to one side, while the other players are the enemies who have to stop him from getting there. Steve suggested that it would be too simple and not interesting enough, we knew he was right but we were struggling for ideas so we tried to work with it.

 After brainstorming on numerous occasions we still didn't have anything that we were happy with. Here is a list of some of the ideas that are being thrown about.
  • 4 player board (as explained above)
  • A snakes and ladders style game (but we wanted to come up with something a little more original)
  • A dice game but with probability and chance rather than you making the decisions (I personally really liked the idea of this one, but we just couldn't think of a way of doing it)
  • Steve suggested that we make a chess style game (we couldn't really get our heads round that idea as chess has a number of pieces and it wouldnt make sense to have more than one Mr Cheesey)
  • Another 4 player dice game in which the board was cut into four squares and the players had collect all the letters and spell all the words, the first player to so would be th winner. (I'll add sketches to explain it a bit more)
  • I thought it would a cool idea to make it like bagatelle but with Cheesey and the marbles
  • our most recent idea was to change it into a game of shove ha'penny (idea actually came from Rob, but nobody else knows that)
Development.

Last Tuesday we started messing around with ideas for the Shove Cheesey game, and I think we all agreed that it was fun and could work. This Tuesdays session I think we're all going to try and develop the game to point of knowing exactly what our final outcome is going to be. (sketches to come of the first few boards that we have lready made)

Saturday, 23 October 2010

Mr Cheesey's spelling fun meeting.

We met again today with the aim of preparing our presentation to show our progress with the development so far.
We started by going over the game concept, level designs etc just to refresh everyone on the game and the stuff we would need to put in the presentation. We discussed the new sketches that had been drawn out and different graphic styles we could have gone with. We decided that although a ‘Dr Seuss’ style graphics would look good (and seeing the alternate sketches showed this) that it wouldn’t suit our target audience.
We worked in illustrator to bring our sketches to life and try out different colour schemes we had found via kular. We put all our visuals into the presentation. Its really cool to see how the sketches have transitioned from hand drawn pictures to digital images
In our next meeting we plan on going over what each person is going to say in the presentation and fine tuning any issues if they arise.    

Wednesday, 20 October 2010

Mr Cheesey development

The group met today to finalise our ideas and have a full understanding of how we want our game to turn out. We threw all our ideas together and started working on our presentation for Tuesday. Here are the new and tweaked ideas for the game.


  • We finalised the story for the Cheesey adventure.  
Mr Cheesey comes from the planet Cheddar, a planet with unrivalled  intelligence. Phil the Sun has set Mr Cheesey the tasked of travelling to earth to help the struggling human race by teaching their youth how to spell. After settling in to his new home, Cheesey starts his perilous journey to save the world.          
  • Tweaked the layout of the game and added a new reward system.
The reward system was that after each level you would collect a coin based on the theme of the level and insert each coin that you collect into a chest. We had a suggestion that maybe we should use something other than coins to open the chest, because having coins could imply that there might be something to buy.....and there isn't. It didn't take much thought on what we could change the coins to... so we swiftly decided to change them to level theme based keys. So after collecting the five keys from each level, you insert them into a chest which opens up and reveals a certificate that the player can print off (and frame). We also thought it could be a cool idea to make a bonus level (maybe on hard mode) to [play on the land of cheese, just so you could see exactly where Mr Cheesey comes from.
  • Out of the 10 level concepts we came up with, we decided the 5 levels that we are going to be using.
We thought it would be a good idea to make the levels more intractable rather than places blocks over the screen for Cheesey to bounce off.  The levels that we decided on are;
  1. toy box
  2. bathroom
  3. pirate ship
  4. jungle
  5. living room
  6. -Bonus level when completed, Cheddar AKA the land of Cheese.
  • We added some new characters.
We decided pretty early on who the main characters are going to be, Mr Cheesey and Phil the Sun. We had already discussed the enemy characters but thought it would be a good idea to add some more.
  1. Blueberry Canary
  2. Hot-dog Dog
  3. Bake-well Bob
  4. Spud the Spud
  5. Dino Dan the Ham

Mr Cheesey development

The group met today to finalise our ideas and have a full understanding of how we want our game to turn out. We threw all our ideas together and started working on our presentation for Tuesday. Here are the new and tweaked ideas for the game.


  • We finalised the story for the Cheesey adventure.  
Mr Cheesey comes from the planet Cheddar, a planet with unrivalled  intelligence. Phil the Sun has set Mr Cheesey the tasked of travelling to earth to help the struggling human race by teaching their youth how to spell. After settling in to his new home, Cheesey starts his perilous journey to save the world.          
  • Tweaked the layout of the game and added a new reward system.
The reward system was that after each level you would collect a coin based on the theme of the level and insert each coin that you collect into a chest. We had a suggestion that maybe we should use something other than coins to open the chest, because having coins could imply that there might be something to buy.....and there isn't. It didn't take much thought on what we could change the coins to... so we swiftly decided to change them to level theme based keys. So after collecting the five keys from each level, you insert them into a chest which opens up and reveals a certificate that the player can print off (and frame). We also thought it could be a cool idea to make a bonus level (maybe on hard mode) to [play on the land of cheese, just so you could see exactly where Mr Cheesey comes from.
  • Out of the 10 level concepts we came up with, we decided the 5 levels that we are going to be using.
The levels that we decided on are;
  1. toy box
  2. bathroom
  3. pirate ship
  4. jungle
  5. living room
  6. -Bonus level when completed, Cheddar AKA the land of Cheese.
  • We added some new characters.
We decided pretty early on who the main characters are going to be, Mr Cheesey and Phil the Sun. We had already discussed the enemy characters but thought it would be a good idea to add some more.
  1. Blueberry Canary
  2. Hot-dog Dog
  3. Bake-well Bob
  4. Spud the Spud
  5. Dino Dan the Ham