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How can we Maximize enjoyment without sacrificing instructional quality?
I wanted to make my first blog posting about Gardens of Time as it concerns to this question. The first component of Gardens of Time that I noticed was the fact that I had a structure from which I could play the game. I was limited to how much "energy" I have. The game iteslf forced me to concentrate on every aspect of the game, such as tending my garden, by simply placing limits on how many times I could play the different levels. Granted, after 10 minutes or so I would always be able to continue playing my game, but for those ten minutes that I waited patiently for my energy to replenish, I was concerned with the other aspects of the game, some of which are not pleasurable, such as the constant interruption to send "gifts" to friends. However, even that aspect is beneficial because it gives players the option to "socialize" in a sense with other players. The socialization may be nothing more than a greating, but it is still human interaction, even at the most basic level. As far as this game as it concerns the article "Why Games are Good", it is easy to connect the author's point of a simulation to this game when one places objects in their Garden. In order to further advance in the game the player must place artifacts in their garden. The objects to be placed are completely up to the player and the setting of those objects can be done in a way that the player wishes. To summarize, the game placed limits on the players options, forcing all aspects of the game be experienced, even if they are not as enjoyable or addictive as the main focus.
How does Gardens of Time compare with WoW in terms of Gee's descriptions of a "good game"? It seems like a MMORPG "lite". For example, although I've never played WoW, in Garden's of Time we don't chose a role to play as in WoW. Everyone plays the same role and it is well defined. I reel like it falls short in several areas compared to how Gee described playing WoW...
ReplyDeleteWhat do you think?